The Stormers (including Kinsky) were hauled away by the paddy wagon. The Stormers under heavy protest, and threats of anti-guard violence. The head of that squad saw fit to inform Dracaena that the lieutenant still expects some heads to roll for the murder, heavily implying that they should turn in Eigil and be done with it. Dracaena, believing Eigil’s story, decided to keep Eigil and Argal in custody, as Eigil was the only one who had seen the potential murderers.
The group headed off to The Liquid Emerald. Upon entering, the shopkeeper looked a little cagey, and quickly disappeared into the back with Arnaud for some trumped up reason. Arnaud applied the subtle pressures of law enforcement but also customer to dig out some information. The shopkeeper had sold the offending poison, some paralytics, as well as some magycal items of whose precise nature he deigned to reveal. Tox also noted that the offending customers smelt strongly of brimstone, and such that they may have been demonic, or at least around sulfur.
Deciding that we might follow up the sulfurous smell, we headed towards Emerald Park (I think) which was now pretty much a dump, but situated just downriver of some of the larger chymical plants. The outskirts of the park were inhabited by hobos of various kinds, and they feared to move deeper into the park because of “The Green Lady”. OoOoOoooOoh. Legends of The Green Lady known to our crew, as well as gleaned from questioning hobos by various methods, described her as a savage creature known to shred those unwary enough to stray into her domain. She would leave bloody carcasses hanging from trees on the outskirts of the park as a warning to others.
During the questionings, Argal became agitated, as if something was wrong in the heart of the park. Thankfully some details were turned up that sounded suspiciously out of character for The Green Lady. Some hobo’s friends had been abducted, no bodies. That hobo guided our heroes deeper into the park. Argal’s agitation grew, and he was spoiling for a fight. About the time the hobo chickened out, a sulfurous smelling hole in the ground was discovered. It was surrounded by strangely verdant vegetation, considering the gnarled thorny scrub the heroes had seen so far.
Venturing in to the “cave” the players noticed light. Twas wise to send the stealthy members ahead to scout the nature of our enemy. Arnaud and Renard crept ahead, and just as Renard thought to cautiously ask Arnaud if he was checking for traps, there was a click. The floor fell out from Arnaud’s feet, and with preternatural awareness and grace, he flopped himself backward onto to the rough floor. Unfortunately the trap was also equipped with a steam whistle warning system.
The whistle summoned a demonic woman, Dawn, from her rooms. She had large blue horns and an imp on her shoulder, and was determined to stop the two heroes from interrupting her compatriot. The group didn’t know what he was up to yet, but could hear an ominous chanting coming from another room.
As dawn pulled out some pistols and fired on Renard, Arnaud levered himself up, and leapt across the pit using some sweet wall running moves. The rest of the crew joined the fray all safely leaping across the 10ft pit, the ungainly Cora using some additional luck. Unfortunately, Dawn had backup as well, and a massive, blue, spear wielding demon came out swinging. The party traded blows, and insults with the demons as the chanting grew.
Realizing the delaying tactics of the two demons, Arnaud acrobaticized his way around both demons and using quite the sleight of hand, managed to jimmy open the only remaining closed door in the room.
Beyond, a cloaked figure was carving green, firey runes into the air around a wicked looking hovering blade. With deft precision, Cora knocked the demon out of it’s chant, and the runes were extinguished.
The players handily defeated the demons. The last of which tried to retreat out the cave, only to trip and expire in his own pit trap. Each of the demons upon death, reverted to a normal person, revealing that they were simply possessing mortals on this plane, and were more powerful than the heroes first suspected.
Upon investigation, the magyk on the blade appeared to be something to do with summoning, and binding, and feeding ,and storage. Upon touching, Cora conjured the spirit of Tasia, and she answered 3 questions before evaporating.
The questions were…
1. What happened to you?
2. Who killed you?
The group, feeling happy with their victory, trudged out of Emerald Park heading back to the station to file their report with the Lieutenant. The rain slicked the cobble stones, but did little to dampen the spirits of the victors. An old lady approached the party in the street, and before anyone could blink, Dawn’s visage was upon her, and she smiled a delicious predatory gleam, threatening them for disrupting her plans. That is, until Renard shoved a knife in her ribs, and the old lady collapsed, dead.
Aal appeared upon a well-to-do portly man, and threatened the party much more convincingly, telling them that their city would burn for interfering with his plans. He summoned a huge ball of magyck, filled with horrible destructive runes, all swirling around in apocalyptic fury.
As the majick formed fully, he cackled devilishly, and dropped the despicable sphere to the stones of the street. The sphere touched the ground, and burst. It ignited the very rain falling from the sky, the majikal fire jumping from drop to puddle, until within a minute an entire city block was burning. The body of the man was incinerated even before it could fall to the ground. The heroes sprang for cover immediately, and began measures to combat the demonic spell.
Argal, using his heavy shield as a rain cover, began shepherding the citizens of the neighborhood away from their certain doom. Renard ran off to find the local bucket brigade. Arnaud took to his feet, and went to seek some priests from a nearby temple who could hopefully help.
Unfortunately, the water-igniting ball of doom appeared to be rolling… downhill… towards the river. Who new what would happen if it arrived.
Eigil, recognizing the runic magic used by the demons braved the burning sleet to approach the ball. Argal, assuming a more stalwart form than he ever had, followed, shielding Argal as best he could at expense of shielding himself. Bringing his hammer and the mightiest and purest of his runic magiks to bear, Argal smote the sphere. Cracking the surface, he forced his magick and his will upon the orb. It was pushed into the ground, and slagged his hammer. But the orb slowed.
Watching from a nearby doorway, Dracaena saw the efforts of the dwarves, and recognized a way to stop the sphere. She and the others collected as much scrap metal as they could and buried the sphere in a gradually cooling, still hissing, slag pile of metal.
Finally the sphere was stopped, and the rain extinguished itself. The party, exhausted and burned explained themselves to the now arrived priests and clerics, whom recognized the demon majgycks for what they were, and agreed to make sure the disaster was truly snuffed.
Thusly our heroes prepared to finally return to their home station.