Eriza Piatzo instructs her attendants to load up the horses and prepare them for the journey to Mihlaj. One of the members of the Fading Council will accompany them as well: Zohadisha.
The party heads to the crowded bazaar to stock up on some supplies. Overcrowding is in full effect and it’s clear that Sedeq II doesn’t have the necessary capacity or resources to aid the refugees. Time is of the essence.
In total, three wagons and six horses aweait the party. Additionally, Eriza deploys a guard to each wagon. With the staggering amount of cargo, the wagons can’t really support more than that. The reflection of Mihlaj shimmers above the sands to the north.
Gale of a Thousand Souls
The wagons follow the merchants’ flags towards the city. Apparently, the merchants plant their house flags in the safest path towards Mihlaj. It fosters an element of community and is generally regarded as the primary method to traverse the Hollows.
Before leaving, Eriza warned the party about the unpredictable weather. Sandstorms ravage the Hollows on a frequent basis, but they are relatively tame compared to a greater meteorological threat. Some call it the Bonestorm and others refer to it as the Gale of a Thousand Souls. Either way, it’s a deadly miasma that tears through the sands with a vengeance.
On the first night of the journey, the wind begins to pick up. Fobias hears the faint sound of wailing voices and grinding bone. This isn’t an ordinary storm.
Several preparations are made. Fyn takes the Immovable Rods and uses them to brace two of the wagons. Fobias warps the wood to create a rudimentary windfoil against the swirling winds. The party also instructs the guards to bring the wagons closer together, and Fyn casts Life Bubble to protect them against the swirling sands.
As the storm rages, bits of bone with writhing flesh roll in the middle of the sandstorm. Hundreds of skulls glare as the fury of the Bonestorm hurls into one of the wagons, tearing it to shreds. Fyn gets thrown several feet away with the rest of the splintered wreckage. The guard, unfortunately, doesn’t survive.
The party hunkers down as the storm passes before salvaging what they can and strapping it to the remaining two wagons. They finish the night in exhausted slumber.
False Flags
On the second day, the party continues the journey to Mihlaj. As they get closer, they can make out the massive flourite deposit jutting out from the Zho Mountains, over the city. This mineral is responsible for the illusory reflection seen from Sedeq.
The wagons continue following the flags into a small canyon. Some might call it a pair of outcroppings; it just depends on where you’re from.
Again, Fobias’ survival instincts kick in. He stops the carriages and the party quickly converses about the situation. Something seems off. The flags have been winding back and forth through the terrain, but they haven’t turned back towards Mihlaj in a hot minute.
The discussion is brief and involves the mention of the Driftworms. Great. As if the party needed something else to worry about. So far, in their brief time in the Hollows, it seems like this area is incredibly deadly and awful.
The consensus is to keep going along this path, moving quickly to get out of this canyon. Fyn posts himself up on the top of the carriage just to provide an extra set of eyes on the horizon.
Just then, a furry figure decked out in leather and fishing nets crests on the edge of the eastern canyon wall. The figure pricks their finger on their barbed bowstring and lets an arrow fly towards the foremost wagon. On impact, thorny vines erupt and grow, clamping themselves around the door. Trace is trapped inside!
Three more furry creatures appear, bounding down the cliffside towards the cornered caravan. And, to add more troubles, a giant scarab beetle laden with packs and vibrant quilts climbs up on a canyon rock, clicking its pincers together. It’s an ambush!
Barnaby quickly slashes the vines, allowing Trace to get out of the carriage. Meanwhile, Fyn blasts out a prismatic spray at the three closest assailants, dishing out a small handful of fire damage.
The scarab beetle descends the cliff into the canyon, squaring off with Trace. Krask exists his carriage and prepares himself to fire arrows at the creatures quickly closing in on his position. The guards ready themselves, but this is definitely out of their league. Zohadisha shouts out for the party to protect her against the Driftworms.
Wait, what?
Why did the flags lead the party astray? How come these Driftworms don’t look like worms at all? What’s the point of having Level 0 guards?!