Morday, 49 Lollmeadow Vítday, 1 Mizzle Month 204
During the season that has passed since the remarkable investigation
into the death of Ulish Van Caspan, the Village of the Eighteen
Churches has attempted to return to a semblance of normality. Serecee
Mylann has done much to undo the suspicion of her church caused
by the corruption of Thaddeus Carvin. Vistral Molontov is imprisoned
in the city of Northmeet, and has been replaced with the Tarrashar-approved
Nestor as first flame of Infernus. And yet, a darkness still sits
on the north. The identity of Thaddeus Carvins paymaster is
still unknown. A degree of hostility between the Watchers and the
Church of Fire still exists, and although both keep to the Covenant,
the violence that erupted last summer still lingers under the surface.
The six investigators, appointed by Varamil back in Lollmeadow,
have gone their separate ways. Brother Kak has roamed northern Norandor,
doing the reputation of half-orcs no end of good and developing
his very own musical instrument: the Kakaphone. Kak has, on occasion,
returned to the Village to visit Salamar, and by the beginning of
Mizzle Month he finds himself there again, happily creating his
Kak-ophony.
Jass has had a very busy time of things. The Watchers could not
remove the evil eye implanted into his head by Aldric Kurst. After
a month of trying he was given an enchanted eyepatch that would
hopefully prevent any evil beings using his eyeball as a scrying
device. Leaving the Village, Jass sought out mages even travelling
to Uris and speaking to the Archwizard Gaston, but no-one has been
able to help. Even the Arcanum Incognita seem at a loss to work
out how to remove it, and Jass doesnt like dealing with them
as they give him the willies. He is approaching the end of his tether
in regard to this matter. He has currently finished a fruitless
session with the Arcanum Incognita in the Village and is spending
some time with Salamar. The Church of Fires option of killing
him and raising him in another body is looking all the more appealing,
but then he remembers what happened to Manacus and thinks again.
As for the rest, Isiah de Chesiré has headed south to Uris,
to search for his missing cousin, Jedidiah. His quest has proved
unsuccessful. Torgellias has been masterminding a hate campaign
against the Sylvani Church, and has found allies in the druids of
the Norandon Circle in making a great nuisance of himself. The barbarian,
Bronx has travelled widely, even participating in the ceremony of
the sword in Uris on 25th Heathaze. Since then he has been greatly
involved in the doings of the Norandon Circle, particularly since
his mother, Jelanie was elevated to the status of Archdruid. Salamar
Russ has followed the commands of the High Holy Witness of Doom
beyond anyones expectations. He has formed the Guardians
the Watchers order of Holy Inquisitors from scratch.
And, although he is eager to hand the operation over to someone
else, he takes his responsibilities very seriously.
Terday, 2 Mizzle Month 204
Guardians, under the direction of Salamar Russ, uncover compelling
evidence that a Watcher called Hugo Nawhal is also a member of outlawed
Church of the Unbeating Heart. Rather that apprehend Nawhal, Salamar
decides to have the man followed. Nawhal is not working alone, and
it is hoped that he can be used to lead the Guardians to his secret
temple, where the local coven can be destroyed.
Morday, 6 Mizzle Month 204
While most of the Watchers are in prayer, Nawhal, slips out of
the House of Passing and heads north in the direction of Mount Korvast.
Salamar sends a group of three guardians and seven members of the
Shadow of Mortis in discreet pursuit.
Terday, 9 Mizzle Month 204
Sulith, a wizardess and one of the Shadow of Mortis, sends a magical
message to Salamar. She reports that they have followed Nawhal to
a keep at the end of the Mithril Vale (approximately four days north-east
of the Village). Sulith says that the ten of them are heading into
the keep to break the coven. She promises to report as soon as this
is accomplished. That report is never made, and by the evening Salamar
is worried. Summoning a local representation of the Arcanum Incognita,
Salamar tries to scry on the region, but to no avail. He determines
to set out the following morning. Salamar is uncomfortable with
the mantle of leadership thrust upon him, and does not wish to be
responsible for any further deaths. He approaches the Torgellias
and asks for his skills as a renowned tracker. Torgellias readily
agrees, as do Kak and Jass who are eager to help their friend. The
transmuter, Balthasar de Chesiré, also joins them. Salamar
fills out their numbers with Togan, Mak, Saunto and Rupert
four burly members of the Shadow of Mortis. They leave at dawn.
Zephday, 10 Mizzle Month 204
Salamar hands over the day-to-day running of the Guardians to his
trusted lieutenant, Helena, and prepares to join his friends and
depart. Before he can do so, he and his companions are summoned
to the chambers of Archnecrotain Varamil. Salamars new status
as head of the Guardians has removed him from Varamils direct
control, but he is willing to listen to what his ex-superior is
willing to see.
Entering Varamils office, in which they spent so much time
back in Lollmeadow, Kak, Salamar, Jass, Balthasar and Torgellias
are surprised to see the barbarian, Bronx standing in the corner
of the room. He smiles widely when they arrive and quickly sweeps
up Salamar, giving him a hug that pops several ribs. Varamil shakes
his head and says:
Bronx has delivered a note from Jelanie of the Order. She
is an archdruid now, apparently. I think you would all like to hear
this. They now see that the Archnecrotain is holding a piece
of parchment in his hand. Without further ado, he reads the contents
aloud to the party.
|
Archnecrotain Varamil,
There are reports of a concentration
of evil in the Mithril Vale. Undead creatures, that have possibly
ventured from the Wraith Haunt. If this is the case it marks
the first incursion by the undead in more than a season. Given
the uncharacteristic silence of the Wraith Haunt recently
this is all the more worrying.
I am unable to verify these reports.
The Order is thinly stretched, and many positions on the Inner
Circle are unfilled, and will not be filled until he Vernal
Equinox. As the Mithril Vale is little over four days from
the Village of the Eighteen Churches I am counting on you
to send a force. A group who know what theyre doing.
My son will accompany whatever group
you send. He has had experience in dealing with the undead
as you are aware. Make haste Varamil. My instinct tells me
that this is merely the first sign of a rising tide of evil.
Archdruid Jelanie.
|
Salamar begins to object. He has a mission of his own, and the
lives of his Guardians may be at stake. That is as may be,
says Varamil, but from what you have told me of your destination
you will have to go through the Mithril Vale to get there. This
black keep that Sulith mentioned in her report, is it not at the
end of the Vale?
It is, replies Salamar, but we have little time
to go out of our way and investigate this, cannot someone else be
sent? Varamil shakes his head. There is no-one else,
Salamar. We may have returned to the numbers we had before the assassination
of Van Caspan, but the new Watchers are young and inexperienced.
Most of the more senior clergy, myself included, are leaving this
afternoon for Uris. Salamar is puzzled, Why so?
he asks.
Varamil looks grave. The High Holy Witness of Doom has gone
to the king, Salamar. Our monarch can only have a few days remaining
to him. As soon as he dies, an Enclave will be called to decide
a successor. Tarexs presence has made the nobility, the churches
and the common folk sit up and take notice. They realise that this
is no false alarm. They realise that his death is imminent, and
that civil war could very well follow. The Watchers must be represented.
We must make the right choice. And that leaves very few of us in
the Village capable of acting on this warning from Archdruid Jelanie.
Yet my first responsibility must be to my people, says
Salamar, undaunted. Agreed, Varamil concedes. I
am not asking for you to embark upon this mission to the detriment
of your own, I am only asking you to keep your eyes open and report
what you see in the Mithril Vale. Torgellias says that such
a request is not unreasonable, and Salamar agrees to do what he
can.
It may be that these two matters are not unrelated,
Varamil says, beginning to clear his desk drawer into a small bag.
An agent of the Church of the Unbeating Heart heading into
an area where the undead are a growing menace. I cannot see the
coincidence. I have feared this for some time. It has been more
than eleven months since you went to the Wraith Haunt and discovered
the existence of this Sarakite. The notion that there is one force
controlling all the evil in the Wraith Haunt is frightening to say
the least. If it is somehow allied with the Lifebane Church, that
would make it all the more frightening.
The party leave Varamil to finish his packing and head outside
where they are united with Saunto, Mak, Togan and Rupert. They all
know Bronx from his Shadow days and are pleased to see him. They
are even more pleased when Salamar tells them they could be riding
into an undead infested land. The four of them are battle hardened
veterans of many battles against the undead, and happily regale
the party with tales of their valour if they are given an inch.
The group leaves The Village about an hour after dawn. Torgellias
is excited by the prospect of encountering many members of the undead.
The xenophobic little thug hates the undead almost as much as he
hates goblins. By lunchtime the group has passed the great Mount
Korvast and heads across valleys of long coarse grass, as they head
into wild northlands of Norandor.
Caladay, 11 Mizzle Month 204
Jass is very quiet during the journey. The recent turn of events
that has beset him is increasingly difficult to deal with. As the
party continues to climb into the foothills of the Cullbarrens they
turn to the west, following the same path taken by Sulith and her
force. In the early afternoon they enter the meandering woodland
that covers this part of the country. Autumn is all ready making
its presence felt; the ground covered in fallen leaves and heavy
with rain-water.
Sharday, 12 Mizzle Month 204
It is said a typical Sharday is one that buckets down with rain,
and this day starts in the traditional manner. Except for the drumming
of the rain in the trees and the heavy drips onto the forest floor,
Torgellias comments that woodland is unnaturally quiet. Kak senses
it too. It reminds him, very worryingly, of the road he tread into
the Wraith Haunt eleven months earlier. The same disquieting stillness.
Jass doesnt notice, as hes graduated from feeling depressed
to drinking brandy. They proceed cautiously, and by the time that
darkness falls they become increasingly uneasy.
Jass awakes in the night with a terrible throbbing about his bones.
It is the same throbbing he felt in the Wraith Haunt, when he was
drained almost unto death by the undead. Despite his convalescence
he knows that he will never completely recover from the wound. But
the fact that it is acting up now tells him that something unholy
is close by. He quickly alerts the members of the Shadow of Mortis
who are on watch, and wakes his companions.
In the darkness, beyond the camp fire, shapes are moving in the
darkness. These are wraiths. Jass recognises the way they move,
he knows their piercing red eyes and can hear them muttering in
their mind. Were the party with any other protectors they may have
been in trouble, but Saunto, Mak, Rupert and Togan are members of
the Shadow and Salamar is strongly blessed by Mortis.
The battle is swift and deadly. Torgellias feels the claws of the
wraith within him, and Jass also suffers from their hands. But the
Shadow wield enchanted blades, and Jass has his magic. Salamar calls
upon the power of the Mortis and snares the dark mind of two of
the wraiths, compelling them into battle against their companions.
In the end the undead cannot to stand up to the force of the party
and their allies, and miraculously no-one is killed.
Salamar attempts to speak to the wraiths he has dominated, but
they hiss and curse him and claim that to continue on his present
path will lead to his destruction. It will not be you who
strikes me down, wraith, says Salamar and the undead are destroyed.
The rest of the night is spent uneasily. Wraiths have power in darkness,
and until dawn they are vulnerable.
Morday, 13 Mizzle Month 204
In the morning, Torgellias says that a decision has to be made.
If they press on today they will reach the southerly end of the
Mithril Vale this morning, and can then press on its length. But
they will not reach the Black Keep today, and will have to camp
in the Mithril Vale. If the Vale is really full of undead, Torgellias
doesnt think this is a particularly good idea. Even if there
were no undead the Mithril vale is a dangerous place.
The Vale was once an astonishing source of the metal Mithril, hence
the name. In ages passed the dwarves mined the vale to exhaustion.
This has many open mine-shafts littering the vale, this combined
with the vales habit of being filled with thick mist make
navigating it a hazard. Torgellias proposes that instead of going
through the vale, they go around it. They will avoid the inherent
dangers of the place, and any further undead that dwell by pressing
on the north-east and then swinging back to the west. The only problem
is that this will put a further day on their journey.
Salamar is not sure. His people are in danger, and yet they can
be no help to them if they do not reach their destination. At length
the group is in agreement and the journey continues under Torgelliass
direction.
Sunday, 14 Mizzle Month 204
The party progress through, and out of the woodland and begin to
traverse the glades that sit in the foothills of the Cullbarrens.
Turning to the west, they make camp at dusk approximately two hours
from the head of the Mithril Vale, and the location of the black
keep reported by Sulith. Although they are on their guard, the night
passes uneventfully.
Vítday, 15 Mizzle Month 204
They set off at dawn tracing a broken path along the northern wall
of the vale, where it abruptly meets the Cullbarrens. Stopping at
a distance of a mile they can see a crooked black keep rising from
shelf of hard stone in the mountain-side. From this distance they
can make out no movement. To their left, and sweeping southwards
is the silent Mithril vale, still heavy with morning mist.
Balthasar volunteers to transmute himself into a sparrow and fly
off to the keep to have a look around. They agree to leave Saunto
with the horses and Doug, and the rest will slowly approach the
keep. The hobbit, a little puzzled by his own bravado, draws on
his magic and flaps off in the direction of the keep.
Getting closer, Balthasar sees that the keep of ancient stone rises
out of the hill top to a height of forty feet. Rumble litters the
ground before it where the top floors collapses many years ago.
However, as he approaches, there are signs that this place has been
inhabited quite recently. A new wooden door has been placed in the
doorway, and shutters cover the small windows that wind around the
structure. There are footprints in the mud around the tower that
tells of many comings and going, but except for the wind and the
chill rain there is silence.
Searching the area, while waiting for his companions, Balthasar
notices that the door has been locked from the outside. However,
flying up the side of the keep, he is able to gain entrance through
one of the derelict windows. Hopping in, he has a look around. He
flies down into darkness, and must transmute into a rodent capable
of seeing in the dark. Carefully clambering down the stairs the
hobbit sees that the highest surviving level was recently used sleeping
quarters with many beds. Going down the rickety stairs Balthasar
feels particularly uneasy.
This is the ground floor (although the stairs still go down). There
are creatures here. They are humanoid, but they are not moving.
Balthasar is no Watcher, but he senses that they are undead, and
he barely escapes without being mashed to return to Salamar and
make his report. The rest of the party wastes no time in getting
there.
Using his Mortis-granted powers, Salamar determines that there
are ten undead life-forms on the lowest floor of the keep. Trusting
to Balthasar that there are no living things on that level, a plan
is soon formed. A quick Knock and Fireball spell later and the interior
of the keeps ground floor is a smoking ruin and the creatures
inside have been blown apart. The force of the explosion fractures
the ancient stone and causes more masonry to fall from above, but
the keep is left standing.
There were ten zombies on the ground floor. Ten. The same number
of Guardians and Shadows that Salamar sent after Hugo Nawhal. The
Watcher has a sinking feeling, and searching the dead he uncovers
the body of the wizardess, Sulith. Using his powers to speak to
the dead, Suliths corpse informs Salamar of what happened.
Sulith and the others traced Nawhal to the keep, as she reported,
and then headed into deal with the Lifebane Church. They were confident
of their chances and their personal power. Sulith was sure they
would have succeeded, were it not for an outpouring of undead from
the lowest level of the keep. Zombies, wights and even wraiths.
The last think Sulith recalls was a wight as it sank its fangs into
her face.
Salamar is distressed. The mantle of leadership that Tarex saddled
him with was not something he desired, and now he realises that
he has sent his people to their deaths. The three members of the
Shadow help to gather the bodies of their fallen comrades and carry
them to where there is earth enough to dig a grave.
While this has been happening, Torgellias has skirted around the
outside of the keep. He can say, with certainty that eight horses
left the keep three days ago, and they headed south down the vale.
It seems that after the altercation with the Watchers, the Lifebane
Church abandoned the keep. They have to follow them, and a lengthy
discussion begins as to how to make the best use of Balthasars
ability to teleport in the chase. However, the vale is twenty miles
wide, trying to teleport ahead of the enemy without knowing where
they are going would be fruitless. Plus, Balthasar is doubtful that
he would be able to safely move a large number of people to somewhere
he has never been.
And thus, a search of the keep is proposed to gain more clues.
The party move in carefully, treading over the still-molten remains
of the ground floor. Descending the stairs they discover the heart
of this coven to of the Lifebane Church. Much of the paraphernalia
of the temple to Mortis as worshipped by the Lifebane Church has
been removed. However, the symbols of the church are everywhere.
On the floor is a circle drawn in blood and at its centre a cairn
of human skulls. An altar is against the far wall. It is also stained
in blood. Everything else has gone.
Searching the room they find nothing except for a box of suspicious
candles, until Kak notices that the entire altar can swing away
from the wall. It takes surprisingly little effort to move it and
reveal a dark passage way leading into the earth. As the entrance
is uncovered a blast of cold air fills the chamber, Torgellias and
Bronx flee the room in terror. Jass feels his bones beginning to
throb. There is something down there, in the dwarven tunnels carved
beneath the Mithril vale. Salamar confirms that there are undead
beyond the opening and, giving how Sulith and the others fared,
fighting them may not be wise.
Kak moves to close the altar, but before he can do so a distorted
mockery of a man lumbers through the opening and attacks him. Salamar
recognises a wight, and warns Kak to avoid its touch. But the monk
knows his own abilities, and is grateful to have a foe that his
fists can harm after facing the incorporeal wraiths. With great
speed Kak breaks wights backbone and hurls it back into the
darkness. The altar is closed , but the party can still hear a scraping
sound behind it. Salamar advises they leave.
On the surface they prepare to follow the horse tracks from the
keep. At Torgelliass insistence, Balthasar teleports the pair
of them to the foot of the vale, but there is no way to pick up
the trail. The fact that on the way Balthasar inadvertently sends
them both to the top of one of the highest peaks in the mountains
convinces Torgellias not to rely on his companions powers in the
future.
Terday, 16 Mizzle Month 204
One day into the chase, the trail they are following seems to be
heading back to the Village of the Eighteen Churches, zigzagging
across the land. The clerics have taken time to try and conceal
their route and seem to be attempting to throw off pursuers. However,
the skills of Torgellias are a match for them. This is the first
day of the dark of Mortis and, although this means Salamar is at
a disadvantage, so is their quarry.
Zephday, 17 Mizzle Month 204
The party plunge into a woodland. The path is now definitely heading
south-west, away from the Village. Torgellias loses the track on
this day, however, the party have arrived on an obvious path and
(and having no option) follow that path until Torgellias can recover
the trail.
Caladay, 18 Mizzle Month 204
By mid afternoon they come out into an enormous clearing where
nine cylindrical columns rise two-hundred feet into the sky. The
remains of a tenth column lies crushed to the ground. These strange
geological artefacts have been part of the local terrain for as
long as anyone can remember, although their nature has never been
determined as far as Torgellias knows. They have been known as the
haunts of wyverns, but none of those creatures are visible at present.
From the plateau where the columns stand the party can look down
upon the vast forests that huddle against the feet of the Cullbarrens.
Quite visible to them here is the fetid pit that locals refer to
as the haunted wood, and they know as the Wraith Haunt. Their journey
seems to be taking them there.
Sharday, 19 Mizzle Month 204
The closer they get to the Wraith Haunt, the more Jasss bones
throb and the uneasier their steeds become. Salamar, Kak, Jass and
Bronx inform the others of their trip to Garwood eleven months ago,
and what they found there. They speak of Sarakite, and Salamar begins
to draw worrying connections between the Lifebane Church, Jelanies
letter and what they discovered in the Mithril vale.
By midday the path they are following opens onto a wider trail.
Kak recognises it instantly. It is the path from the main Hadradan
road to Garwood. Torgellias says that horses travelled this way
recently, and it becomes apparent that Nawhal and the Lifebaners
came this way. But what business do they have in Garwood?
The closer they get to Garwood, the uneasier that Jass becomes.
He can hear a muttering in the air that no-one else can hear. That
by itself is a cause for concern, but there is a more. A heated
malevolence that defies the cool autumn wind. However, Jass has
little time to dwell on these feelings as very shortly the group
has arrived in the town. The keen eyed hobbits spot a group of individuals
around a house on the outskirts of the village that once belonged
to Custar Merry.
Ghouls! shouts Torgellias. Get them! Whether
or not the hobbit meant it is irrelevant as Bronx and the four members
of the Shadow of Mortis charge across the intervening distance to
engage with the undead. Torgellias quickly follows, and before the
more sensible members of the party can rationally plan what to do
next, or to point out that there are a number of figures inside
the house as well, battle is joined. Kak flies into combat against
the ghouls, as do the other members of the Shadow.
Suddenly from within the house a goblin leaps into the fray. He
is heavily armoured and carrying a notched hand-axe. Bronx takes
a contemptuous swing at him, that the goblin easily ducks around.
The goblin smiles at the barbarian who is more than twice his height.
Then he attacks and Bronx soon realises that this foe is a very
real threat even to him.
Jass looks at the battle forming in front of him. He curses that
he cannot hurl a fireball at the house without killing his friends.
All the pain and frustration of the last season is boiling within
him. It must have some release! He turns to Balthasar. Turn
me into something that can fight these things! he commands.
Balthasar shrugs and transmutes the sorcerer into a hulking, nine
foot troll. This is certainly to Jasss liking and he charges
into battle, quickly twisting the heads off his adversaries.
The battle continues. After a titanic effort, Bronx eventually
despatches the goblin, but the barbarian is remarkably unsteady
on his feet and after his rage has subsided he collapses to his
knees. However, the rest of the battle is going well. The Lifebaners
are in the dark of their moon and were not expecting to be attacked
here. The fury of Jass the troll is more than any of them can handle.
Then Hugo Nawhal, wearing a deaths head mask, appears in the
doorway to the house and hurls a spell at Salamar.
Salamar resists the magic, but he knows it was potent, and for
Nawhal to be able to throw around that sort of power during the
dark of the moon makes his formidable indeed. Undoubtedly it will
take all their power, determination and skill to best this foe.
Only by working together do they stand a chance of ending the threat
of this evil man, who has perverted the divine will of Mortis. Then
Balthasar turns him into a fish.
Where once the powerful Nawhal stood, now a goldfish flaps helplessly
on the ground. As Jass enters the house and kills the remaining
Lifebaners, Balthasar picks up the fish and drops in into his waterskin.
They are victorious over Nawhal, but Kak gestures quickly. There
is something inside the hut that they must see.
Entering the hut is a trial. A crystal skill sits on a shelf in
the wall and seems to dominate the room. Kak throws it outside and
Torgellias cuts it into small pieces with his vorpalised demon-claw.
On a table in the room is a map of Norandor to the north of the
Timberlake road. There are arrows heading from the Wraith Haunt
west to Timberlake, east to Northmeet, south to Oakholme
.
and then there are other arrows moving from the Cullbarrens to the
same places. It is a map of an invasion.Bronx gives a cry. There
is a letter on the table that may explain the presence of this goblin
in Garwood. The letter says:
|
To the Exalted One
The Witchwyrd Sarakite
My forces are at your
command, Great One. We are ready to smash the Men of the flat
lands. I have ten thousand spears set to bring death onto
Norfmeet, and I wait your signal.
King Blathgan Dwarfbane
Master of the Mountains
Fist of Maglubiyet
Ruler of the Stoneheart goblins.
|
A conspiracy between the goblins, the Lifebane church and the forces
of Sarakite. How can this be? And when? Then Balthasar informs them
that Jass has collapsed.
To Jass everything seems to have frozen. His companions, the bodies
of the dead, it is almost as if he has been taken out of time. He
can hear the muttering even more. He curses. His heart is still
racing from the carnage he relished, and now he is being singled
out again for more torture. What do you want? he yells.
One of the corpses of the fallen clerics knits itself together
and staggers to its feet. When it speaks it is with a resounding,
female voice that Jass can hear in his mind. Who do you serve?
it asks. Jass destroys it with a sweep of his powerful, simian arms,
but another corpse forms to take is place. Jass tries to run but
his legs feel like lead. My children have tasted your soul,
says the corpse. And now Jass knows that this is Sarakite.
Sarakite reaches forward and lifts the eyepatch that Jass is still
ludicrously wearing. So that is where you have been hiding,
she says (although obviously not to Jass) Do you not wish
to play anymore? Jass feels a sharp pain in his eye and backs
away, throwing Sarakite from him. This brings the Witchwyrds
attention back to the sorcerer.
He did this to you, she gestures. The one called
Kurst. Jass nods. The undead intelligence hops to another
corpse and continues. You hate him. Jass says that he
does. I could remove this eye, says Sarakite. I
could free you from him. Jass is sceptical. What would Sarakite
want in return for such charity? I want what you want,
she says. I want Kurst destroyed. If you agree to help me
accomplish this, I will remove his power over you.
Jass may have the appearance of a troll, but he still has his wits.
By freeing himself from Kurst he would only bind himself to Sarakite.
Why do these creatures go out of their way to torment him? Let
me help you, insists Sarakite. Let me remove the eye.
Then return with your friends. When I need you I will come for you,
and you will help me.
Help you do what? asks Jass, defiantly. Help
you plot a war? Sarakite shakes her head. Why would
I ask to betray your friends? Whether they stand or fall of no concern
to me. My forces will sweep across this land. All who oppose will
die, with no help or hindrance from you. A scant mile from where
your body lies in the waking world a force of many thousands of
my legions are moving. They will swamp yourself and your friends
in minutes. Will you allow me to help you, in return for you helping
me destroy Kurst?
No! yells Jass. Return me to my body! Now!
The urgency in Jasss voice tells Sarakite that his decision
has been made. At least for now. So disappointing, she
sighs. So very disappointing.
Jass! says Salamar as the sorcerers eyes flicker
open. Are you all right? Jass sits up. We have
to leave this place now! There are thousands of undead coming this
way! Torgellias heads into the woodland to verify this tale.
Can the invasion laid down on the maps they discovered have all
ready started? How do you know? asks Balthasar, but
Jass does not reply. As he gets to his feet they can hear a crashing
through the forest to the north and Torgellias rushes back in alarm
to confirm what Jass has said.
Salamar, Balthasar, Kak, Bronx, Torgellias, Jass and the four Shadows
mount their steeds and gallop as fast as they can from Garwood.
When they reach the Hadradan road they pause. Decisions have to
be made. They have to warn people. It is agreed that Balthasars
ability will be invaluable in the days ahead. He will take Salamar
back to the Village and then to Northmeet to spread the word. From
there they will go to Uris. Meanwhile, everyone else will return
to the Village on foot.
Kak shakes his head. Im going to Oakholme, he
says. There are dozens of villages along this road. Each of
them unprotected. The Village or Northmeet might be able to defend
themselves against the undead, but Oakholme certainly cant.
They need to be warned.
The enormity of what is happening is slowly sinking in. Ten thousand
goblins heading south to Northmeet will have to go through the Village
of the Eighteen Churches. Thousand upon thousands of undead heading
south, east and west from the Wraith Haunt will destroy all thinking
life in the northlands. None of them are sure what can be done about
it, but they know that unless they act, nothing will be done. The
Village is virtually defenceless. All the high powered clerics are
in Uris. Colharn, the duke of Northmeet, is also absent. It seems
that this strike was long planned.
Saunto, Mak, Rupert and Togan re-mount their horses. Bronx climbs
onto Doug. He wants to get to his mother and warn Jelanie of what
is happening, but with the speed the undead move he knows that he
must head towards the Village. Torgellias climbs onto his riding
dog and the group rides off. In a burst of magic Salamar and Balthasar
depart for the Village. Kak turns and runs at his magically assisted
pace to the west. Jass stands alone on the road for a moment. In
his mind he can still hear the words of Sarakite. So disappointing,
so disappointing. He shivers. He feels he has made another
enemy today. He doubts that this Sarakite will leave him alone.
Jass turns his troll form and lumbers after the riders.
The End of The
Rising Tide
Bronx, Balthasar, Torgellias and Salamar follow the Path Perfidious
in The Fist of Maglubiyet
Jass and Kak follow the Path Perfidious in The
Gauntlet of Rammon Cha
The Rising Tide
Index | Previous Session
| Fist of Maglubiet Session
1 | Gauntlet of Rammon
Cha Session 1
|