We were just about to depart when a messenger arrived bearing a letter for Miss Ayleen. It was a message from none other than Lorcan Kell, the scoundrel himself. He claims to know the whereabouts of the Doctor, and requests a meeting at the theatre—his headquarters. The rendezvous is set for 2 o’clock in the afternoon. Yet, we are expected at Mayor Reed Macbannin’s estate by 4.
We take the police carriage to the theatre. All the while, the rest of the team makes it quite clear that Ayleen is to refrain from any rash actions. Her promises are vague at best. During the ride, Ayleen lays out her grand stratagem for dismantling the Thieves’ Guild: her plan is to court La Familia, turn them against the Guild, and even lend them a discreet hand—just enough to ensure the Guild is uprooted entirely. Once weakened, La Familia could be eliminated in turn. The reception to this plan is lukewarm at best.
Upon our arrival at the theatre, Inspector Felix notices a woman with a vegetable cart being accosted by a group of thugs. Ayleen fires from the moving carriage but misses. Then, we hear the woman scream: they have taken my baby! Ayleen throws open the carriage door and rolls to the street. Sarïa follows, transforming into a panther in mid-stride. The men flee into what appears to be an alley that leads to a laundry house.
Suddenly, the scene changes—there is no infant, only cabbages. A curtain opens. We find ourselves standing upon the stage of the theatre, surrounded by dozens of bandits with pistols and crossbows trained upon us. In the upper balcony, a finely dressed gentleman reclines—Lorcan Kell, the villain. He invites Ayleen for a private conversation in his box. He is, of course, not alone—five bodyguards accompany him.
Kell claims to know where Doctor von Recklinghausen is hiding—somewhere in The Nettles. In exchange for this information, he asks us to sabotage a forthcoming Chrysillyri deal and deliver the shipment to him. If we comply, he offers to absolve Ayleen’s outstanding debt—for it was he who bought her freedom from prison, and who paid her old mentor.
On the way to Macbannin’s estate, we hold a heated discussion about our course of action. It becomes clear that none of us wish to help Kell. Ayleen, for her part, cares little for his offer of forgiveness. Still, we consider stringing Kell along: we might make an attempt to sabotage the deal, but the goods cannot be handed over to him. Nor do we wish to deliver them to Gale. A dilemma indeed. In the end, the destruction of the cargo may be the wisest course.
When we arrive at Macbannin’s estate, Nevard Sechim has already been brought up the hill in a sedan chair. Pazamu, the orcish druid begins the ritual to link our life energies. Naturally, Staf refuses—for casting spells with an orc is contrary to the doctrines of the Shield Friends Fellowship.
Goat’s blood is mixed into a bowl of milk, from which we each drink. The spell appears rare and powerful, penned upon human skin. Ayleen senses abjuration magic; the effect resembles a Warding Bond. Macbannin hands each of us an amulet against spiritual possession, along with jugs of goat’s blood to pour around our encampment. He reminds us—no fire, no noise; such things attract spirits.
The path up Cauldron Hill is narrow and singular; we cannot get lost. Staf, still grumbling about the orc, carries the jugs. Yet his muttering cannot drown out the eerie sound in the air—a constant wailing, whispering voices drifting on the wind.
By dusk, we reach the summit. Within a ring of stones, we find a pit five paces wide and deep enough for shelter.
The air is bitter cold. Without a fire, we shall surely freeze. While relieving himself, Kane notices something glinting further down the slope. Ayleen retrieves it with an Unseen Servant: a metal cauldron, confirmed by Sarïa to be magical. Meanwhile, Felix studies the stars. Kane, increasingly on edge, believes he sees his name written among them.
As night falls, three spectral figures drift toward us—cloudlike beings that stop at the goat’s blood circle and begin to patrol its edge. Later, a ghostly lion appears, its mane writhing with spectral serpents. It too begins to pace around us, sniffing the boundary.
Suddenly, a blazing white light descends from the opposite hill and lands within our protective circle. The spirits jolt alert. They gaze into the light—and see us. They leap.
We are attacked by a massive ghost-worm, a floating cloak with a scythe, and the lion with the serpent mane.
Ayleen darts out of the circle and flips the cauldron over the torch of white light. But the spirits have seen us. A swarm of ghostly goblins rushes her, though a Shield spell keeps her safe. Staf hurls a (normal) torch to distract the enemies, but it extinguishes midair. Sarïa transforms into a lion—attracting the cloak-like spirit, which swings a great scythe and narrowly misses. Felix releases a chaotic Chromatic Orb, bouncing wildly, and teleports him to a new position. The lion leaps at Staf but fails to strike.
Ayleen conjures a magical wall and hides behind it. Staf hits the lion with his amulet, to little effect. Sarïa strikes the goblin swarm. Felix repeats his earlier feat, banishing the grim reaper with a spell and damaging the others. Staf sustains minor injuries.
Then, a dark figure appears on the opposite ridge—he casts another torch of white flame into our midst. Ayleen lunges at the kobold and pierces him with her rapier, though the blow is weak. The ghost-worm attacks Kane but misses. Staf retrieves the torch and throws it back, or at least part of it—the stranger has an unnerving strength.
Felix obliterates the goblins. The worm and lion finally deal true wounds to Staf. Kane, pushed to his limit, unleashes Radiance of Dawn—a holy blast of light. The worm dissolves. Staf slams the lion to the ground, and Sarïa pounces upon the worm. Felix adds damage, but the worm refuses to die. Even magical attacks struggle to bring it down. But at last the party succeeds in defeating their assailants..