The group journeys northward along the Giant’s Causeway until the pass the abode of the insane druid. They debate a visit then decide against it, as it means passing near an ungern encampment. A few days later they run into an interesting sight. Where once stood chaparral and scrubland, now sits a steaming jungle and a massive lake with the skeletal remains of a colossal eel splayed halfway out of the water. Hmm. This. Is. Odd.
A quick flying trip back to seek the advice of the crazy druid and the only information gleaned is that the druid is gone, and the vast flocks of soul-stolen ravens that once surrounded the tower and blanketed the countryside are now gone as well. The ungern encampment is still there, however. Back to the jungle, it would seem.
After a few days, a morning flight by the mage reveals a presence on the lakeshore. Four tents and a standard of some sort, though not one that is recognized. Further reconnaissance gives rise to the notion that there are some evil things afoot as the guards are ungern and the camp is guarded by a sextet of hell hounds. The leader appears to be a mage or cleric, and is a bit of a fop. He has a bodyguard within arm’s reach whenever he is outside a tent.
The camp is watched for a day or two to establish a routine and the assault is planned. With the crafty ranger leading the way, the group sets off through the jungle on an intercept course, then holes up downwind of the camp, to avoid being sniffed out. There they prepare to charge the camp.
Meanwhile, the mage has cast a fly spell and is making a sweeping pass over the lake, skimming the surface and approaching the leader’s tent on a diagonal path. He uncorks a lightning bolt that blasts through a hellhound sitting outside the leader’s tent, the leader’s tent itself – killing the bodyguard a greatly wounding the leader-, a hellhound on the other side of the leader’s tent and one of the guard’s tents. He follows up with a cone of cold as he does a slow circle in the air above one of the other hellhounds. Meanwhile, the guards are stumbling out of their tents and the group is charging. As the guards and party members tussle, the maage continues to dispatch hellhounds from above. A series of early mishaps has party morale wavering, but they rally and press the attack. The party paladin and the elf fighter engage the leader as he emerges from the tent, surrounded in a glowing globe. Gal delivers a solid blow that forces him back into the tent and after a brief exchange, Goldpiece lops off his leg. A few more rounds of combat results in the three surviving ungern sprinting off into the jungle to avoid the slaughter. ‘Off to get reinforcement from the encampment’ opines the ranger.
Inventory is taken and details emerge. While items are identified and loot is divvied over the course of the next four days, a letter is found that indicates that the priesthood of the Horned One has sponsored this mission to locate and retrieve the Vessel of Souls. Evidence at the camp would indicate that several people have already left the campsite, apparently passing through a large portal lodged in the ribcage of the dead sea monster.
No one knows what the Vessel may be or why it is important but if the forces of evil wish to obtain it then perhaps it would be a good idea to thwart their attempt. One more day of preparation and then it would be good to move on, so the ones who are ahead aren’t too far ahead and just in case the ranger was right about impending reinforcements.
Swords sharpened? check. Loins girded? check. Spell components readied? check. Prayers uttered to the gods? check. Wellallrightythen….
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