Week 04, The Warrens Awful, just awful. We've failed to map out an area we arbitrarly set out, an as such we lost ou chance to sieze the Helion's trinket as a reward.
We had nothing left to do but hope the caravan brought with them more men to replace the front line soldiers who have repeatedly fallen in battle. Maybe Theroulde and Resault are better than we've been giving them credi for. Theoulde, for her parts, lamblasted me for my choice in skills I assigned her to focus on. IF she had had a front-line comabt ability she could have kept up the fight. But I had given her a quipout that was supportive in nature; an occasional sniper and light crowd control. I will consider my choice in the future; at least that is what I told her before I sent her off to meditate. The Plague Doctor gets to go drink her pain away.
The caravan brought us three hopefuls;
pisskop the crusader,
Curteys the Hellion, and
Poer the highwayman. Hopefully we can keep these alive. I sent the crusader to get a healing skill, and the highway man has had his agility tended to. He should be capable of dodging to and fro now, to offset ambushes.
We will take some time off of exploring that accursed weald to see what that cave was. Warrens? What a name. Hopefully it will be a pleasant experience.
The party consists of pisskop, Vittles, Brai, and Poer. A crusader, a Man-at-Arms, and 2 highwaymen. What a motly lot if ever there was one. At least they are all capable of moving ranks, so hopefully an abundance of first-aid will keep whatever horrifying diseases are present in the sewers at bay.
And, for their part, the sewers seem to be older than the Estate itself. They existed before the area's conversion from paganism, perhaps. Who knows what's down there, but from the research on my Ancestor I've been doing, he's been quite sloppy containing the waste from his research; in the best of cases dumping it there instead of disposing of it more thoroughly.
Sending them in, I began to assess the condition of the newly opened asylum. Its prices were outrageous, but for that price she said she could cure the most entrentched conditions the adventurers could pick up. Be it rabies or an addiction to alcohol, the burly nurse was confident that her experience would outweigh any horror of the night.
We don't have the funds for that really, having just suffered a full-scale defeat. But, at the same time, the quirks that the surviving heroes had seemed completely managable. So much the better that she is here, however. I plan to send the next debtor we get to her, so I may uncover the background surrounding the area. I announced as much, offering a stipend to the family of the person who volunteers as well, but still not so much as a nibble on the bait. Despite the horrors of the area, these peasants stay here. Their wealth is almost negligable, but still they stay rather than scrounge up a few days of food and heading off. Why?
The Crusader, pisskop, stumbled out of the dungeon with just 2k loot in hand. All alone, on the edge of delirium, pisskop spoke of mutated pigs and a party of seasoned adventurers who killed the rest for the loot they had. We sent hm to the hospital, and I wept for the loss of another expedition and the money they had. When his condition had stablized, I stopped by the infirmary and questioned him.
The inhabitants of this new dungeon appear to be cultists. The damn corrupted dreg of humanity, found in as many places as filthy maggots. These cultists, how do they find their way here? It doesn't make sense, the amount of them we find and slay suggests a massive dwelling of the
somewhere in the region. Why haven't I heard about them yet?
It didn't take long for the monsters of the deep to test them, lightly at first. 2 of the hulking male cultists were torturing this piglet thing; it had long knobbly arms and stumpy hooves. They described the legs as if they were baby's shoes, they were so short and neat looking. The rest of the body was stretched and distorted. They thought it looked like a clay man was moulded into a new, decrepid beast, with recognizably human features stuck in completely absurd anatomical positions. A skull was seen on its left hip, for instance. It vomited little chunks of food at the heroes, burning the skin and understandably grossing the victim out some.
The ever-present maggots were found here too, swarming half-eaten corpses. One has to wonder how fresh the bodies were, and where they came from. Did they come from the excavation teams? If they did that would make sense as I've been completely unable to locate any of them, nor the company that contracted them. A complete enigma, like they were simply vagabonds hired for the task. Which would be neither unreasonable nor suprising.
The most deadly inhabitant of the warrens, however, seems to have been a party of adventurers, looking for a share of the loot as it stood. The crusader describes them as 'dark-hearted heroes', intent on the treasure they could aquire. They called our group an easy mark and attacked. Clearly more skilled, our group stood little in the way of chance.
Now we must contend with trained men in addition to the natural ferocity of the twisted dark? We have no money, no trained warriors, no clue what is causing the regional or global disturbances. We don't know whre all the skulls and bodies are coming from, nor if the enviorment even follows natural rules! I'm frankly half tempted to try to get some kind of naturalist over here, but we don't even have a way to ensure his safety.
What are we going to do? The caravan came, and I saw some Jesters. Why would they come here . . .? No matter, we need to destress the crusader, because he's the only front-line soldier left!