Bef, Got and Cheekin

hands

The trip up the shaft takes them near the top of this sprawling city-fortress. The group pries open the three doors they find and each leads to a different area of protein production. In one direction, pens with what can charitably be called ‘goats’ are arranged in large rows. There are shacks at the far side of the vast space that are probably used by the gotherds. The entire place is illuminated by crystal spheres set into the ceiling, but upon further examination, it seems they are the ends of cleverly designed ‘light tubes’ that funnel the natural sunlight to these enclosed spaces. As Malchor’s glowing dome floats into the next two areas, he spies a vast grazing range populated by a small herd of musk oxen? Well, whatever they are, they seem hardy. The last exploration reveals large poultry houses that still contain a few scraggly chicken-like birds. It seems that the upper reaches are vast, and full of dung. This does not seem like a fruitful place to explore, but on the way out they happen upon a large elevator that they decide to take a ride upon. They descend until the ruined rails prevent further movement. From there, the head heads out again. A large fortress rises out of a lake and there are several adjoining buildings up on stilts – rising above the water surface. The head looks about some more and finds an entry to a strange bathhouse and beyond it cells of undead and a pile of crawling hands. That seems exceptionally creepy. Hard pass for now.

The fort is explored and the emerging tale is one of a great battle between orcish defenders and an attacking force of humans and devils. Given that the fort’s defenders are laying about in large piles, it would seem that the devil-army won the day. Elyluyn opines that this gives greater credence to the absence of Coburg. Perhaps he was deposed by devils?

They discover a staircase accessible from one of the barracks rooms that leads downwards. After a bit more of the head scouting ahead, they trudge back downwards and enter into a wide hall. A direction is chosen and before too long, the monk spies a group of strange creatures drinking from a stream that crosses the hallway. Strange creatures demand a lethal response and soon thereafter, the group resumes advancing.

They enter a large and ornate hall devoted to the triumphs of Coburg. Statuesque pillars and elaborate frescoes vie for attention. To complete the mood, magical carvings play triumphant music. There is also an enormous trap running down the center of the statue rows. Looks like they’ll look elsewhere. One way leads to iron golems and a large door, the other leads to a large open space, kitted out for defense from a large attacking force. Trenches, walls, hanging nets and sloping terrain all limit an attacker’s mobility and provide defensible spaces. The head flies on and identifies a large squat tower overlooking the defensible terrain, so naturally it investigates. It appears there is only one arrow slit and a door by which to gain access to the tower. An arcane eye is dispatched and enters the arrow slit. The only thing of note is a set of floating stairs that lead to nowhere, over an abyss of nothingness.

At this point, the eye and head notice the score of devils hiding in the nets, near the ceiling, and the fact that the ground is choked with hundreds of dead, decayed corpses that show a disturbing inclination to twitch when the living come too close.
The group leaves the immediate area then employs wind walk to rush through the room and enter into the arrow slit. Now inside, they turn their minds towards the stairs.

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