Everlife Noble District
We close the east gate, defeating the 2 ogre zombies and 4 townsfolk zombies that are milling about near the gate.
Everlife Merchant/Middle Class District
From there we, went to the guard tower in the merchant’s District. We spend some time reading the madman’s book, trying to decipher what is in it. Codex hands the book over to Maud to read the book, but that inadvertently brings forth a creature, known as a Dybbuk. It is defeated, but not without seriously injuring Maud. The book dangerous to read.
We decide to head to the Jail, to figure out who, or what resides within
Everlife Jail
When we enter into the Jail, we meet Alyth of Everlife Springs (one of the outlying farming communities. We discover that the Jail is populated by about 65 other people, all former prisoners of the jail.
We are led to their leaders:
Alyth – The male leader of the Men’s prison
Cathlyn – the female leader of the Woman’s prison
Vasha – The old woman leader of the Elder’s prison
Onan – The child leader of the children’s prison
Uhurak – ½ troll, leader of the “Death Wing” for hardened criminals
Cimarden – ½ elf, eader of “The Hole”, also known as the non-human prison.
Uhurak knows the maker’s mark, identifies him as “The Smith” a troll weapons and armor maker. He creates items for giants.
The Leaders tell us about what happened. The guards of the prison were called away when the undead attacked. A trio of guards stayed behind. A little while later, the nobles came to the prison and took the trio, told them it was time to go. They left the prisoners behind. The prisoners broke out of their cells, and roughly 200 left the jail, and about 65 stayed. The jail is well stocked, with enough food and water to feed the prisoners for years, and is secured from the dangers of the outside.
Codex checks the old guard logs, which backs up this information. The last entry says that all but reserves were sent for defense.
We also find out a gnome named Fala stole a bunch of gold from the nobles, who were packing up to flee, 3 days before the walls fell.
According to Fala, Sabre Khaludz and his priests “messed something up”. They were preparing to leave, and planned the destruction of the wall.
We thank the Leaders of the Jail and leave, heading to the Southern Watch tower for more answers.
Everlife Merchant/Middle Class District
On the main road to the southern gate of Everlife, we are attacked by skeletons and skeletal warhorses. We defeat them, but are badly wounded by arrows and warhorse hooves.
From there, we leave the city and enter into the Southern Watch Tower.
Everlife Southern Watch Tower
Within the Southern Watch tower we are beset by a pair of ghostly guards, who attack us with drawn swords. We defeat them, but not without severe injuries.
We enter the officer’s room, the Watch Tower commanding Officer Lieutenant David Ducharme. In his logbook we learn about the last few months of Everlife, leading to the fall of the wall.
Continue to investigate, looking at the logbook.
As an interesting note, the station logs have no information on Fala’s Heist. It was deliberately kept from the guards when she stole the caravan on Barrenfell 17.
According to Fala, on Barrenfell 11 the priests began to panic about something going terribly wrong. That corresponds with Utopah Dayseeker arriving with the empty wagons.
We decide to head downstairs, and are attacked by a pair of wights. They drain the life with their touch, and are dangerously intelligent. Those injured by the wights find their wounds difficult to heal.
We find holding cells in the basement, all of the occupants long dead of starvation and thirst. We put their bodies to rest.
We head upstairs and fight more ghostly guards, who hit hard and injure us severely. After defeating them, we retreat to the main floor, hold up and rest.