Vítday, 36 Scatterseed 204
By request of a mysterious patron, Grossmor guildsman of
Northmeet consults the logs of the Guild of Adventurers to
discover a number of individuals prepared to embark on a potentially
suicidal mission. After due consideration he summons Salamar Russ,
Jass, Jedidiah de Chesiré, Bronx, Blackjack and the monk,
Brother Kak to his comfortable inn, The Rounded Pheasant. The group
had not met one another before this day, and eye each other suspiciously
as they listen to the early morning bustle of weary servants.
Grossmor, usually cheerful, is quick to get to the point. He and
the party assemble around a worn wooden table, and the innkeeper
swiftly spells out the nature of their mission: "The job sounds
easy enough, but there are a couple of complications that some of
you may not be too keen on. Basically, it's a case of a missing
person. A gentleman, whose name I can't reveal at this stage, disappeared
about a year ago. Evidence has been found that suggests either that
he may be may alive, or that some brave souls could find out what
happened to him. Your patron needs some competent help to travel
with him to where this evidence was found, and follow what clues
there are to find this missing man. Problem is that this evidence
was apparently found right on the edge of the Wraith Haunt; and
the chances are that you're gonna have to go in there. I wouldn't
like that. Remuneration is 150 crowns per day divided between each
of you, plus a bonus of 2000 crowns if you find out what happened
to his man 5000 if you find him alive and bring him back.
Guild takes 10%. Any questions?"
The group's discussion on the matter is brief. Grossmor assures
them that their patron is trustworthy, and that once they meet him
they will still be able to back out if that is what they wish. The
reason for the secrecy is that the patron does not wish the specifics
of the mission to be widely known, and if the group flatly refused
to go to the Wraith Haunt (and who would blame them?) the veil of
secrecy should be preserved. It is soon proved that the group are
sufficiently brave or stupid or both, and they agree to the terms
laid down before them. Grossmor nods without satisfaction and turns
to a doorway that leads into a back room of the inn. "Sir!"
he calls.
The man who emerges is known to all the assembled, except Bronx
who is more concerned with making sure he has a good meal before
he goes anywhere. The group's patron is a man just shy of thirty
seasons. He has long flowing blonde hair and his clothing, though
plain, is obviously of superior quality. They recognise him as the
nobleman Silas Reshen, son and heir of the baronet Sir Jessnic.
Silas' good looks, large fortune and lack of a wife make him the
most eligible bachelor in Northmeet. He smiles awkwardly at the
group, as if he is unused to communicating with individuals of their
social station. Grossmor offers the nobleman his seat as he potters
off to get some wine. Silas sits and regards the party carefully.
When he speaks he addresses Salamar Russ who, as a member of the
Watchers on the Cusp of Oblivion, is at least respectable.
"The individual that Mr Grossmor spoke of is my elder brother,
Xaldan," Silas begins. "Xaldan had no interest in taking
my father's title and joining the court of Duke Colharn. He was
a wizard who dedicated much of his life to opposing and destroying
the undead." Salamar points out that this as a noble aim, and
Silas continues. "I don't know where this obsession came from,
but he would not rest in this quest of him. In the Late Harvest
of last year he hired a group of mercenaries and left for the Wraith
Haunt. There hadn't been much activity around it in about a year
so he thought that he would be safe. He hoped to obtain some component
there for a powerful spell he was working on I'm afraid I
don't know anything about arcane magic, so I can't tell you anything
specific about it. In short, Xaldan never returned. My father and
brother had not seen eye-to-eye for years. Sir Jessnic could not
understand why Xaldan did not want to take his rightful place. Xaldan
was always his favourite, and my father would have moved mountains
to avoid handing the title to me. When Xaldan didn't return to the
Wraith Haunt a part of my father died. He has never been the same
since then. Once he was hearty, now he is frail."
"Two days ago, this came into my possession," Silas fishes
a ring out of his pocket and places it on the table. The ring is
heavy and probably worth quite a bit. It is made of gold and the
Reshen family crest (a black hawk on a red background) is set into
it. The ring seems strangely tarnished, however, as if it has spent
time in a strong acid. Inside the ring, scratched into the surface
are two words that can roughly be made out as saying 'help me.'
The group passes the ring between them and return it to Silas. "It
was found a few weeks ago by a woodsman called Custar Merry. He
comes from the village of Garwood which is right on the edge of
the Wraith Haunt. He brought the ring to Northmeet and sold it to
a trader. The trader sold it to a man who recognised our symbol
and brought the ring to me. Now I am bringing it to you. Although
my father could furnish me with men and horses enough for this mission,
I want to act without him knowing. I cannot afford to get his hopes
up. To lose Xaldan for a second time would kill him."
The group continue to question Silas. He says that he and his brother
were on good terms but they drifted apart in the last seasons before
his disappearance. There is no room or home of Xaldan that they
can check as the wizard did not live in the Reshen home for many
seasons before he vanished. Silas would prefer that the group did
not go to his home for fear of alerting his father as to what is
going on.
Silas makes it clear that he would like to leave as soon as possible.
If they can head out of Northmeet within the next couple of hours,
they should be at Garwood by dusk tomorrow. He knows that it's been
a long time since Xaldan's disappearance, but now that he has something
to do, he feels the passing of time most keenly. Silas will provide
horses for those party members who want one (Jedidiah and Kak decline).
Bronx says that he has to eat before he goes. Silas nods and says
that is fine and asks Grossmor to give the party what they want
and he will foot the bill. Jass asks for a room where he can meditate
for an hour. Grossmor agrees as he goes to find some roast beef,
pork and pheasant for the barbarian. Blackjack disappears to find
a small group of women of suitably loose morals to entertain him
for a little while. Salamar also says that he has things to do,
and will return as soon as he can, although he cannot promise to
be within the hour. Silas says that they will wait for him and leaves
to obtain horses for the group.
Salamar goes to the Temple of the Watchers in the city of Northmeet,
where he meets with the Necros Selvin. Salamar tells Selvin of his
mission and asks about the Wraith Haunt and about Xaldan. Selvin
confirms what Silas said about the Wraith Haunt having been quiet
for some time, but doesn't know anything about Xaldan other than
the fact that he vanished. He offers to ask the archnecrotain, Varamil.
Salamar is grateful and waits patiently.
After a few minutes Salamar is summoned to the office of the archnecrotain,
buried deep beneath the temple. Varamil is younger than Salamar,
but seems affable enough with the old man. He offers the necros
a seat and listens intently to the mission that Salamar is about
to embark upon. Varamil explains that there is much evil in the
world, and that the Wraith Haunt is chock full of the undead. There
aren't enough Watchers to purge the place, so they do their best
to contain it. Many in the church believe their efforts have been
successful, as there has been very little activity beyond the borders
of the wood in the last two years. Varamil is not so optimistic.
He believes that something is brewing within it. He does not know
what it might be, but is of the unshakeable conviction that the
last two years are the calm before the storm. As for Xaldan, Varamil
knows that the wizard came to the Watchers more than a year ago.
The Watchers knew that he was sincere in his dedication to the destruction
of the undead and decided to train him to fight them. One more crusader
on their side being a good a thing. Xaldan had no interest in becoming
a priest, choosing to follow the arcane path. Some of the mercenaries
that went with Xaldan to the Wraith Haunt were Watchers from this
church. Although search parties were sent out no sign was ever seen
of them again. The spell that Xaldan was working on was a magic
that would dislocate an undead from the negative plane, thus eliminating
many of its nastier powers such as the ability to drain life energy.
Varamil thanks Salamar from stopping by, wishes him luck and asks
him to return when his quest is over to inform him what he has found.
The archnecrotain gives Salamar a dozen bottles of holy darkness
to help him better fight the undead.
By the time Salamar returns, Silas and the rest of the party are
saddled up and ready for the off. Bronx is complaining that he has
eaten too much, and that he is far too sick to ride anywhere. No
one believes him, but they are forced to revive the opinion when
he is violently ill over his horse's head before they even reach
the city gate. Silas gives the barbarian a disparaging look and
wonders if Grossmor had selected the right party for this job. In
total there are seven of them. Jedidiah astride his riding dog,
Rover; brother Kak on foot and strolling along faster than the horses
thanks to his mystic training and magic boots; and Silas and the
others on horseback.
Leaving Northmeet they join the North Timberlake Road. Silas explains
that they have the rest of the day on the road and will stop when
they reach an appropriate waystation. There will be a track to the
north which should take them to Garwood. Silas has never been to
the place, of course, but he has a map and is reasonably sure that
he can find it. The nobleman is obviously expecting trouble and
is clad in half-plate armour that has been polished to such a shine
that he is in danger of blinding his companions.
The first day's joinery is relatively uneventful. The group talk
in an effort to get to know each other. Salamar is keen to learn
the religious beliefs of the rest of his companions, although the
line of enquiry is cut short by Bronx's affirmation that he has
no time for gods. "I am a god," he says. Combined with
his over indulgence and truly astounding ability to projectile vomit,
Silas is fast rethinking his decision to bring the barbarian along.
However, he chooses not to show his displeasure, or indeed to say
very of anything as day draws on. Silas is obviously not used to
associating with the common-types such as the party and, although
he is doing his best to remain polite, it is evident that he is
uncomfortable amongst them.
Bronx has recovered from his bout of illness and is now eyeing
Jedidiah's riding-dog, Rover, with a growing appetite. The bard,
Blackjack, says that he will happily get the dog for Bronx for the
right price. Bronx says that he doesn't understand money, at which
point Blackjacks' ears prick up like a wolf eyeing a four-hour-old
lamb and he smiles discreetly. Perhaps it would be best, Blackjack
argues, if Bronx gave him all the money he made on this mission
for safe-keeping. That way Blackjack could buy stuff for Bronx and
get the better price. Bronx agrees, but says that he wants much
more than just a dog. Bronx has a dream he wants trees. For
reasons, best known only to him, Bronx appears to be the world's
first tree-living barbarian and he misses his arboreal home. Bronx
wants Blackjack to get him a tree and a dog, and some cows to eat.
Will his share of the money be enough? Blackjack nods and with suspicious
honesty says that he will have to haggle, but there should be no
problem.
Just before dusk, the party reach a Sharrashan waystation placed
on the road by the Odyssian Church. After donating a little of their
water to the shrine of Sharrash at the back of the tower, the group
settle down for what turns out to be an uneventful night. Silas
assures them that shortly after dawn tomorrow they will turn north
into the woodland that borders the North Timberlake Road. By dusk
they should reach Garwood at that stage they will be only
a mile away from the southern-most border of the Wraith Haunt.
Terday, 37 Scatterseed 204
Their progress is true to Silas' word, and by lunchtime the group
are far to the north and deep into woodland. They travel along a
worn and rutted track down which timber is dragged from Garwood
to the village of Oakholme and to Northmeet. As they press on, however,
it becomes apparent that something is very wrong. Brother Kak, bounding
ahead of the party and striking his large simian forehead on the
branches of overhanging trees, is the first to spot the absence
of any animal or bird life in the surrounding area. As the rest
of the party stop and train their ears to the sound of silence,
they agree with the monk that there are no sounds to hear. Jedidiah
dismounts Rover and ducks into the undergrowth, blending seamlessly
with his surroundings. The hobbit makes a wide circuit around the
group to look for any life. A one point he comes to a small stream
running through the forest; it is here he discovers that all the
insect life has also disappeared. There is no sign of any bodies
of creatures, leading the group to assume that they have fled. But
what would cause an entire forest to empty of life? The shadow of
the Wraith Haunt is chilling.
But they press on regardless, moving further and further into the
silent forest. By the look of the track, no heavy traffic has passed
over it in the last three weeks. It is the late afternoon before
the group comes to an area of cleared forest. A rusting axe is stuck
firmly in a tree stump, and the small logging cabin is devoid of
life, the door moving harmlessly in the wind. Kak investigates the
hut, but discovers little more than some stick furniture and crumbs
of food. The group is of a mind to press on to the village before
it gets dark, but they are trepidatious about what is to come. Jedidiah
volunteers to take Rover through the undergrowth toward Garwood
and quietly check out the state of play. Rover seems none too keen
with this idea, but the hobbit manages to persuade him and the two
head off into a thicket.
They are only about a quarter of a mile from Garwood, and it does
not take too long for Jedidiah and steed to bound into the town.
It is a small affair, made up of about twenty or thirty wooden cabins.
At the centre of town is a larger building, probably a chapel of
some sort. As Rover pads silently about the town, it becomes obvious
that the town, too, is completely deserted. The people left this
place, but they did not leave willingly and they did not leave without
a fight. The doors of many of the houses have been kicked in; and
there is evidence of fires having been started in parts of the town.
Jedidiah has seen enough and spurs Rover out of the town before
whatever happened to the villagers of Garwood happens to him.
Less than half an hour later, Jedidiah leads the rest of the party
into the village. It is late in the afternoon by this stage, and
there is probably less than an hour of daylight left to the group.
Cautiously, they split up. Jedidiah and Kak accompany Salamar, as
he advances around the town using his holy abilities to sense the
presence of the undead. Silas and Jass separately search the houses
while Bronx sits himself down under a tree and surveys the scene.
Blackjack, thinking that much of the wealth of the town will be
in the chapel, heads in that direction, to help rescue any imperilled
coins or gemstones.
Investigation the houses reveals terrific claw marks left in the
wood by powerful talons, smashed furniture and general destruction.
Salamar has detected no sign of the undead, and begins to move out
of the village to see if he can locate a graveyard where the dead
of Garwood are buried. Blackjack heads into the chapel, which had
evidently been consecrated for the Church of the Land. It is a square
building with double doors and four low openings in the wall that
serve as windows. The altar has been turned over, and more of the
furnishings smashed. However, there is movement beneath the altar
table. Black shouts for Salamar. The old cleric hears the bard's
shouts and returns to the village. He is intercepted, however, by
Jass. Believing Jass' voice to be shout he heard Salamar listens
to what the sorcerer has to say. Jass explains that he has found
tracks on the ground. He's no ranger, but there are many clawed
feet, that seem to be leading the villagers and the livestock out
of the town. Upon examination Salamar declares that they belong
to ghouls, a particularly nasty form of undead that paralyses with
at touch. At this point everyone hears Blackjack's cries coming
from the chapel, and they rush to his aid.
What Blackjack has discovered is not dangerous, but may be important
to their investigations. An old woman lies cowering beneath the
altar. She is too weak to move and eyes the party with suspicion
and fear. Blackjack crouches down toward her and sings a gentle
song of healing that restores some colour to her cheeks. The old
woman is gently led to a pew and sat down. Blackjack says that if
the other party members can talk with her, he can monitor the woman's
thoughts and try to coax some information out of her. Gradually,
through patience and magic, the assembled begin to put together
a picture of what had happened at Garwood. The woman's name is Esme,
and she says that the village was attacked one week ago by a mass
of undead creatures (ghouls) that paralysed and carried off all
the villagers. There had been no trouble from the Wraith Haunt for
as long as anyone could remember, and the attack was completely
unexpected. Only Esme was spared. She hid in the chapel and in the
confusion tipped the holy earth of Terranor onto her body. The undead
creatures would not approach her. Bronx and Blackjack examine the
earth, but there is too little left to make effective protection
or a weapon. "They come at night!" Esme says about the
ghouls. Every night for a week they have come, and every night she
has cowered. At this moment Salamar can feel the moonrise, can feel
his power flooding back into his body. It is dusk.
Decisions now have to made quickly. It would be suicide going into
the Wraith Haunt after dark, so the party must remain in the village.
The chapel is the best place to stay and make a stand until dawn.
Silas sets the altar straight and suggests bringing the horses inside
where they can be protected. But what to do with Esme? After some
discussion it is decided that Brother Kak will carry her back through
the southern woods to the waystation they spent last night in. Thanks
to Kak's training as a monk and his superb magic books of unknown
origin, he could get to the waystation and back in a little more
than four hours. He would be travelling through the woods alone
in the dark, but hopefully he would be able to out-pace any undead
that tried to molest him. Kak is willing and eager. He scoops Esme
up in his arms and runs off into the night, as his companions barricade
themselves inside the chapel.
Obviously, they take watches to guard against the undead. On his
watch, Salamar sits at the northern end of the chapel concentrating
in the direction of the Wraith Haunt. After an hour his meditation
bears fruit as he detects the presence of undead lurching their
way toward them. In an instant the group are at their posts: Jedidiah
at the north-eastern window; Bronx at the north-western window;
Jass at the south-western window and Salamar (and Silas) at the
south-eastern window. Blackjack secures himself to a ceiling beam
and gets ready to watch the show.
Concentrating Salamar alerts the group that the group of five undead
have turned, and are heading en masse to Jedidiah's window. The
hobbit climbs onto the sill, looking out into the dark with his
keen eyesight. Suddenly, he sees movement and leaps from the window
out into the night before anyone can stop him. Unseen by his fellow,
Jedidiah lands in the middle of a group of five, blue-skinned misshapen
ghouls. Drawing his sword, the hobbit spins on his heel, becoming
a dervish of energy and slicing them all seriously about the knee-caps.
He kills none of them, however, and as he bounds back they catch
him a wicked blow with their claws. Fortunately, Jedidiah's constitution
is equal to the task of resisting their poisoned touch and he lands
agilely back on the window-sill only a little worse for wear.
Jedidiah readies his sword again as the ghouls move forward. Only
three can touch him this time as he takes a step back in readiness.
Unfortunately, he has forgotten where he stands, and the hobbit
whirlwinds off the windowsill missing all his assailants and landing
face-first onto the floor. Jedidiah is acutely aware that his one
dazzling display of martial prowess was only witnessed by the undead
monsters currently trying to kill him. However, before the ghouls
can press their advantage against the hobbit and infiltrate the
chapel, Bronx bounds across the room, his battle-axe at the ready.
With one swing of his powerful arms, Bronx brings the axe cleanly
through all three of the ghouls; neatly decapitating the trio with
surprising alacrity.
But the game is not up yet. The two remaining ghouls appear at
Salamar's window and reach in after the cleric. Silas bravely puts
himself in harm's way, and the ghouls rake the nobleman painfully
across the chest. Silas feels his muscles tighten with paralysis
and he slumps to the floor, rigid as a board. Fortunately, Salamar
has Mortis on his side, and the Watcher summons up his dark energies
to complete dominate the minds of the ghouls. "Don't kill them!"
Salamar announces. "They're mine!" The ghouls stand motionless,
completely under Salamar's control. Bronx still wants to kill the
ghouls, and Salamar promises that he can, just not quite yet. The
cleric orders the ghouls to protect the chapel and stop any creature
from entering it, except the members of the party. Soon Silas comes
around and is helped to a seat. Hopefully, the dominated ghouls
will keep the rest of the undead at bay for the remainder of the
evening. They hope that Kak is faring better than they.
Kak's journey to the waystation was completely without incident.
He was able to speed down the forest track faster than a horse and
soon returned to the North Timberlake Road. The waystation is unoccupied
when they arrive, and Kak meets the acquaintance of Jordan, a travelling
mead merchant and his two dozing minders. Jordan, although shocked
at being woken from his sleep by a grinning half-orc, seems a good
short and promises to watch over Esme for the evening. They help
Esme into a bed. Kak tells her to wait until the party return, and
she weakly nods her head. Kak believes that she will be safe (well,
at least safer) in this place. Esme asks Kak to search for her granddaughter,
Ellen, who was taken from Garwood by the undead. Kak agrees to do
his best. The monk now informs Jordan of what has been going on,
and succeeds in scary the living daylights out of him. Jordan says
that he will be vigilant during the rest of the night, and thinks
Kak a madman for heading back north this evening. But Kak says that
he must go, and with a polite bow the monk whizzes off into the
night.
Kak's journey back is not so easy. There are ghouls on the road
and the monk uses all his agility and speed to avoid them. He manages
to get back to Garwood, and to creep up on the chapel however. He
sees two ghouls standing outside it, but is fortunately spotted
by Salamar before he despatches them. The ghouls under Salamar's
thrall stand aside and Kak is readmitted to the chapel, where they
tell him of the battle with the undead. It is Salamar's belief that
he can command these two ghouls to command to whence they came,
enabling the group to follow them back to the source of this evil
and hopefully to the missing villagers. "And to Xaldan!"
Silas says. Before she left, Esme had told them of the location
of Custar Merry's house, and they plan to check it out in the morning.
Reunited, the group settles down for the rest of the night, always
keeping a watchful eye for trouble.
Zephday, 38 Scatterseed 204
Dawn finds the party in Custar Merry's house searching for any
clues regarding the disappearance of Silas' brother. There is little
to find in Merry's house. They discover a locked chest with a pouch
of gold (obviously the money he got for the sale of the ring), but
Salamar forbids Blackjack from taking it. They now have only one
lead: the ghouls that Salamar had dominated.
When told to return to their home, they head off in a northerly
direction, following the tracks that Jass discovered the previous
day. The horses balk at the idea of going any farther north, and
after some discussion Silas suggests turning them loose. They cannot
leave them tied up in Garwood waiting to be eaten by the undead.
The horses are left to freely graze in town, and the group marches
on without them (although an increasingly unsure Rover accompanies
them).
The party moves silently to the north, every step taking them perilously
nearer the Wraith Haunt. Jass' familiar curls tightly up in the
sorcerer's clothing, desperately hoping that his master will come
to his senses and turn around and go home. As the day presses, so
the heat and the humidity greatly increase. All around them the
healthy wood begins to change and take on the character of the Wraith
Haunt. The vegetation begins to decay, water is collected in fetid
brown pools and the adventurers slip and slide on the putrescence
of the forest floor. The stench is quite disgusting. Crooked branches
from gnarled trees twist as they meet overhead; the leaves on the
trees are black. Each member of the group is soaked with perspiration;
Silas in his half-plate is particularly suffering from the turn
in the weather. There is no mistaking that this is a place of evil
and danger.
They can hear the howling of wolves throughout the afternoon
further away, but then nearer as the pack moves in toward the party.
They are stalked for two hours through the muck of the Wraith Haunt,
pausing occasionally to listen to wolf-noise. It is without warning
that one wolf breaks from the undergrowth, mauls Blackjack and then
disappears into the woods on the other side. The bard falls in pain
as Jedidiah throws an axe at the creature catching it in the flank.
Although it was a heavy blow, the wolf feels no pain and makes good
its escape. As Blackjack wobbles to his feet, Bronx volunteers to
find the hobbit's axe. He skips through the undergrowth, spying
the handle of the axe and grabs it. Unfortunately there is still
a wolf attached.
What follows is a furious lupine attack on Bronx that would probably
have killed any other member of the party. By the time that Silas,
Blackjack and Kak have arrived to aid the barbarian three wolves
are hanging off various parts of his body, with more jumping into
the fray. The creatures are not driven off until five are killed,
and even then it is obvious that there are still very many more
out there. The party hurries on as best it can away from the wolves,
Blackjack not having time to heal the party's wounds. The group
blunders on, they can imagine the wolves right behind them, snapping
at their heals. Suddenly, they stagger out of the thick, slimy thickets
and onto a cleared area of ground. In front of them, bordered by
tall living trees is a avenue of space cleared from the surrounding
much, that goes on for at least 300 yards in front of them. Behind,
the sounds of the wolves have stopped. Why they will not follow
them here is more than a little disconcerting.
"Odd," says Jass' familiar, poking its serpentine head
out of the collar of Jass' coat. "Look at the trees, see how
they move in the breeze." The fact that there is no breeze,
and that they are moving is the point that the viper is trying to
make. Something is evidently amiss, but as the same can be said
of the entire Wraith Haunt, the group sees little choice but to
proceed. Salamar urges caution, however, and sends his captive ghouls
forward, commanding them to hug the nearest tree. This they do questionlessly,
although they do look a little daft (and one could almost believe
that they realise this). Blackjack shakes his head slowly. The ghouls
are of this place, their acceptance proves nothing. He walks up
to the nearest tree and shoves a dagger deeply into the wood.
The effects are immediate, spectacular and painful. The tree instantly
animates and thrashes out with two powerful branches sending Blackjack
flying twenty feet back to the party. He is conscious, but barely,
and gingerly gets to his feet. "Oops" he says charmingly.
Contorted faces of malice are now visible on each of the trees that
line this avenue. All are alive with movement, their branches rustling
wildly at the presence of the party. "Run for it!" exclaims
Kak as he gathers Blackjack up in his arms and tears off down the
avenue. The rest of the party follows, but none can keep up with
the monk. Branches from many trees lash out at the group as they
run past, striking Bronx and Jass heavily and almost killing them.
Salamar too is hit, and the old man falters I his stride. Sacrificing
his own safety, Jass steps forward and casts a haste spell on the
old man propelling him forward at a breakneck pace toward the end
of the avenue and relative safety. All reach the end alive, but
they collapse with the effort of the run and begin to imbibe many
of the healing potions that they brought with them. The danger is
not over yet, however, as they watch in disbelief the trees begin
to uproot themselves from the ground and move slowly by unstoppably
toward them.
Without any further rest the party retreats once more, running
through decomposing bracken and mouldering ferns. Within moments
they break from the forest into a stretch of open ground that rises
into a hill. The pursuit of the treant-like creatures cease at this
point, as they come to the top of the hill. The grass at the summit
is black; standing at the apex of the hill is another tree, although
this one has been dead for some time and has been reduced to a dark
cavernous shell of fossilised wood. Its surface is crawling in scores
of beetles and centipedes, and a large and tanglesome root system
stretches out over most of the hill. The ghouls stop dead at the
edge of the charred grass, and stand transfixed at the stump. Salamar
can sense something desperately wrong about the sight in front of
them. With slight concentration he can tell that the whatever is
before them is undead, and is considerably more powerful than anything
the group has yet come across.
"Why are you here?" comes a dark, cavernous voice from
the tree. "You do not belong here, fleshlings." A face
forms on the stump of the tree, similar to the trees that just attacked
the party, but it is older and more evil. "The Wraith Haunt
is no place to be, after dark." The party look around them
gloom is gathering, and it will be dark within the hour.
They attempt to bluff the creature, saying that they are being taken
by the ghouls to their master. The stump scoffs. "You are servants
of Sarakite? I do not think so. No one goes willingly into her embrace.
They are led blackened and bleeding to their deaths. I snatched
the ghouls from your thrall to lead you here. Now, come closer."
Quickly trying to stall for time, the party asks the stump who
Sarakite is. The response is one of total surprise. "You do
not know Sarakite? She is the Witchwyrd, ruler of the Wraith Haunt
and the lord high emissary of the Dark One in the North!" The
tree goes on to say that she is the greatest power in the Wraith
Haunt, and that none can match her. He admits that she is more powerful
than even he is. Sarakite had slept for a long time, but has recently
reawakened and the creature of the Wraith Haunt have been flocking
to her side. "Now, come closer."
The group feels the urge to move toward the stump, but it is not
yet a compulsion. Bronx threatens that they will burn the stump
to the ground. "You haven't the fire to threaten me,"
he says. "Who are you?" asks Salamar, to which the tree
replies "Blackroot." The branches and the roots of the
tree begin to move ominously. "Where are the villagers of Garwood?"
the party asks; "Where is my brother?" speaks Silas. "They
are all taken down to the citadel," Blackroot snarls and begins
to edge closer to them. The party retreats rapidly running away
down the far side of the hill and into the woodland once more. Behind
them they can hear the angry cries of Blackroot, but he does not
pursue them.
Salamar now commands his ghouls to find Sarakite herself, and the
party sets off after them. Just before dark they come upon an enormous
domed structure poking out of the forest. The building was obviously
once very fine, but now it is covered with decaying creepers and
the approach is completely overgrown. There is a large rent in the
domed roof. The ghouls seem content to continue, indicating that
Sarakite is not within the structure, but Salamar can sense an unusual
amount of negative energy, and thinks that the place bears further
investigation. Also, with night approaching they need to find an
easily defensible place from the horrors of the dark. Salamar stops
the ghouls and the party approaches the citadel.
Using an orison, Salamar is able to tell that the building is approximately
1500 years old (6000 seasons). The nature of the Wraith Haunt has
meant that the building has not withstood the ravages of time well.
Much of the outer casing has fallen away, but the shell of the structure
seems to be intact. Two large bronze doors bar their way into the
citadel. They were once ornately carved, now all that the party
can make out is a vague symbol that seems to resemble a vertical
sword-blade with a five-pointed-star balanced upon it. No-one has
seen such a symbol before. Bronx pushes the doors open and enters
the building.
The site before them might have once been very impressive, but
is now covered with the detritus and decay of time. The ground floor
of the citadel is one vast chamber. Two large and dangerous staircases
sweep upward to a very large balcony. There are many doors off either
side of the chamber, otherwise the area appears to be empty. Outside
the light is fading, inside it is already dark and magical light
enables the party to see much of the scene. Then, the group can
hear a heavy voice in their minds. "The humans you seek are
here. Act quickly or be killed!"
Blackjack looks around incautiously and then hurries to one of
the old stone doors and pulls it open. He is in a tiny room, the
floor thick with dust. As he watches dust motes leap from the floor,
spinning and coalescing together into a vaguely humanoid form. Blackjack
backs out into the main chamber as the insubstantial figure shoots
past him to hover in the air. "A wraith!" exclaims Salamar.
At this point they detect movement in the back of the chamber
a pack of ghouls, perhaps a twenty of them begin to pick their way
swiftly toward the group. Blackjack immediately runs for the stairs,
and Kak is quick to follow his lead. "To the stairs,"
says the monk, "we can defend ourselves more easily there."
Kak, Salamar and Silas follow Blackjack to the stairs. Jass, Jedidiah
and Salamar's ghouls remain in the middle of the chamber. Jass uses
his magic to enchant Jedidiah's weapon so it has a hope of affecting
the creature. Bronx throws caution to the wind and snarling in a
berserk rage races across the chamber and throws himself into the
thick of the pack of ghouls. They close around the barbarian.
The battle that follows is swift and brutal. As many ghouls that
can swamp Bronx while the rest head toward the stairs. Kak and Silas
stand at the foot of the stairs ready to protect Salamar, who begins
to intone a spell. Jass uses his magic to wound the wraith who descends
upon him in a screaming frenzy. Blackjack continues to rush up the
stairs, hoping to find something that can help them (or is at least
worth a lot). The sight he finds gives him pause. To the right of
the landing is an enormous archway filled with obsidian that glows
red from the magical pulsing of a crystal set supported by a strange
metallic frame. A voice is heard from behind the wall the
same voice that they heard when they first entered the citadel.
"Your friends will fall, only I can save them. Release me."
Down below, everyone thought that Bronx was a dead man, but the
barbarian is showing surprising resilience. Too stupid, perhaps,
to acknowledge the paralysing touch of the ghouls he cleaves his
way through them. They are grinding him down, but suddenly it looks
as though the ghouls are out numbered one to ten. Silas is paralysed
and falls unconscious at the first touch of the ghouls, but Kak
is hardier. Using his canny skills and ostentatious dexterity he
manages to keep the creatures at bay, engaging three at once. Jedidiah
and Jass fair less well against the wraith. Jedidiah's weapon (even
though enchanted) is making little impact against the undead creature,
and the foul wraith has snatched at the heart of Jass draining him
of his life and his vitality. The sorcerer fights on, but he is
weakening with each breath he takes.
"Who are you?" asks Blackjack, not wanting to release
another unknown force into the battle. "Release me," says
the voice. "Destroy the crystal." The imprisoned is quite
single-minded about it's escape, having been trapped behind the
obsidian wall for the last two years. The voice tells Blackjack
to destroy the crystal, only then will it be able to escape. Blackjack
wants more information. The voice says that he is a sorcerer, that
his name is Drake and that he wants to be released. He wants vengeance
against the undead, and he will help Blackjack's friends as a result
of this. "Release me!" Blackjack is still not convinced.
"What do you know of Xaldan?" he asks. "Xaldan Reshen?
I know of him. Release me and I will tell you!"
Bronx cleaves, Kak punches, Salamar mutters, Jedidiah swipes and
Jass has the life drained out of him some more. During the fight
the group can begin to hear screams and cries for help coming from
a far door. They redouble their efforts and fight on. Salamar's
spell finally comes off and a swirling elemental of negative energy
appears above Jass and barrels into the wraith. The wraith dances
aside as the elemental creature attempts to save Jass from the undead's
cold embrace. Up above, Blackjack leans over the side of the balcony
and drops a bottle of holy darkness into the throng of ghouls besetting
Bronx, ignoring the voice from behind the wall. Salamar begins to
throw them at the ghouls attacking Kak. Jedidiah takes a bottle
of the darkness in each hand and smashes them together within the
wraith. The vile creature implodes into nothingness. It has been
destroyed, but Jass has paid a heavy price. He is inhumanly pale
and very near death.
Bronx has now miraculously despatched all the ghouls that fell
upon him, and he is helping to clear the throng at the bottom of
the stairs. If Silas had been conscious then he would have decided
that bringing the barbarian was a good idea after all. Salamar moves
his own ghouls out of the way of Bronx's flashing axe. The barbarian
has the red haze of battle over his eyes and it seems that nothing
can stop him. Jedidiah helps Jass to the far stairs and up to the
balcony, out of the way of the remaining ghouls. Suddenly a second
wraith oozes from under the doors where the cries for help were
coming from. It hangs in the air surveying the scene this
proves to be a fatal mistake. Calling upon the power of Mortis,
Salamar catches holds the creature motionless, in awe of the cleric
and helpless. Swiftly he sends his elemental in, to soften up the
creature; when that disappears at the termination of the spell it
is up to Jass to finish it with bolts of magical energy.
The ghouls now dead, Bronx races up the stairs to find someone
else to fight. On discovering no-one he drops to the ground exhausted,
his supernatural vigour ebbing from him. In a moment, the entire
party is on the balcony. Silas slowly comes around, apologising
for succumbing to the ghoul-touch a second time. Blackjack explains
about the crystal, the wall and the creature behind it and the group
turns their full attention to it.
"What do you know of my brother?" Silas demands. "Release
me and I will tell you," the voice responds. Salamar points
out that Drake is in no position to bargain and so the argument
continues. Kak, seeing that the undead have been vanquished for
a time and that this discussion could take ages, hops downstairs
and through the door where the cries for help could be heard. He
discovers a dreadful sight that almost overpowers his senses. Of
the 100+ villagers of Garwood only sixty remain. The survivors are
close to death, badly malnourished and many have been partially
eaten by ghouls. The fact that they are not even remotely fearful
of a large half-orc blundering down the stairs into their midst
shows how far gone they are. Kak tells them that they are here to
help, and that he has no clue how they are going to get so many
weak individuals out of the Wraith Haunt and to safety. Among the
survivors is Ellen, the granddaughter of Esme. Kak tells her that
her grandmother survived the assault and is safe. He returns to
the other party members allowing the survivors to make their way
into the main chamber in their own time.
Back on the balcony the bargaining over the release of the creature
continues. Salamar challenges the creature's motives and morality.
"I did not say I wasn't evil, I merely said that I hated the
undead. Our goals coincide. You are powerful otherwise you would
not have got this far. You may have the power to save yourselves,
but you do not have the might to save your precious villagers. You
have seen what you are up against, you need me. Release me!"
When Salamar says that they managed to defeat the undead without
his help, Drake tells him to go to the far wall and use his ability
to sense the undead. Salamar does so and with alarm realises that
many hundreds of undead creatures are converging on the citadel.
Now that night has fallen a veritable legion of ghouls and wraiths
have their surrounded. They could never fight them all. Kak, hearing
this, bounds to the outer bronze doors and slams them shut, barring
them from the inside. As he turns he sees that most of the survivors
of Garwood have clambered out of the dungeon and are now waiting
on the grand hall. All are tempting targets for the undead.
"You have made you point," says Salamar. "Tell us
about Xaldan Reshen and we will release you." The voice pauses
for a moment in consideration and then says. "Very well, I
will trust you. But I warn you not to break your word with me. You
would not have me for an enemy. Have you slain all the ghouls in
this citadel?" the party say they have. "Then you have
killed Xaldan Reshen. He was captured by Sarakite's forces about
a year ago. He was turned into a ghoul to better serve her, but
Reshen was a necromancer and he was able to hold onto a kernel of
his own mind. This was more curse than blessing because he knew
of all the unspeakably evil deeds his body committed over the last
year and could do nothing to stop them. We spoke occasionally, when
he could speak. He longed for true death. Now, you have your story:
release me now."
Silas is visibly shaken, and descends the stairs to see if he can
find Xaldan's body amongst the slaughtered ghouls. The group agrees
to release this Drake, and after Jedidiah has made the podium on
which the gem stands safe, the gem is removed. Attempts to smash
it against the ground are futile, and so it is handed to Bronx.
As everyone else runs for cover, he lifts his axe over his head
and brings it down on the jewel smashing it into many pieces.
The red glow engulfing the obsidian wall flickers and dies. At
once a tremendous from beyond lashes out at the wall causing the
citadel to shake and debris to fall from the roof. There is a second
crash and a third. Villagers and party members run for cover as
large chunks of masonry crash to the floor. A crack appears in the
wall that deepens with each successive attack. Pieces of obsidian
fall to the floor and shatter. In moments the entire wall is in
ruins, smashed to fragments by the powerful creature within. Standing
in the archway is a red dragon. Two-hundred feet long with noxious
smoke pouring from its mouth. "Free!" it says. "Free
at last to exact vengeance!" Jedidiah takes a step forward,
summoning up his knowledge of red dragons. "Gerrius?"
he asks. The dragon laughs at him. "No mortal, not Gerrius.
Not yet. I am Furnice! Stand aside or feel my wrath!"
With that the dragon takes to the air; the force of the wide her
wings kick up are enough to knock the assembled to the ground. Furnice
rises up through the dome in the citadel and the sounds of a tremendous
battle can be heard raging outside. Flashes of flame and spurts
of magic can be seen. The bronze doors begin to glow red hot, and
then they melt into a heap of worthless slag. After several minutes
the party feel brave enough to poke their heads out of the doorway.
They see fiery devastation surrounding the citadel. Nothing moves
except Furnice, who sits on her haunches smugly regarding the chaos
she has caused. As the party emerges she snaps her head back and
faced Blackjack eye to eye.
"Do you know how long it has been since I have eaten?"
she asks of the bard. Furnice makes it perfectly clear that she
has no intention of helping the party get the villagers to safety
beyond the Wraith Haunt, in fact she is quite blatantly happy to
eat the party and the villagers. It is only when the group offers
to pay the dragon to get then out of this mess that Furnice begins
to come around. Her own hoard was lost long ago, and the prospect
of five thousand crowns from the coffers of Silas Reshen are appealing
to her. She agrees to trailblaze them a path out of the Wraith Haunt
and arranges a place where Silas must be to deliver the money to
her in two week's time. "If you renege on this deal, know this
mortal: I will not cease until I have killed all humankind who dwell
in my domain. I shall destroy you and all your families. Mark me
well." Blackjack says that this seems to be perfectly fair,
and that if she's going to destroy all these undead nasties in the
area, she might want to start with Blackroot. "He's on that
hill over there," the bard smiles helpfully.
Again Furnice takes to the air, and again she rains fiery death
upon the creatures of the Wraith Haunt that had imprisoned her for
so many years. Blackroot's hill erupts into a firestorm and it is
difficult to imagine how a creature made of wood, no matter how
powerful, could have survived the conflagration. The party make
it plain to Silas that he must keep the bargain with Furnice, and
that if he does not, the lives of many innocent people are at stake.
Silas, however, seems too intent upon the corpse of his brother
Xaldan that he pulled from the wreckage of the citadel than anything
the group has to say. They let the matter lie, for now.
It takes twice as long to leave the Wraith Haunt as it did to enter
it. The party hears the sound of wolves again but this time they
are howling in fear, not menace. The fires of Furnice cut a swathe
through the dank vegetation, boiling it in an instant and sending
foul smelling vapours into the air. The progress of the villagers
are painfully slow and they are absolutely terrified by everything
around them. All about then the undead and evil treants meet their
ends at the dragon's hand. If there the witchwyrd is watching over
this particular confrontation she does nothing to strengthen the
hand of her forces. Furnice overwhelms them. Eventually, painfully
Silas, the party and the surviving villagers of Garwood limp closer
and closer to salvation.
Caladay, 39 Scatterseed 204
It is almost lunchtime by the time the group returns to civilisation.
Furnice flies off into the air without a word leaving the humans
to their own devices, trusting that they will keep the bargain they
made with it. True to his word, Salamar Russ gives Bronx the opportunity
to behead the two ghouls that he enslaved, and that have travelled
with them throughout their journey from the Wraith Haunt. They have
not emerged at Garwood, but on the North Uris Road. They are just
a couple of hours from the town of Oakholme, and the group decides
to make for that place with their refugees. The squire of the town,
a man called Osroth, has a reputation of a just and fair man who
will be kind to the villagers of Garwood.
Kak quickly leaves the party to check on Esme back at the waystation,
but the old woman is not there when he arrives. Kak returns to the
others and they arrive at Oakholme in the early evening, and Silas
talks with Squire Osroth and with the local mayor, Gulgill. The
party are treated to rooms in the local inn just off the main square.
Esme is found in town and reunited with her granddaughter. She thanks
Kak and the others profusely. Ultimately this is reward enough.
Ha.
Sharday, 40 Scatterseed 204
The group heads off to Northmeet on horses procured by Silas (he
wants these ones back again). Their adventure some begin to think
of what they will do with the money. Blackjack reminds Bronx of
their agreement, and Bronx says that he will give Blackjack his
money as long as he can have a few trees, some cattle and Jedidiah's
riding-dog because it looks delicious. Blackjack agrees.
Morday, 41 Scatterseed 204
They arrive back in Northmeet on the holy day to Mortis, precluding
Salamar from talking to Varamil about the situation in the Wraith
Haunt. True to his word, Guildsman Grossmor finds the money for
the party, paying them each a total of 390 gold crowns each. This
represents earnings greater than the national average by a factor
of 975. A good four-days work, they think.
Blackjack is quick to go to work, effortlessly forging a deed for
a small copse of trees located just outside Northmeet. He then buys
some cattle and (having a twinge of conscious) a knackered old dog
that looks a bit like Rover. Using his skill with make-up and curlers
Blackjack turns the old mongrel into a creature vaguely approximating
the hobbit's pet and presents the whole caboodle to Bronx who is
completely thrilled. He thanks Blackjack and leads his cows out
of Northmeet, ties them to his trees and settles down to roast his
dog. Without a doubt the half-orc is a very peculiar individual
but with an extra 300 crowns in his pocket, Blackjack isn't
complaining.
Silas thanks the party wholeheartedly for the help and valour and
says that now he must find a way to break the news to his father.
Sir Jessnic has always clung on to the hope that somewhere Xaldan
was still alive; accepting his son's death will be difficult. Jedidiah
and Salamar remind him of the bargain he made with Furnice. Silas
says that he doubt the dragon will keep his side of the bargain
Furnice is known in Northmeet and caused much trouble in
the area before her imprisonment but he will take the matter
under advisement. This does not bode well for the future.
Salamar takes Jass to one side and tells him that the wounds he
suffered from the wraith are permanent without magical restoration.
Fortunately, the money Jass had earned on the mission is just enough
to pay for the casting of such a spell of the one of the churches
of Vítaeous. There are no Vítaen clergy of sufficient
piety to cast such a magic in Northmeet, but Salamar is planning
on going on a pilgrimage to the nearby Village of the Eighteen Churches,
where all the faiths are heavily represented. He invites Jass to
come with him, and the sorcerer accepts.
Jedidiah is keen to travel to a large library to research the name
Sarakite and find out what Blackroot meant by "Lord High Emissary
of the Dark One in the North." He plans to leave for Northmeet
to look for clues in Eurikas, the greatest temple of the Scriveners
of Doom.
Sunday, 42 Scatterseed 204
Early in the morning, Salamar meets with Archnecrotain Varamil
in the temple of the Watchers. He is, once again, shown in by Selvin
who is surprised to see the old priest alive and in one piece. Varamil
greets Salamar like an old friend and congratulates him on surviving
the Wraith Haunt. Salamar sits down and relates every nuance of
the adventure to the Archnecrotain. Varamil listens intently, nodding
his head sagaciously at appropriate moments. It is obvious that
he is quite concerned.
"Furnice, eh? Well, don't feel guilty it sounds as though
you had no choice in the matter. I was a necros when Furnice was
at large before. She terrorised Northmeet and the surrounding villagers,
ate travellers on the King's road, haunted the Barrowmoors. It was
one of Colharn's first major decisions as duke. He organised a large
force of warriors to scour the land looking for the dragon's lair.
We never did find it. Now we know why: she was lodging in the Wraith
Haunt a place that we would never have gone. You can imagine
can't you: one day Furnice is the nastiest and most powerful creature
the Wraith Haunt holds, then one day this Sarakite wakes up and
suddenly the dragon has met her match. Interesting to know. I will
inform the Duke of this at once. This Sarakite bothers me. That
we know so little about her and what she is doing and why. I will
look into the matter further."
Salamar says that regardless of what Furnice once did she was doing
Mortis' work on that night. She slew vast numbers of undead creatures.
As did the barbarian Bronx. He should be commended. Varamil nods.
"Is he a religious man?" the archnecrotain asks. Salamar
shakes his head. "He doesn't consider any gods other than himself
worth worshipping." Varamil chuckles and asks Salamar to bring
the barbarian to him.
Salamar finds Bronx in his small copse outside Northmeet eating
what looks to be Jedidiah's riding dog. Salamar explains the summons
and Bronx agrees to come with him to the temple. At the temple Varamil
offers Bronx membership of the Shadow of Mortis an elite
organisation made up of warriors who come together to destroy the
undead. "You would be called upon when you are needed. If you
were willing." Bronx says that he's willing as long as he can
sit in his trees for time to time. Salamar can't imagine Bronx to
ever have been in his tree.
Vítday, 43 Scatterseed 204
The party goes its separate ways. Bronx remains in his copse living
a life he has been dreaming about for days. Blackjack sees his skills
can be put to good use in Northmeet and is drawn toward the dodgier
area of town. Kak heads off to Oakholme. He vows to use the money
he was given from this mission to help the people of Garwood build
new lives. Jedidiah de Chesiré takes the North Uris Road
south to the capital searching for more information on mysterious
Sarakite. And Salamar, Jass and the viper head north to the Village
of the Eighteen Churches for reflection and restoration.
Halfway there, Jass turns to Salamar. What Blackroot said about
Sarakite being the lord high-emissary of the dark one in the north,
means something to him. He recognises the term "Dark One"
as being specifically given to a demon from ancient mythology. A
creature always assume to have been fable and never to have truly
existed. "Which demon," asks Salamar. Jass pauses with
melodramatic flair.
"Karatath."
The End of Into
the Wraith Haunt
Salamar, Jass, Kak and Bronx continue to follow the Path Perfidious
in Dancers in the Dark
Jedidiah de Chesiré next appears in The
Empty Chair
Into the Wraith
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