Crossroads Episode 17: For Whom the Bell Tolls

## Synopsis

30 Seedsee 1258 IC

Bells ring out across the city as the party leave Bob's shop and contemplate their next move. After a private discussion between Tsukino and Yorsha, the pair decide they cannot leave their business with Keris Mawl unfinished, return Bojnay's platinum and take their leave.

With Rath still injured from the warehouse encounter, Nep'rixa decides healing her is the main priority. As they wait, groups of soldiers can be seen making their way through the evening city streets.

Wondering what is happening, Nep'rixa contacts Otal Verik via a message spell discovering that the bells are calling the military to the palace. Premier Arif Akut was killed and a new Premier, Eriz Basar has taken his place.

Deciding that rest is the most needed thing right now, the party make their way back to The Stuck Pig. As they do, they notice an unusual contingent of soldiers dressed differently from the rest - wearing red shirts and grey tabards.

Continuing their journey, more of these oddly dressed soldiers fill the city streets, abusing citizens and raiding businesses. The party witness some destroying artworks and notice the soldiers are also wearing necklaces bearing the mark of Onamar.

Knowing they are in no fit state to fight, the party continue on, eventually reaching their room where they can decide how to proceed.

The sounds of unrest outside grow. From their window the party see a mob of peasants heading towards the city gates where soldiers wait ready to kill all who approach. A slaughter ensues, the sounds of death and destruction encompass the city.

Nep'rixa decides to contact Otal again to warn him, but is met with a feeling of nothing... Otal appears to be dead.

Realising things are getting out of control the party decide they need to get out of the city, but before they can make a move Rath notices something out on the street; Orcs. The same orcs from the attack on the tattoo parlour although now clad in the same armor as the others soldiers.

Glancing across the street Rath sees the tattooist shouting outside of his shop before suddenly getting killed. Rath flies into a fit of rage and heads for the door.

Knowing that she will die if she goes out there the party have no choice but to attack her and put her down. As they fight among themselves the sounds of massacre continue, then an explosion, rocking the foundations of The Stuck Pig and destroying the windows.

Outside two spellcasters can be seen high fiving as they are encircled by bodies.

With Rath successfully subdued and no longer raging, the party proceeds to heal her while Wyrm leaves the room to stand guard. Suddenly more soldiers can be heard, clad in plate and heading their way, the party act quickly and escape out the back door of the inn.

Surrounded by death and destruction on an unfathomable scale, the party don't know how many have died or if anyone they know has even survived, but they must escape the city now or they will be next.

Kreel knows a section of the city wall is currently under repair close by and this will be their best means of escape. Scaling the wall the party eventually make it over and out of the city travelling through the darkness for around an hour until they reach a forest.

With the city still in view they know they cannot stop yet, Kreel asks Rath to take care of Ruby and they make their way into Southern Cultrek.

Coming to a crossroads, Beatrix remembers this is the road she used to get to the city initially and if they head west they will reach the town of Kerik.

Bojnay summons a sprite, asking it to warn home of events in Cultrek. Exhausted, the party see no other option and travel to Kerik where they find shelter in the barn of a local farmer.

The party is safe, for now....

*Synopsis written by Caffinated Viking, Proofread and edits by Svartemaya.*

## The Party

* Beatrix Qiroris - Lvl 4 Half-Elf Wizard
* Bojnay Bramblehoof - Lvl 4 Gnome Bard
* Kreel & Ruby - Lvl 4 Tengu Witch
* Nep'Rixa of Skor'Ritha - Lvl 4 Sadrath'il Cleric of Fayer
* The Whispering Rath - Lvl 4 Fayd'il Spirit Barbarian
* Wyrm - Lvl 4 Goblin Rogue