Knights of Elsyr

That not so Fresh Smell

Wherein the party discovers, Brindol stinks.

The Knights arrived in Brindol, and quickly make audience with Sir Vincent who is to be their liaison with the 13. Upon hearing of the problems currently facing the largely unsuspecting city, they meet with Master Brandis of the merchant guild, who arranges for life to be somewhat less expensive for them, and Sergeant of the watch Verner, who informs them of the recent tragedy that befell the late Captain of the Guard.
This, coupled with several recent disappearances and the sealing of the Sewers, convinces them of the first area requiring their attention.
Their trip into fetid undercity is less than pleasant. Pestilence and Plague await around every turn, as do vermin which have grown to truely disturbing size. Travelling deep into the literal bowels of the city, a nest of Wererats and their flea infested spawn is discovered. Agents of peace they are, the Knights approach with caution and peaceful intent. With some skillful words, charity, and especially medical aid, the filthy and disease ridden villeins are befriended after a fashion. Lice infested blankets, and second hand goods of dubious source are made available to them.
Having enjoyed the rodenthrope’s hospitality, they continued deeper, finding an entrance to truely ancient ruins. As they crept through the dark, dankness, they noticed creatures, not living, yet far from quiet in death rising from the nether reaches. Although they could have easily avoided them, moved with compassion, they interceded, intent upon protecting their new friends from these unstilled cadavers. The battle atop the rotting scaffolding of the lower sewers was horrific. The monsters were able to dig into stone and wood as well as flesh with their desiccated claws, and moved with speed that bespoke a horrific hunger. Narrow footing over a pungent soup of human waste only added to the ambiance. With great effort the flesh eating corpses were either destroyed or sank to the bottom of the fetid depths.
Proceeding yet deeper, our heroes avoided more hungry dead, and numerous ancient and fell traps. Eventually hearing voices of the living, although they could never get close enough to make match face to voice. However, they did get close enough to be detected. A running and desperate race against the deathless denizens of the ruins unfolded, eventually terminating in a small cistern where it seemed all hope of escape would be extinguished. Battle was joined, and by luck and desperation the Knights broke through, at last making god their escape.
On their way out to resupply and gather reinforcement, they stopped at the Ratkind’s shanty, where the inhabitants begged them most shamelessly not to go, not to abandon them to the ravenous horrors below. Offer of every favour, appeals of their swarm of young, no attempt was beneath the desperate rats. The Knights were apparently unmoved by the vermin’s pleas, and left them there to the hunger in the dark, the sewer entrance sealed behind them as they departed.
After some time spent resting and resupplying, it was decided that the undercity would have to wait for another time, the matters of mining and logging still needed investigation and the sealed sewers would keep the menace contained for the time being. Some research was done into alternate avenues of approach to the ruins below and Master Brandis was approached to offer aid in securing the rodent populations safety. His plan was met with skepticism by the Knights, the majority of whom would rather have left the flea infested wretches locked in with the hungry dead than follow it. However, they were eventually shamed into action, over objections of impugned honour, and the filthy creatures were smuggled out of the city’s bowels.



I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.