RECAP: War of the Burning Sky, 11-1-26

The Last Defenders of the Sargavan Camp

The Gate Pass Militsiya resumed their nighttime assault against the Sargavan military outpost overlooking Castle Korstull. With the camp’s lights extinguished, several structures burning, and most of the defenders already dead, the surviving Sargavan soldiers were attempting to regroup amid the devastation.

The most immediate threat was a formidable, hellhound-like creature confronting Arandar and Ono near the upper terraces of the camp. Far more dangerous than an ordinary hell hound, it had already struck Arandar with a devastating blast of fire. Ono advanced to engage the beast, but his attempted stunning attack failed to penetrate its defenses.

Arandar proved considerably more successful. Stepping forward with his falcata, he delivered a tremendous blow to the creature’s spine, mortally wounding it. As the creature collapsed, molten material poured from its mouth and its body began to dissolve, eventually disappearing altogether. The beast had been summoned rather than physically present, and the surviving soldiers suddenly found themselves without their most powerful protector. The creature was later identified as a Nessian hell hound.

Meanwhile, Wraith continued exploiting the darkness, maneuvering unseen and striking the Sargavan knights with carefully placed arrows. Above the battlefield, Titus hovered over the command pavilion, surveying the remnants of the enemy force.

Rather than continue eliminating the defenders individually, Titus offered them an opportunity to surrender. His magically amplified threat of fiery destruction proved convincing, sending several panicked soldiers fleeing toward the horses and the relative safety of the lower camp.

Their flight offered little protection. Arandar cut down one retreating soldier, while Ono delivered a particularly brutal blow to another, leaving him staggering and grievously wounded. Titus then followed through on his threat with a fireball, engulfing several fleeing figures and nearby camp followers. Some perished immediately, while others survived only to stumble through the darkness, horribly burned.

Wraith finished another of the retreating knights with a succession of arrows, while Titus eliminated an orcish soldier hiding behind crates with magical missiles.

The last resisting knight, already badly wounded by Ono, attempted desperately to mount a horse before turning to defend himself. Ono continued his assault, but Titus ultimately ended the soldier’s suffering with another volley of magical missiles.

With that, organized Sargavan resistance collapsed.

Not everyone chose to die fighting, however. One remaining orcish soldier, confronted by Arendar, threw down his weapon and surrendered, declaring himself a prisoner in several languages.

It was a decision that would prove unexpectedly valuable.

A Prisoner’s Bargain

Arandar took custody of the surviving orc, warning him that his continued existence depended upon the usefulness of the information he could provide.

The prisoner responded with remarkable composure. He acknowledged his captivity, accepted the consequences of defeat, and agreed to answer questions according to what he understood to be the accepted rules of war.

His testimony provided several important revelations.

The outpost had been established under Commander Rohat to observe Castle Korstull and discover a means of entering it. Despite their considerable military resources, the Sargavans had failed to penetrate the castle’s defenses.

The prisoner also revealed that the camp had no patrols currently operating outside its perimeter. Reports were normally dispatched northward to the larger Sargavan army, with the next messenger scheduled to depart in approximately a day and a half. Given the travel time involved, the destruction of the outpost might remain unknown to the main army for several days.

More importantly, the orc described the fiery undead surrounding the castle.

These creatures were apparently the remains of Sargavan soldiers who had perished years earlier, their bodies transformed by mysterious forces associated with the fortress. They had not been brought to the castle by the present expedition.

The outpost’s soldiers had made a particularly useful discovery: the undead did not attack individuals wearing Sargavan uniforms.

The reason remained uncertain. Perhaps the creatures recognized the military livery of their former comrades. Whatever the explanation, this information offered the Militsiya a possible means of approaching the castle without fighting through its undead guardians.

The prisoner also believed that Commander Rohat had been considering some form of necromantic ritual to control or exploit the undead and thereby secure access to the castle.

For Arandar, the intelligence was sufficient to justify sparing the orc’s life.

The party considered releasing the prisoner with a message for his superiors, openly declaring the Gate Pass Militsiya responsible for the destruction of the outpost. Such a declaration would announce that the same enemies who had repeatedly thwarted Sargavan plans remained active and dangerous.

The problem was timing. Releasing the prisoner immediately might alert the army before the Militsiya could accomplish its mission.

A compromise would soon present itself.

The Gnomes Claim Their Prize

The party’s gnomish allies returned to the captured camp amid cheerful singing and considerable celebration. They reported having dealt with the Sargavans who had fled southward, although the fate of the fleeing noncombatants was considerably less reassuring.

The gnomes were nevertheless delighted with the outcome.

Having arrived in the region hoping to plunder Castle Korstull, they now found themselves in possession of an almost intact military supply depot. The abandoned outpost contained food, wine, equipment, wagons, horses, weapons, and a variety of other valuable provisions.

Their leader, Jorino, quickly organized his followers to inventory the supplies and begin recovering whatever could be transported.

The Militsiya established its claim to magical equipment and valuables found on the fallen soldiers, leaving the great majority of the camp’s provisions to their allies.

Arandar and Titus then negotiated a revised arrangement with Jorino.

Rather than accompany the adventurers into Castle Korstull, the gnomes would remain at the outpost, gathering their spoils. In exchange for the camp’s supplies, wagons, and horses, they would hold the surviving orc prisoner for approximately forty-eight hours.

At the end of that period, they would release him with his horse and provisions, permitting him to return north with news of the Militsiya’s victory. The gnomes would then depart with their recovered supplies.

Jorino accepted enthusiastically.

The arrangement satisfied both parties. The gnomes had secured a windfall considerably greater than they had anticipated, while the Militsiya had ensured a valuable delay before the Sargavan command learned what had happened.

The Spoils of Victory

Before resting, the adventurers searched the outpost for valuable equipment and useful intelligence.

Inside the commander’s pavilion, they found written orders directing the garrison to observe Castle Korstull and discover a means of entering. Other papers revealed the commander’s frustration with the continuing failure of the expedition and the apprehension of his soldiers.

The pavilion also contained excellent armor, a heavy shield bearing Sargavan or Chelaxian heraldry, weapons, money, gemstones, and several magical items.

Particularly notable was a magical longsword recovered from one of the dead knights, bearing the Chelaxian family name Murcianes. Other discoveries included a wand of bless, an oil of magic weapon, several potions, and a substantial collection of gemstones.

With their examination complete, the company settled into the commander’s pavilion for the remainder of the night.

Outside, the gnomes worked tirelessly, dismantling the camp’s useful contents, sorting supplies, and preparing wagons for departure.

By morning, the outpost had been transformed into something resembling a bustling marketplace. The gnomes were in excellent spirits, their followers eagerly discussing how they would present their extraordinary success upon returning to their village.

They assured the Militsiya that the Gate Pass name would be remembered.

Approaching the Burning Castle

With their spells restored and preparations completed, the Militsiya turned its attention to Castle Korstull.

The adventurers agreed that preserving their strength was essential. Their mission was to penetrate the castle and discover the sacred flame they sought, not to annihilate every enemy encountered along the way.

They therefore adopted the prisoner’s suggestion and donned recovered Sargavan uniforms, repairing the damaged garments where necessary.

The company descended through the ravine toward the castle.

As they approached, the heat became increasingly oppressive. The fortress seemed almost entirely engulfed in supernatural fire, with flames erupting from the ground and spilling from its walls. The entrance itself resembled the enormous skull of some monstrous creature, its jaws forming the approach into the castle.

Beyond the burning ground wandered numerous skeletal soldiers, their bodies wreathed in fire and their weapons scorched by unnatural heat. Great metal containers filled with burning bones illuminated the surrounding terrain.

Even at a considerable distance, the heat was nearly unbearable.

The party had carried with them a magical orb prepared by the monks specifically to suppress the castle’s supernatural flames. Activating it would extinguish the worst of the conflagration, but only temporarily.

After considering their options, Titus agreed to carry and activate the device.

Following the ritual taught to them by the monks, he began channeling the orb’s power.

A supernatural cold radiated from the artifact, growing so intense that his hands began to numb. The energy then extended toward the castle, spreading across its burning defenses.

The flames initially seemed to resist, surging forward against the expanding magical field. Gradually, however, the orb’s power prevailed.

Over approximately ten minutes, the great conflagration subsided.

The blazing fortress emerged from behind its curtain of fire, revealing blackened stone walls, looming towers, and the immense, skull-like entrance. The heat diminished dramatically, making an approach possible.

Yet the suppression was incomplete.

Individual fires continued to burn in the surrounding sands, and the undead soldiers remained wreathed in flame. The orb had reduced the supernatural conflagration, but it had not destroyed the creatures inhabiting it.

Titus could also feel the magic’s impermanence. The castle’s flames were already pressing against the orb’s protective field, seeking opportunities to break through.

The Militsiya had gained entrance to the castle, but the clock was running.

The Dead Remember Their Allegiance

Arandar led the company toward the castle entrance, with the others following in single file.

The first undead soldiers watched their approach but made no hostile movement. As the adventurers passed, the creatures turned their burning eyes toward them, observing the Sargavan uniforms with what seemed like recognition.

More undead gradually approached, surrounding the path without blocking it. Their movements created an eerie procession as the living adventurers passed between the ranks of their long-dead predecessors.

For a time, the disguise appeared entirely successful.

Near the entrance, however, the formation changed. The undead began closing ranks, obstructing the route forward.

Then another figure emerged from behind their lines.

Unlike the ordinary skeletal soldiers, this creature appeared to possess both authority and considerable intelligence. Addressing Arandar in rough Sargavan, it demanded to know his business at the castle.

Arendar maintained his deception. He explained that the party had been ordered to find a way inside, acting under the authority of Commander Rohat.

The undead officer was unimpressed.

It did not recognize Rohat’s name and demanded to know what superior authority had issued the orders.

Drawing upon his recollection of previous encounters with Sargavan officials, Arendar invoked the name of a senior Sargavan ambassador known to the party – Serrimus, from the Dwarven capital.

This produced an immediate change.

The undead commander recognized the name, stepped back, and rendered a military salute. Arendar returned the gesture.

The officer ordered his soldiers to stand aside.

The Militsiya had successfully bluffed its way through an undead military formation without a single blow being exchanged.

Its final instructions were nevertheless unsettling: the adventurers could enter the castle, but they were to take nothing, complete their orders, and leave quickly.

The party accepted the warning and passed into Castle Korstull.

The Chamber of Restless Stone

Beyond the enormous skull-shaped entrance, the Militsiya entered a dark interior chamber.

Their initial exploration revealed that the castle’s dangers were far from exhausted.

An examination of the area detected multiple undead presences beyond the entrance. Wraith moved ahead cautiously, searching for traps and investigating the chamber’s unusual features.

He discovered a room guarded by additional ranks of skeletal warriors. These creatures differed from those outside: less damaged by fire, clad in the remains of chain mail, and carrying assorted weapons.

They watched the adventurers with obvious hostility, though they did not attack.

More disturbing were two patches of stone flooring near a passage leading toward a damaged, ornate door.

At first, the stone seemed almost liquid, undulating in place. As the party drew closer, however, they realized that the individual stones were moving and vibrating against one another.

Something beneath the floor appeared to be responsible.

A deep, almost subsonic resonance issued from below, growing stronger as the adventurers approached. The vibration was powerful enough to be felt physically, producing an increasingly uncomfortable sensation.

The party arranged itself cautiously, with the martial members prepared to protect the spellcasters and archers should the undead attack. Titus provided magical protection against evil while the others considered how best to cross the chamber.

Arandar advanced toward the strange patches of vibrating stone, hoping to determine whether they concealed a trap or some other danger.

The skeletal guardians immediately reacted.

One moved away from the wall, directing its attention toward Arendar. Another followed, while additional undead began shifting their positions and raising their weapons.

The creatures did not yet attack, but their purpose seemed unmistakable.

They were moving to prevent the party from approaching the strange flooring and the passage beyond.

Some began maneuvering toward the entrance archway, potentially cutting off the adventurers’ retreat.

Faced with the prospect of combat against the chamber’s undead guardians—and whatever mysterious force was disturbing the stone beneath their feet—the Militsiya halted its advance.

Key Developments and Discoveries

  • The Sargavan outpost was destroyed. The surviving military defenders were eliminated or scattered, with one orcish soldier taken prisoner. The Gate Pass Militsiya now controls the approaches to Castle Korstull, at least temporarily.
  • A valuable intelligence source was secured. The prisoner revealed the outpost’s mission, the schedule of communications with the main army, and the apparent willingness of the fiery undead to tolerate Sargavan uniforms.
  • The gnomish alliance was renegotiated. Jorino’s company will take the camp’s supplies, horses, and wagons rather than accompany the adventurers into the castle. In exchange, they will hold the surviving prisoner for approximately two days before releasing him.
  • Useful treasure was recovered. Significant finds included a +2 longsword bearing the name Murcianes, a wand of bless with 32 charges, magical consumables, gems worth approximately 1,445 gold pieces, and assorted additional coinage and equipment.
  • The orb successfully suppressed Castle Korstull’s supernatural flames. Titus activated the artifact, opening the way into the fortress. Its effect is temporary and does not eliminate the undead defenders or every remaining source of fire.
  • The Sargavan disguise succeeded. Arendar convinced an intelligent undead officer that the company was operating under legitimate military authority. The officer allowed the party to enter the castle, but warned them to take nothing and depart quickly.
  • A new mystery awaits inside. The first interior chamber contains hostile but restrained undead guardians and two areas of violently vibrating stone. The creatures seem particularly concerned about anyone approaching the strange flooring or the passage beyond.

Add a Comment

Your email address will not be published. Required fields are marked *