Firemonth the 11th, 8:15 Am. After talking to Doggar Skullbeat and Lord Ginnias, we went out to the stables to help get the battlewagon and horses ready. Using the Kaiser’s scrip, we also made sure the water and food was topped off. The local kids, refugees, were haunted and tired looking, but Jack and Lou were a big hit. Watching us get the horses and wagon ready, a single knight approached us from a local field hospital filled with wounded soldiers. He stood near Wilhelm, watching the cats play, leaning on a crutch as his left leg was a mangled mess.
He identified himself as Captain Damias Parbody, of the 2nd Borbute Cavalry Company. He and the 1st Stivil had been responsible for rear guard during the evacuation of Upperton and he couldn’t help but notice it looked like we were heading that way. They had just left it 9 days ago, a few hours ahead of the main lizardman army, and still were hard pressed by the saurian forces. As it was of the 300 in his company, about 4 in 9 died, and 3 in 9 were wounded.
He talked about the Starlitzian Lizardmen. They are bred to be without pain, the weak are eaten. And they are convinced that given enough time, their ultimate win over the Randari Ympire is inevitable. Wilhlem listened and thanked him, but said their leader, Captain Asher, said they had to go and that’s what they were going to do.
Captain Damias gave us some advice, there is a waystation about 2 miles shy of town, the Starlitzian hadn’t gotten there yet. It was a good place to bring the battlewagon, because if they tried to ride it into town, it would be seen at a distance. There are some watchtowers in town and if he was in charge, he’d have some lookouts on it. Wilhelm thanked him and went to the group.
As for the rest of us, We had talked to Doggar Skullbeat. The words to activate the golem (Shatterstone) were best said by someone with some magical ability. Bellweather, Optical, Sedentary, Cumulous, Carnival, Bolster. The Cinder Vein Mining Guild is on the east end of town and composes two mines – a surface strip mine for tin and zinc, and a deeper mine for nickel iron and Phazonire called Furnace Hollow.
We listened to Wilhelm’s advice from Captain Damais and wanted a bit more information. Shim went around to the kids who were willing to talk, shared some copper and brass coins and a few pounds of rock candy – but we got a pretty good layout of the town including the location of the mill, great hall, bardic college, theatre, market, and other locales. It meant leaving a bit later but since we were NOT going to try and make Upperton but instead the waystation, 9:30 was not a bad time.
The land rose and fell the further we rode away from Staz. The road tried to stay in the valley as much as possible. The hills started small but eventually rose about 600’ in height. Most of the land was blasted black, little sign of growth or grasses. The trees were dried and leaned dangerously over, ragged yellow leaves stubbornly clinging to the branches. The standing water was brackish and had a metallic taste. The clouds had a progressively looking green cast to them.
Sure enough, about 5 ish we came upon a small group of warehouses with a watertower in place. The walls and ceiling were sound, and the water tower was still rocking a few hundred gallons of water. We set up camp and discussed our options. No matter what, Shim wanted to make sure we were invisible. So he cast his entire allotment of them on everyone. We then discussed animals that would be coming. Rhygar was going to stay here with the wagon and horses. Wilhelm suggests Jack and Lou stay behind as well. A detect weather spell followed letting us know dry and cloudless skies ahead.
It was about 6:30 and we had a solid hour and half of day light left. It was here we figured, let’s see if we can scry instead of getting to town and fumbling about. So we used one of the water barrels, everyone gathered around, and then Wilhelm called to Shakak to start the scrying.
Starting from where we were, he eventually managed to find Upperton by going high, following the road, and them looking down at the entirely of the city. Home to 15 thousand? Normally. Half mile diameter, main road goes in from the west, loops around the north, and then makes its way south and west out of town. Some smoke, lots to see.
With a few minutes left on the spell, he moved to the Tradehouse and first major area we’d hit entering the city. Building was smashed in, goods all over the place, a 10 plus count of lizardmen wandering about. And a 25’ tall carnasaur just standing on the roof looking around. Holy hell.
He then took us east a block and a half to the Marketsquare, where 25 plus Kroxigor lizardmen were keeping home. Damn it. There was something across the street so at the end of the spell he took us over there, and it was a fire. A bad fire. Most of the homes had been destroyed over 300’ of roadway, but the basements were still burning somehow, filling the sky with smoke and soot. Spell ended.
He cast again. Looking at the kid’s markings, he went south to the guild halls but was stopped at the walls, warded and wards still in place. Went north to the Vetterman’s Steelworks. They have a Besemer forge in town so Upperton can make high density iron and steel products. The 20 or lizardmen here were cataloging the steel rods, bundling them up and loading them on Stegadons and their travois to be taken elsewhere to be used for lizardmen weaponry.
Went to the Greathall next and 60 lizardmen were bivouacking there. The 2nd guild hall section was also warded, the brewery was being cataloged, 10 lizardmen on site. Ebbit’s theatre was next but when we tried to enter, the main floor just repelled his scry. Not a ward, but something else. So he lifted the image to the 2nd floor, went through a window and looked. Inside was a stage and an elderly bard was sitting there, strumming his lute. Two orcish warriors were here, on the knight was missing an eye, and the other seemed to be her squire. The building was sealed up and the windows had steel shutters in place. It looks like the lizardmen had tried to search the building or enter but gave up – most likely the bard’s doing.
Spell ended. Ok, we would love to meet up with this Ebbit, but right now did not know how. Spell was cast a 3rd time. Went to the place called the Sticks, woodcutter and carpenter area. Raw lumber and what not, 12 lizardmen at best in the area. Went to the Baily next, was told it was the tallest building in town. The Bailey College, bardic college. At the top in the belfry, above it, two lizardmen, watching the area. Below was a Razordon, large enough for 2 lizardmen to ride if need be. Went to look at both Knight Halls next. Looking at the stables would house at best 50 armed and armored riders. Right now, none here.
Town Hall was next, pretty close to the Cinder Vein Guild area, and 90 skinks were housing themselves here. Damn it – that’s a lot. Looked at the Cinder Vein Guild next. Fenced in. 9 buildings, 6 lizardmen on site. Crooked Field (open strip mine) was obvious. Mine cart tracks ran along the interior. He looking inside the guild hall proper, no one in there ,meeting rooms and the like and the spell ended.
We had 1 left and with day light still at our fingertips, Wilhelm cast again. We went north this time to the west and came up the millhouse and granary -both buring/burned. A few thousand days of grain. Lost. West east to the Cathedral of Odin, big building, grand. Lizardmen using is a stables for their mounts. A stegadon, razordon, and 3 long low flat looking 10 legged lizards. South then the Idun’s grove. The wards here were broken and he could look in. Druid’s circle despoiled, 3 low long carts here, and 20 lizardmen as well.
Went back to the Cinder Vein and tried to enter the building we thought had the mine in it, Furnace Hollow. But the image grew purple on trying to enter and Wilhelm grew agitated and tasted blood when pushing in. He relented and stopped. Must be the phazonire. Looked in one of the repair and maintenance buildings, then one of the barracks. Finally with the last minute, he swept out of the mine and went west as a few hundred feet up. Got lucky and came upon a watchtower, 50’ tall, 2 lizardmen on it. Spell ended.
We had a shit ton of information now and we discussed it at length. Wanted to enter the city, sneaking around would leave some trails in the distance, 9 of us cannot help but leave tracks, and the lizardmen might see them, invisible us or not. Ebbit was a thought but for now we’d come back to everything. Kept watch and slept.
Awoke the next day early on Firemonth the 12th and we ate and discussed going. We wanted one more round of scying so once more, Wilhelm called to Shakak and we all gathered around the water barrel again. Went back to the grange tower on the north end of town, sure enough, 2 lizardmen up there, a razordon at the base, and 4 other lizardmen down there.
We then went looking for a third tower, southeast section of town, and near the fields there, found it. Another grange tower, and 2 more lizardmen there, razordon at the bottom and 4 others there. In fact , that one would see us if we tried to come in by road. Went to look at the other mine again and it also had 6 lizardmen walking around. Then went to Cinder Vein and now we had 12 lizardmen here. Some arguing, 2 kroxigors. 2 lizardmen were outfitted with picks and ropes and entering (under duress), Furnace Hollow. A last look at the Bailey and the base – same – razordon and 4 lizardmen below.
Ok, we know that the longer we wait, the more chance the lizardmen would find the phazonire. So we wanted to head off and soon. Firemonth the 12th, 7:50 AM