Ghosts are gruesome, ghosts are grim!
Spare a thought for old Erik Kaple, killed by a workers’ revolt and pushed, alive and screaming, into the maws of his own flensing machine. No wonder the Night-Things were restless. But time passes. And now our heroes are trespassers in the ghost’s domain.
While Taurus wrestles with rat swarms and the invisible half-gnome form of Master Doldrum, Arcael, Brandon Kane and Old Ben Gone deal with the spirit that has kept things running in the old factory and been responsible for the deaths of innocent citizens of Zobeck. Up and down the stairs, runs the brave Northlander, Incendarius, keeping them all alive as they fight against DEATH itself. And on top of it all, Mephits! Fukking Mephits! In, out, breathing all about!
Doldrum screams: “You won’t take my treasure!” Arcael screams: “Your touch is cold!” The half-gnome dies, the rat swarms disperse, the mephits fukk on off out the roof. They’ve had enough of this place! But the ghost has nowhere to go! It is a fight to the end, but fighting a ghost, it’s all “hit and miss” and a lot more “miss” than “hit”, I can assure you.
In the end, Arcael takes the fatal touch of Kaple to his heart and slumps to the floor, leaving Old Ben, Incendarius and Brandon Kane to chip away at the fading spirit. Eventually, they overcome dreadful undeath, claim the magical weather vein and destroy the body of Kaple, thus destroying forerver its undead form.
Back at Wheatsheaf Lane, a cancellation offers an impromptu gig at the Wheatsheaf Tavern. All the treasure is spent in Raising Arcael from the Dead and there is not enough to restore the rat eaten remains of brave cavalier, Falathar.
Heads hang low, but not too low to see the smiling faces of the citizens of Lower Zobeck who are beginning to look at the new heroes with an extra twinkle in their eyes. Maybe there is something good to being a hero after all……