After nine days of missions to observe the fort and the environment, the group considers them ready to do it. Under the cover of darkness, flying members begin to approach the fortified mansion. They are pretty sure that the fort commander will be with the servants and perhaps the clergy. They enter under the spell of silence and surprise the master of the mansion while carrying plates of snacks out of the kitchen for morning chats. They quickly killed him, then incited to kill all servants, men, women and children, before looting easily identifiable goods from the second floor bedroom and study. No clergy was found, and it is not clear where such clergy will be housed in any case. That sounds strange, but there's no time to waste.
They return to the courtyard, killing some guards near Posan, then locking all the tower doors, so that each silo of the soldiers is cut off from the others. The next 45 minutes are a massacre orgy. The flying party eliminates the barista guards, then descends into the tower (again, under the spell of silence), enters the barracks, killing all the sleeping residents. The dead are inoculated with bone group spores, and the party moves. Those who are not asleep are dealt with quickly, and their cries are unprecedented. These scenes play twice more, and it's only towards the end of blood that serious attempts at defense are mounted. The mass of enemies are exactly what a fireball spell was created, and soldiers are killed soon. There is a brief encounter with Dopp Preganger in a low building near the south gate, which is dangerous and encourages a considerable head scratching.
Well – it's all a good night's work, but it's time to deploy flight capabilities and infuse it into the countryside. As the sun rose, the party was a few miles away and we returned to the wilderness. They traveled through the hinterlands and found little activity along the route they take – perhaps because they killed everyone they met on the way out. They approach the abandoned ins who met the undead general and have a brief moment of debate about how this unfolds. Are there any treasures or betrayals in the cards?
You will be taken to the general's office as you walk through the ruins and piloted into an underground complex. They enter and congratulate on the well done work. They are the kind of people who want the general to run his future business, and this is the opportunity to enter the first floor. So he decides to pull the blade and try to kill the entire group. At the same time, the undead score launches attacks from every side, and the undead crossbowmen try to drill holes in those they can see. Degin and Finger's teams gather together beautifully, but the Knight clearly twists and spins the magic blade, deflecting some deadly blows, causing terrible damage to Degin and his fingers. Zaal masks itself with magical missiles and clergy spells. A leather-like flesh golem attacks the group, and resistance to magic warns the magician. The undead is hardly a threat, but the leathery man and the general are a problem. Zar continues to fire with magical missiles, and for a while it appears that things could change their path. At this moment, the general gestures and all the healing poured into Desin are sucked out of him and transferred to the general. The Desin falls to the ground with vibrancy. Ruh Roh Raggy!
This encourages a wholesale retreat (no, defeat) and the group escapes as quickly as possible, leaving as much distance between these and these awful halls as possible. There is financial debate about how to kill that evil Mofo, but in the end the decision is made to travel to far frontier city to see if they can scare additional leads. They enter the wilderness as a journey of about 40 days awaits them.