The group stood at the base of the massive, dying tree, this skeletal titan, once a symbol of life on Krynn, now served as a grim landmark for their quest. Vinthanamel kept a wary eye on the horizon, knowing that the "blip" their arrival caused in the Draconian camp might have already drawn the attention of the red dragon's riders. Bessok gripped his mace, feeling the faint, warm thrum of the divine hair wrapped around the haft - a small spark of home in a world that felt fundamentally cold to his spirit.
Joe moved toward the trunk, his eyes scanning the broken bark for any sign of a hollow or a hidden path leading upward or into the roots. Morthwyl followed close behind, her hand resting on the pommel of her vorpal blade, ready for whatever guardians might be nesting within the rot of the great tree. They knew the Rod piece was close, but on a world as war-torn as Krynn, nothing was ever truly abandoned.
The air inside the hollowed trunk of the Peylon Tree hung thick with the stench of rapid decay, a cloying smell rising from the mounds of smashed, fermented fruit that littered the ground. As the group stepped into the vast interior clearing, the scale of the rot became apparent; the once-mighty heartwood had dissolved into a cavernous void. Morthwyl held the fragment of the Rod recovered from Ravenloft aloft, watching as its subtle vibrations pointed toward a singular, massive rock at the far end of the chamber.
As they waded through the debris, Vinthanamel seemed entirely absorbed in the lore he had brought from the Sanctum, reading aloud the strange histories of Krynn with a detached, scholarly curiosity. Even as Morthwyl’s sharp eyes caught the skittering movement of giant spiders on the high ridges to their right, the wizard continued his lecture on the world's vanished gods. Joe, however, was already in motion. With a fluid pull of his bow, he silenced the first spider before it could leap, while a second screeching arachnid was quickly struck down by a coordinated strike from Morthwyl’s longbow and another volley of Joe's arrows.
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| A Treant |
During the interrogation that followed, the group learned that the Treant’s violence was not of its own making; the death of the Great Tree had seeped into its spirit, compelling it to strike at intruders. More concerning was the creature's warning of what lay beneath the central rock: a wicked and terrifying Dryad named Gazaia. The Treant also whispered of a mysterious visitor - a small figure in a blue cloak - who had descended into the Dryad’s lair shortly before them. Joe, ever the moralist, concluded the encounter by giving the singed Treant a stern lecture on its life choices, watched as the broken creature lumbered away through the rotten bark, and then turned his attention to the heavy stone that guarded the entrance to the darkness below.
The combined might of Morthwyl and Bessok proved more than a match for the massive boulder, which groaned across the earth as they heaved it aside to reveal a gaping maw in the roots of the Peylon tree. Fifty feet below, a chamber lay shrouded in darkness, prompting Vinthanamel to enchant two of Joe's arrows with a pulsing radiant light. Once fired into the depths, the arrows illuminated a tangled subterranean vault of roots and vines, allowing the group to descend into the humidity of the earth.
Waiting for them in the dim light was a small, vibrant figure brandishing a spear with more enthusiasm than form. The initial tension vanished the moment the light caught the group's features, and the stranger lowered his weapon with a cry of "Heroes!" This was Riffel, a Kender - the Krynnish equivalent of a Halfling - and he possessed the legendary, loquacious energy of his people. Before the party could even introduce themselves, Riffel had already labelled Vinthanamel a Sylvanesti White Wizard and the Dwarves as legendary warriors, though he seemed delightfully stumped by Joe’s enigmatic nature.
Riffel’s words tumbled out in a relentless torrent as he explained his plight. He was a member of the Blue Fire Wardens, a cult of nature worshippers dedicated to the silent god Habbakuk. His people had recently launched a disastrous raid on the Three Moons Vault - a stronghold belonging to a terrifying figure known as Lord Soth - and the survivors were now trapped in a nearby temple. Their escape was barred by a Borthak, a monstrous creature that Riffel hoped to distract with the very Peylon fruit the group had seen rotting on the surface.
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| Gazaia, Dreadbark Dryad |
The tension in the subterranean chamber dissolved as quickly as it had formed. While Riffel scrambled to find safety behind the sturdy frame of a dwarf, Joe and Bessok stepped forward with a calm that seemed to catch Gazaia off guard. Instead of the expected clash of steel and vine, a tense negotiation began. They spoke of the Rod of Seven Parts and the plight of the Blue Fire Wardens, and as they talked, the dryad's murderous intent visibly flickered and faded. It became clear that she was less a monster and more a victim of profound isolation and grief.
When she demanded a magical toll for her last healthy Peylon fruit, Bessok reached into his Bag of Holding and produced a magical short sword. The exchange was handled with the wary precision of two predators unsure of a truce, but the betrayal both expected never materialized. Gazaia took the blade, turning it over in her wooden hands with a childlike curiosity, her fingers tracing the enchantments as if touching a miracle.
With the bargain struck, Gazaia revealed the tragic history of the dying titan above them. The Rod fragment had once been embedded deep within the heart of the Peylon tree, its presence acting as a font of magical vitality that sustained the entire grove. But the peace had been shattered when the knights of Lord Soth arrived. They had been ruthless, hacking a jagged wound through the trunk to reach the artifact and crushing the fruit in their path. When the piece was torn away, the lifeblood of the tree went with it, leaving Gazaia to rot alongside her charge.
The dryad’s corruption, it seemed, was born of the shame of her own perceived cowardice; she had watched the desecration and done nothing to stop the soldiers of the death knight. Joe, drawing on his own connection to the natural world, offered a rare moment of empathy. He spoke to her not as a foe, but as a fellow guardian, gently urging her to leave this tomb behind and find a new forest to protect. He promised that the group would carry the burden of vengeance for her, as their path was now set toward the Three Moons Vault.
The weight of her failure seemed to lift with Joe’s words. Agreeing to leave the darkness of the hollow, Gazaia accompanied the group back to the surface. For a brief moment, she stood in the open air, the unfamiliar warmth of the sun washing over her bark skin and the fresh breeze stirring the vines of her hair. With a sudden, renewed energy, she broke into a sprint, vanishing into the distance to find a new home, leaving the heroes and a very relieved Riffel to begin their march toward the temple of the Blue Fire Wardens.
The journey to Bittergrass Fen was a study in endurance, not because of the terrain, but due to Riffel’s relentless verbal enthusiasm. Fortunately, Bessok was able to magically hasten their pace, significantly shortening the time they had to spend as a captive audience to the Kender’s storytelling. Through the deluge of words, the group managed to sift out critical tactical information about their destination: the Three Moons Vault. The site was under the control of a Red Wizard named Terimini, who had manipulated the very heavens to blanket the region in a malevolent red moonlight. On Krynn, where the moons are the literal engines of magic, this had devastating effects on the Blue Fire Wardens. Unlike the versatile Druids of the Sword Coast, these guardians were bound to the form of the wolf, and under Terimini’s crimson sky, their primal instincts had been whipped into a rabid frenzy, turning a calculated assault into a tragic internal slaughter.
As they reached the Fen, nestled tightly against the looming mountains, the true scale of the problem became visible. A massive Borthak - a nightmare of a beast that looked like a grotesque fusion of wolf and rat - was relentlessly battering the stone doors of the temple. The creature radiated a supernatural chill, leaving trails of frost and ice wherever its massive paws struck the earth. It was a siege engine of flesh and bone, and the stone doorway was beginning to crack under the pressure of its assault.
The battle began with the practiced lethality that had become the group’s hallmark. Joe’s arrows whistled through the air in a punishing volley, striking the beast before it could even process their arrival. Morthwyl charged in, her boots crunching on the flash-frozen ground, but the Borthak was deceptively agile. It snapped at her with jagged teeth and stomped the earth with bone-shattering force before dashing away with a blur of speed, intent on hunting down Joe, the archer who had stung it so deeply. However, its speed was no match for Morthwyl’s tenacity; she gave chase, her vorpal blade catching the dim light as she delivered a series of precise, devastating strikes that finally brought the colossus down.
As the beast collapsed into the frozen mud, Riffel sprinted toward the temple doors, his voice echoing off the mountain peaks as he heralded the arrival of the "Heroes." The heavy stone doors groaned open, and a weary group of survivors emerged into the light of the Fen. Among the Elves, Humans, and Kender stood a figure of undeniable authority. Argentia, the second-in-command, remained in a transitional state between human and wolf, her lupine features softened by an air of regal grace. She leaned upon a staff topped with a floating, glowing blue orb - the symbol of her order - and looked upon the party with a mixture of relief and cautious hope.
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| Argentia |
Terimini, the Red Wizard, was not merely occupying the site; she was actively bleeding the heavens dry. By siphoning the light of Krynn’s three moons, she had woven an impenetrable veil of energy that linked the towers and shielded her ritual from any interruption. This barrier was the ultimate defense, and Argentia made it clear that unless the group could disrupt the source of that power, the Red Wizard would remain untouchable.
Argentia unrolled a parchment - a hand-drawn map painstakingly crafted by her scouts over years of observation. The map revealed the layout of the fortifications and the inner sanctum of the Vault. She offered it freely, but with a heavy request: the rescue of their leader, Valendar. Captured during the failed assault, Valendar was undoubtedly being subjected to Terimini’s cruelty, and worse, he remained trapped under the influence of the red moonlight, a prisoner of his own feral nature.
To ensure Valendars safe retrieval, Argentia insisted that Riffel accompany them. Through a taxing and sacred rite, she imbued the Kender with a protective aura capable of shielding him and those in his immediate presence from the transformative magic of the red moons. It was a singular, exhausting effort to defy the will of the heavens, and once finished, the group found themselves once again tethered to the talkative Riffel. Despite their reservations about their loquacious guide, the group accepted the necessity of his protection. After tending to the wounds of the survivors, they gathered their gear and began the final trek toward the ominous glow of the Three Moons Tower.
While the group shared a genuine sympathy for Argentia’s plight, the weight of the multiverse’s survival pressed heavily upon them. The recovery of the Rod of Seven Parts was a necessity that far outweighed the rescue of a local cult leader, no matter how noble his cause. With this grim priority in mind, the party opted for a surgical approach rather than a frontal assault. While the rest of the group remained in the shadows, veiled by Vinthanamel's glittering dust of disappearance, Joe became a ghost. Cloaked in enchantments that swallowed his sound and blurred his form against the eerie, tri-coloured lunar glow, the rogue slipped forward to scout the fortifications.
The path across the moat was marked by the ruins of a collapsed tower, its rubble forming a jagged bridge of stone. Joe moved past a half-dozen human guards in clinking chainmail with the ease of a passing breeze, crossing into the first tower and scaling its rough exterior. From his elevated perch, the true scale of the defence was revealed: sentries paced the battlements in a rhythmic patrol, and on a landing overlooking the central courtyard, two massive, skeletal bird-like creatures crouched in wait, their riding saddles suggesting a terrifying aerial response to any alarm.
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| The Bone Roc's |
High above the courtyard, the Red Wizard Terimini was a silhouette of absolute focus. She stood upon a walkway woven from solidified moonlight, channelling the raw celestial energy of the three moons. Hovering just inches from her outstretched fingers was the very object of their quest - the fragment of the Rod. Joe continued his ascent, tracking the origin of the magical walkway until he reached the tower’s summit. There, he discovered a celestial conservatory of curved metal and glass, designed to filter the moonlight into distinct spectra. In the centre, a large, magically shielded crystal sat atop a marble pedestal, humming with the power required to sustain Terimini’s bridge and barrier.
Joe relayed these tactical details back to the party through their telepathic link. While Vinthanamel’s mind raced through arcane possibilities to break the crystal’s seal and Morthwyl and Bessok took a pragmatic moment to share a quick ale and sharpen their focus, Joe retreated to a slightly lower level. He found himself in what had once been a magnificent shrine to the stars, its pillars carved with the likenesses of planets and constellations. Amidst the cracked and loose floor tiles, one specific stone caught his eye - there was something intentionally hidden beneath the floorboards. Understanding the peril of being isolated deep within enemy territory, Joe resisted the urge to pry the secret loose alone. He remained perfectly still in the shadows, a silent observer waiting for his companions to make their move.
Concerned that Joe had pushed his luck far enough as a solitary scout, the group decided on a less conspicuous approach for the next phase of their investigation. Vinthanamel summoned his familiar, a small and undeniably adorable cat that greeted the air with a happy purr. Taking mental command of the feline, the wizard guided it along the rubble path Joe had paved. The guards at the White Tower were easily fooled; though a few hissed or shooed the creature away, they dismissed it as nothing more than a stray looking for scraps.
The cat navigated the halls with predatory silence, eventually slipping through a door left slightly ajar. Inside, Vinthanamel found a room dominated by a dark throne overlooking the courtyard, flanked by an imposing statue of an iron knight. Affixed to the headrest of the throne was a mirror that seemed to swallow the air around it, drawing in light rather than reflecting it. Under Vinthanamel’s precise control, the cat batted at the artifact until it fell with a heavy, wooden thud. Through the familiar's eyes and his own arcane intuition, the wizard realized this was no ordinary glass; it emitted "black light" from Nuitari, the hidden moon visible only to those of evil intent. This discovery sparked a new theory: perhaps these mirrors were the keys to disrupting the ritual's lunar harmony.
While Morthwyl and Bessok leaned back against their packs and decided the situation warranted at least one more round of ale, Joe continued his silent work. He transitioned from the White Tower to the central Red Tower, dangling from the battlements by his fingertips as patrols passed inches above him. Slipping inside, he found a second mirror, this one mounted to the wall and radiating a constant, crimson glow that illuminated the chamber below.
Descending to the illuminated area, Joe discovered a complex orrery - a massive bronze model of the planet surrounded by its three celestial attendants. The delicate clockwork moved with its own mysterious momentum, tracking the current positions and prevailing influence of the moons. Joe’s instinct for the natural world, even one as alien as Krynn, allowed him to read the machine’s logic; he could see which moon was dominant and how their cycles interacted.
The telepathic link buzzed with a flurry of theories as the group debated their next move. They wondered if they needed to align the mirrors to match the orrery’s positions or perhaps use the "wrong" colours to short-circuit the wizard's channelled power. In the quiet of their hiding spot, the dwarves simply watched the bubbles in their mugs, waiting for the thinkers to reach a conclusion before the time for steel inevitably arrived.
The time for contemplation and ale had passed; it was time for the dwarves to lend their strength to the mission. Bessok, whose mastery over the fabric of space had grown considerably since their early days in the Dessarin Valley, gripped Morthwyl by the arm. In the blink of an eye, they were no longer standing outside the cold dampness of the moat, but were instead inside the high shrine of the White Tower where Joe had first spotted the loose floor tiles.
Working with practiced Dwarven precision, Bessok pried the stones back to reveal a bundle wrapped in thick, oiled leather. As he pulled the covering away, a piercing beam of pure white light erupted from the hidden mirror, momentarily blinding the pair until Bessok could angle it away. With the final mirror secured and tucked safely into his bag of holding, the group finalized their strategy. They would use the light of the moons against the ritual itself, but in a specific, disruptive alignment dictated by the logic of the orrery.
The group began a dangerous game of musical chairs across the rooftops. Joe gathered the red and black mirrors, handing the black mirror to Morthwyl as they met on the battlements. Following their coordinated plan, Joe remained atop the White Tower with the red mirror, while Bessok made his way toward the Black Tower with the white mirror. Morthwyl, tasked with the Red Tower, began her ascent alone. Outside the fortress, Vinthanamel remained in the shadows with Riffel, who was now vibrating with a mix of anxiety and impatience regarding the rescue of his leader, Valendar.
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| A Deathwolf |
The beast lunged, its claws raking against her armour, but the bite of cold steel snapped Morthwyl back to reality. She shook off the supernatural fear and met the creature’s second charge with the full fury of her vorpal blade. The first two strikes carved deep into the creature's undead hide, and as it tried to retreat once more into the shadows, Morthwyl followed through with a decisive, humming arc of enchanted steel. The blade passed through the monster's neck like a hot knife through butter, sending its head spinning across the stone floor. Cursing the ale for her momentary lapse in courage, Morthwyl wiped her blade and took her position at the conservatory’s central crystal, waiting for the signal to begin the disruption.
Standing atop the White Tower, Bessok cast his gaze northward toward the jagged silhouette of Dargaard Keep. The personal sanctum of Lord Soth sat like a festering wound on the horizon, only a mile distant, but the view was quickly interrupted by a far more immediate threat. A massive dragon, black as the void, pushed off from the keep’s highest spire with a knight of dark iron seated firmly on its back. The beast banked into a terrifyingly fast descent, its trajectory locked directly onto the Three Moons Vault. Bessok, a man who prided himself on his mastery of speed and transit, felt a rare jolt of alarm; even with his divine enhancements, he realized the dragon would be upon them in mere minutes. He broadcast a sharp, urgent warning through the telepathic link, his voice echoing in the minds of his companions.
Bessok, still veiled by the shimmering dust of disappearance, followed Morthwyl to the Red tower, then navigated the remaining battlements and slipped into the Black Tower. Entering through a high, overlooked doorway, he found himself in a spartan sleeping chamber. It was a room of cold efficiency - a simple mat and a small bookcase - but his eyes were drawn to the centre of the floor. There, suspended by heavy iron chains, hung a second black mirror. It was angled precisely to funnel light through a circular aperture in the floor, likely feeding some darker machinery below. Knowing they already had the tools they needed, Bessok bypassed the artifact and continued toward the summit.
The upper reaches of the Black Tower were a cacophony of shadows. Bessok found himself in an aviary where a dozen ravens, their feathers like polished obsidian, squawked with a localized, angry intelligence as he passed. He pushed upward into the conservatory, where the very atmosphere felt wrong; the air didn't reflect the light of the moons but seemed to actively drain it, creating a pocket of unnatural, suffocating dimness. Standing guard over this void were two skeletal sentries, their bony fingers clutched around a glass container that housed a single, withered black rose.
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| A Black Rose Bearer |
The timing had to be perfect. The dragon was a growing shadow in the sky, and Terimini remained poised on her walkway of light, unaware that the celestial geometry she relied upon was about to be turned against her. With a final, shared breath across the telepathic connection, the group prepared to strike.
The carefully balanced celestial geometry shattered the moment the mirrors were angled. The walkway of solidified moonlight, stripped of its resonant frequency, flickered like a dying candle before dissolving into nothingness. Terimini let out a sharp cry as she plummeted a hundred feet toward the stone courtyard. The pervasive red moonlight, thick with transformative power, acted like a viscous fluid, slowing her fall just enough to prevent instant death, though the sickening crack of bone upon her impact echoed through the vault.
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| Terimini Nightsedge |
Outside the walls, Vinthanamel moved into position with the trembling Riffel, attempting to unravel Terimini’s mental defences with a prepared spell. The magic, however, hissed harmlessly away, deflected by long-standing protective wards the Red Wizard had woven around her mind. High above, Joe remained a silent sentinel on the White Tower, his bow ready but his hand stayed, his eyes fixed on the horizon where the dragon approached with terrifying speed.
The combined assault of the dwarves was overwhelming. Morthwyl, finding an opening in the wizard’s desperate attempts to shield herself, swung her vorpal blade in a silver arc. Again, the enchanted steel claimed a head, and Terimini’s life ended in a spray of crimson. But there was no time for triumph. The air was suddenly displaced by a massive, leathery beat of wings as the dragon roared over the battlements, its shadow engulfing the courtyard.
Atop the beast sat a figure of pure nightmare: Lord Soth. The legendary death knight did not waste words. He held a flickering, baleful green fire in his gauntlet and hurled it downward. Bessok managed to crouch behind his shield, the metal groaning under the impact, but Morthwyl took the full force of the blast. The explosion was a horrific fusion of searing flame and necromantic rot. The energy was so potent that it acted upon the fresh remains of Terimini; the headless corpse began to twitch and shuffle, rising as a mindless puppet of the knight's will.
Soth raised his other hand, chanting a word of power that sought to banish the intruders from his sight. While the others resisted the pull of the void, Morthwyl felt the world dissolve around her. In a heartbeat, she was snatched from the heat of battle and deposited back on the Sword Coast, standing amidst the dust and silence of her long-abandoned home. Back at the Vault, Lord Soth commanded his mount to strike. The dragon swooped low, its massive jaws snapping shut around the waist of the zombified, headless wizard. With a powerful thrust of its wings, the beast rose back into the sky, carrying the corpse - and the precious fragment of the Rod - away toward the dark spires of Dargaard Keep.
Joe had no intention of letting the prize slip away into the dark peaks of the north. From his high vantage point atop the White Tower, he reached for a tool he had not used in a long time: a wand of fireballs. With a flick of the wrist, a bead of crimson light streaked across the sky, detonating against the dragon’s flank in a roaring blossom of flame. The beast shrieked and veered in pain, and though the fire seemed to do little more than wash harmlessly over Lord Soth’s ancient plate, the concussive force was enough to fracture his concentration. In that heartbeat, the banishment spell flickered and failed. With a rushing sound like a thousand whispers, Morthwyl was yanked back across the multiverse, the dusty silence of her old home replaced once more by the heat and thunder of the courtyard.
Bessok, seeing the dragon climbing toward the clouds, knew he had only a second to act. Drawing on his divine connection to transit, he vanished from the ground and reappeared instantly atop the dragon's back, mere inches from the legendary Death Knight. The wind whipped at his beard as the beast surged upward. Desperate to keep his footing, Bessok threw his arm around the thick leather reins that secured Lord Soth to the saddle, anchoring himself even as he looked down at the headless, animated corpse of Terimini still clamped in the dragon’s rotting jaws.
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| A Necromancer |
Lord Soth turned in his saddle, his eyes burning with a cold, hateful light as he looked at the Dwarf clinging to his mount. He lashed out with his sword of green flame, the blade whistling through the air, but Bessok’s magical cloak shimmered, blurring his position and causing the strike to miss by a hair's breadth. Seizing the moment, Bessok activated a hidden power, and the world slowed to a near-standstill. In this pocket of frozen time, he desperately tried to tear a hole in reality to the heights of Mount Celestia, hoping to exile the Death Knight forever. But instead of the golden light of the heavens, a void of absolute darkness opened. Five massive dragon heads - chromatic and terrifying - snarled from the abyss beyond. Takhisis, the Queen of Darkness, would not let her champion be taken so easily; her claws reached through the rift and tore the gateway to shreds.
Gritting his teeth against the failure, Bessok turned his attention to the zombie gripped in the dragon’s teeth. With a roar of dwarven strength, he pried the massive jaws apart, dragging Terimini’s body free. Holding the corpse tight, he did the only thing he could: he jumped. They plummeted two hundred feet, a terrifying, silent drop that ended in a sickening crunch as Bessok slammed into the stone tiles of the courtyard, his platemail punching a crater into the earth.
As time snapped back to its normal flow, Joe unleashed a volley of undead-bane arrows that sent the dragon reeling. Lord Soth, incensed by the defiance of these mortals, banked the beast into a steep dive, hurtling toward the battered dwarf in the crater. As he drew near, the knight leveled a gauntleted finger at Bessok and spoke a single, chilling word: "Die."
The power of the command hit Bessok like a physical weight, his heart stuttering and his vision filling with a blinding white light. For a moment, he felt the warm, welcoming presence of Marthammor Duin and saw a path of golden stars opening before him. But a memory of Vinthanamel’s voice - a fragment of a lecture on the stakes of their mission - echoed in his fading mind. With a surge of sheer, stubborn will, Bessok rejected the call of the afterlife. The golden path vanished, his heart kicked back into a steady rhythm, and he looked up at the approaching Death Knight with eyes full of fire and defiance.
The battle in the courtyard dissolved into a frantic, multi-front war as the momentum shifted. Morthwyl and Vinthanamel found themselves pressed from all sides; the necromancer, shaken from his mental haze by the sheer violence of the fray, found himself under attack by the berserk undead, a primal, mindless hunger making them twice as dangerous as before. To make matters worse, the heavy clatter of chainmail echoed through the stone arches as the fortress guards finally converged on the courtyard. Above, the two skeletal Bone Rocs screeched as riders scrambled into their saddles, preparing to rain death from the air.
Lord Soth’s dragon, having completed its terrifying dive, unleashed a gout of necromantic flame that bathed the crater where Bessok lay. The black-green fire clung to his armour, searing both flesh and spirit, yet the dwarf’s legendary stubbornness held true. As the massive beast crashed into the earth, its claws tearing at the stone to finish its prey, Bessok summoned one final surge of transit magic. In a literal blink of an eye, he vanished from the dragon's reach, reappearing far above on the summit of the Black Tower. Shaking and scorched, he fumbled for a potion of healing, the glass clinking against his teeth as he desperately tried to pull himself back from the brink of death.
High above, Joe saw the transition and realized the primary objective was now safe with Bessok, but his companions on the ground were being rapidly swamped by the incoming tide of soldiers and frenzied undead...
















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