“…Tommy you OK? He sure slapped you praddy hard. You can tail green soldyars when you see ‘em, behayvin’ all rash and bawsy like that. Ah guess they were praddy shook up too – even I never seen a shaft go up like that before. It was a close call, eh buddy? Here, drink this, it’ll makea ya feel beddah. Gee, I sure hope those guards get us some help. Wait – didchoo hear somethin’? Tommy ol’ pal, shoosh now, I think someone’s coming.” – Derek and Tommy, in Mining town at their final moments
Our adventurers pushed on at sunrise. Kuri lead them to a rise where they could see Mining Town only a few kilometers away, on this clear hot day. The industrial smoke from the ore smelters and refineries clearly pinpointed their intermediate destination before resupplying and moving on to the river, where they would relieve the squad stationed there at the mill.
A few kilometers further on, the squad become increasingly alarmed at the persistence and sheer volume of the smoke over the settlement. Whilst none of them have been out so far as this from the capital, none have ever seen so much pollution and the stories that reach bars and ears never tell of how the sky becomes so obscured.
When they make the next rise only minutes from the first buildings that make up the settlement known as Mining Town, they realise that they can hear the thrum of the industrial fires, far too loud for the distance they are at. They break into a double time march and arrive to a deserted town center. The trading post in the center of town is shut up and locked tight – the silos have no activity, and the supply stocks are unmanned. Where is everyone in town? Kuri decides to split the squad – Seven and Tevach to head north in search of citizens, Kuri and Grokduul to make their way south with the same objective. The plan is to hook around and rendezvous at the West entry to town.
Grokduul and Kuri weave between the hovels and shacks, until they heard voices – and make a line straight for them. They come to a clearing where they have site to a mine entrance, and two miners having a heated one sided argument outside. As the guards head towards them, the miners break into a run, clearly away from the mine entrance itself. The guards move to engage but then an earshattering blast fills the air and the mine entrance spews forth fire, smoke and debris in a jet over their heads, littering the town with projectiles and desmembered miners.
Grokduul and Kuri reach the two miners, who are in a state of shock. After ascertaining that the town is under attack, the guards leave them to recuperate in the shelter, and head to the rendezvous point.
Seven and Tevach encounter an injured Human – shot in the chest with an arrow. Before Seven can get much more out of him than a few deluded sentences, rocks, shovels and other tools, and high-speed detritus preceeded by an immense explosion begin to rain down upon them. Seven hefts the man in his arms, and vaults towards a small house. As he enters the building a great slab of rock cannon balls into the building, trapping him inside. Tevach , seeing the warforged run into a house which promptly got demolished by a tonne of stone, intelligently hides beneath the sturdiest construct he can and waits for the worst to be over.
Squad 16 meet at the rendezvous west of town and, after dispatching all but one of a group of elite commandos operating in the area, recommune with Seven to discuss their latest attempt to communicate with headquarters. Kuri was interrupted in his telepathic ritual, and the message from HQ was cut short. With no more ingredients on hand and a desperate situation unfolding – 280 citizens of the town missing, as well as at least 5 of Blistonia’s finest, how will they proceed?