The Adventurer’s Landlady Kaylessa Irkell asked them to prioritise their investigation into the ‘plague’ at Lance Rock and offered to pay them 50 gold for solving, what she thought, was the source of the evil affecting the town.
The kids who claimed to have been accosted by a dwarven prospector were not hugely helpful and, eventually, the party thought that going to look for themselves would be better than trying to track down a poorly described dwarf some days after he had last been spotted.
Lance Rock is a prominent landmark 12 miles South West of town. A 25’ spear of stone at a 60-degree angle. A nearby ravine was found, which had a sign warning people off with the threat if a disfiguring plague. Honestly, if heads on spikes did not deter the party earlier, a polite notice to avoid an area was not likely to be more effective.
The zombies were not really a surprise, but their master clearly showed some creativity in hiding them in unusual places, or luring adventurers into a false sense of security with a bizarre and gothic performance of zombies dressed in pink frills, animal costumes and greasepaint. However, the party’s progress was very nearly derailed when they met the self-styled “Lord of Lance Rock”. The young man had had time to set his defences. He asked the party to leave him alone to conduct his experiments on the dead – which he claimed to have found – rather than created. However, the attempt at diplomacy was short-lived. They party encountered skeletons, zombies and crawling claws with powerful magical attacks from the necromancer by spell and by wand.
Janner was covered in crawling claws and Malcor had little choice but to risk burning hands to get rid of them, setting Janner on fire – again. Thursh charged the enemy but succumbed to a crown of madness. However, his charge had placed him closer to enemies than to his allies and his confused rage-fuelled blows took down one skeleton after another. Eventually, Thursh’s sword took the “Lord’s” head off of his shoulder. The laboratory was on fire, body parts and bones strewn across the room, and the party was badly scragged by arrows, scratches and magic missiles.
The party recovered some minor items, none more important than the necromancer’s wand of magic missiles, and retreated with their wounded, unwilling to spend another moment in the festering hole. Upon their return to Red Larch, they resolved to inform the local Allfaith’s shrine of the undead problem and get them to clean up.
Delegation was to have tricky consequences, however.