Your return took you through the mountainous territories of eastern Ostermark. In the western part of the Empire, forests began to grow as they moved into the mountains, but here in the east there were only grass steppes, rising up to completely empty rocky slopes. You assume that this was due to the low humidity in this part of the Empire. In certain winters there may be no snow cover at all, despite the incredible frost. The reason, again, remains extremely simple - the lack of precipitation that could form a stable snow cover.
The movement of your cart along with the artillery was followed by conversations between you, the dwarves and the artillerymen. Depending on the specific day, the topic of discussion could differ. Sometimes it was about the specifics of artillery, and here you shined, explaining theoretical aspects, such as the effect of overheating the barrel on the accuracy of artillery fire. As it turned out, only dwarves could support the discussion on this topic, since the Empire was not worried about the deformation of the guns and loss of accuracy, but about the detonation of the artillery gun with the death of the crew. On other days it was about battles and various scrapes, and there Karl showed himself best. You won't be sure if he was always right, but some of the stories sounded downright incredible.
This day was one of those days where you exchanged words as you moved through completely empty areas. It's hard to even convey what the Weld in Ostermark looks like – it's endless steppes in all directions, the only limiter being hills and mounds. One of the mounds just interested you - next to it there was one of the carts, but you did not see any soldiers or horses, which aroused your interest.
[Something suspicious? Borek. DC50 Roll: 50 - 30 = 20]
[Something suspicious? Rurin. DC50 Roll: 57 - 30 = 27]
[Something suspicious? Karl. DC50 Roll: 17 - 30 = -13]
[Something suspicious? Leonhard. DC50 Roll: 88 - 30 = 58]
While it certainly looks suspicious, you don't see any enemies near the small hill and they clearly have nowhere to hide, so you approach the area without any precautions. Only ten meters from the mound do you think of turning to the magical sight, and this immediately makes you shudder. This mound is imbued with the magic of Dhar.
"To arms!" is the first thing you shout. Karl and the dwarves are the only ones professional enough to obey your warning without a second thought.
As it turns out, this was a good idea. One of the stones near the mound is moved to the side, and a skeleton dressed in worn armor rises from behind it. His eyes glow blue, and he himself is armed with some kind of long bronze blade. A second one comes out behind him, and then a third one. You stop counting them as soon as the very first one rushes in your direction.
[First round, Borek, Martial Roll: 72 + 11 = 83]
[First round, Rurin, Martial Roll: 47 + 15 = 62]
[First round, Karl, Martial Roll: 68 + 17 = 85]
[First round, Leonhard, Martial Roll: 5 + 10 = 15]
[First round, soldiers, Martial Roll: 93 + 8 = 101]
[First round, enemy, Martial Roll: 62 + 12 = 74]
The battle begins almost instantly. Borek rushes at one of the skeletons with his axe, trying to quickly land a powerful blow on it. However, armed with a long bronze blade, the skeleton shows incredible intelligence and speed, striking the dwarven ax from above, causing the ax to pierce the ground. Karl similarly tries to defeat the skeletons with brute force, using a horseman pick and bringing it down on a dead man protected by a shield. The deceased covers himself with a shield, but rotten wood is completely useless in protecting against a strong blow. Even a bone hand will shatter into pieces upon impact, but this is still not enough to neutralize the living dead.
And the unfolding picture of the battle seems suspicious to you. You may be just a young wizard, but in the books you know, skeletons, along with zombies, are called one of the weakest types of undead. There are many reasons for this - low mass, rudimentary intelligence, complete dependence on magic for movement. Skeletons, despite their terrifying appearance, move slowly, are unable to hit hard and are extremely stupid, lacking real fighting skills. There is no reason to be afraid of them. But something is wrong here.
With this thought, you shoot at the deadman approaching your direction. Moreover, you even hit him in the head, and the bullet leaves a large hole in his skull, in which a bluish light glows. And then hits you.
Of course.
These are no ordinary skeletons. You are not in the middle of a simple steppe. This hill next to you is not an ordinary hill, but a burial barrow. So your opponents are not skeletons, but Wights.
"It's Wights!" you scream with all your might, while the dead man who approached you swings in your direction.
[Wounds? Leonhard Roll: 54 No real wounds]
You shield yourself with the massive pistol, and that possibly saves your life, when the force of the blow throws it aside. Meanwhile, several more soldiers, armed with various weapons and simply heavy improvised objects, run in from behind you, starting to crush the dead. As it turns out, even with a close numerical ratio, the advantage in skills still remains with people. These undead men may have once been great warriors, but these corpses are just a semblance of their skills, far from perfect.
With the arrival of reinforcements, the battle flares up again with renewed vigor. Dwarves and humans on one side versus the dead on the other. And in the middle of battle, there is a single wizard trying to use Replication of Levorg to create a weapon for himself.
[First round, Borek, Martial Roll: 17 + 11 = 28]
[First round, Rurin, Martial Roll: 3 + 15 = 18]
[First round, Karl, Martial Roll: 69 + 17 = 86]
[First round, soldiers, Martial Roll: 84 + 8 = 92]
[First round, enemy, Martial Roll: 12 + 12 = 24]
Both dwarves become the first victims in this battle. Borek receives a side blow from a club, causing him to involuntarily unclench his hand and lose his axe. Rurin receives a much more severe wound when a quick blow from the dead man hits him in the thigh, and you see blood begin to flow profusely from the wound.
[Wounds? Borek + Rurin Roll: 95, 15 Light wound for Borek, bad for Rurin]
The rest, however, are much more successful in attacking the living dead. Karl leads this attack while the rest of the gun crew supports him. The initial equality between people and skeletons is quickly destroyed, and with each wight defeated, two soldiers attack the other at once. Enemies die one after another, and the outcome of the battle becomes a foregone conclusion in just a few seconds.
However, this doesn't bother you as you rush to Rurin to examine his wound. What you saw... was quite unpleasant. The undead man's blade has touched a large artery in the thigh, causing blood to begin to leave his body abundantly.
"Do you mind if I help you?" you immediately ask, as soon as you realize the gravity of the situation, "Otherwise, you will most likely die in a few minutes."
"Do what you want." is the only way the ranger answers you.
*****
In fact, for you this is far from the most difficult operation you have ever had to perform. However, your previous attempts, even those close to real attempts, were carried out in a well-equipped infirmary, and not in the middle of the steppe, next to a mound saturated with Dhar. It's definitely an interesting experience that you can't wait to pass on to others.
[Healing wounds, Leonhard Learning. Roll: 49 + 21 = 70 DC 60]
Your job was actually not that difficult. The first thing you did was stop the bleeding by using the rope as a tight tourniquet. Without access to oxygen, of course, necrosis would eventually set in, but in this situation, blood loss was a much more pressing and dangerous issue.
After this, all you have to do is create medical instruments using Replication of Levorg, take a few threads from the soldiers' equipment, as well as vodka to disinfect the wound site. Not the most appropriate instrumentation, but it was enough to decontaminate the wound site and then suture the femoral artery. At the end of this action, your golden mantle was covered in blood, but you quite successfully saved your companion.
"You will spend the rest of the journey in a cart, and then you will live in my house in Bechafen," you tell the dwarf, refusing to accept his objections, "I managed to prevent death from blood loss now, but any stress on the leg will lead to an opening of the wound and death within a couple of minutes."
If it were a Slayer, he would refuse to comply with your demands. However, the Rangers were much more pragmatic fighters, so you weren't worried about that.
You were now much more interested in the mound. Borek and Karl had already gone down there, checking for possible enemies, and instead found only the bodies of several Ostermark soldiers there. Most likely, they opened the mound, went down there in the hope of profiting from the treasures of the dead, but disturbed the undead and became their victims. The horse most likely sensed the sounds of battle, broke free and ran away. But something still bothered you about the battle site, so you examined it again with your Witchsight.
[Windsight. Roll: 58]
You didn't see anything completely new here, but now you could see the details. This place was indeed completely saturated with Dhar as well as Shyish which was gradually absorbed. And it was clear why there was so much magic here. This place was located at the intersection of several magical streams at once, which passed near this barrow. These energy flows are extremely weak, yes, but if you have several centuries, the concentration of magical energy can become colossal.
Waiting for Rurin's wound to heal at least minimally, you decided to spend some time discussing this place, trying to reconstruct the picture of the actions.
[Deduction, Borek Learning. DC 80/90/100. Roll: 92 + 22 = 114]
[Deduction, Rurin Learning. DC 80/90/100. Roll: 76 + 13 = 89]
[Deduction, Borek Learning. DC 80/90/100. Roll: 52 + 21 = 73]
[Deduction, Borek Learning. DC 80/90/100. Roll: 40 + 8 = 48]
As it turned out, Karl quickly retreated from your discussion, as it quickly became too rich in detail and too complex. However, the dwarves enthusiastically began to listen to your observations and discuss them among themselves. You could only occasionally insert your own observations and comments, mostly listening to their own arguments.
As it became quite obvious to you, the undead could not appear due to the fact that Ostermark's soldiers violated the security of the mound. Ancient peoples relied on such stone burials with the expectation that the stone around the bodies would restrain and stop magical winds due to its own inertia towards them. And such a concentration of Dhar simply could not have arisen in a few minutes, from the moment the soldiers opened the tomb.
Borek then drew attention to the fact that this mound was clearly once built by the Ungols, judging by the weapons the dead used. This mound is most likely from the pre-imperial era, and the ungols of those times actively placed gold jewelry in the graves of their fallen warriors. However, you did not find these same gold jewelry, which was clearly at odds with their traditions. If someone decided to build a mound for them, then at least a few gold jewelry pieces would probably be found.
After all, you assumed that someone had already opened this mound. Most likely it was decades, or even several centuries ago. The grave robbers robbed the mound and took gold jewelry, but left the rest of the burials completely untouched. Worse, they probably didn't even bother to properly reseal the tomb. This destroyed the isolation from external magic, which is why the winds of magic gradually began to penetrate into the tomb. First of all, it was Shyish, who flocked to the bodies of the dead. But over the past centuries, the amount of magic was such that eventually concentrated Dhar began to be located here, which led to the spontaneous revival of the dead in the form of Wights.
The death of the soldiers before your arrival was only an accident, as they decided to profit from the treasures, but did not know that this place was already a death trap. Your own warning allowed your squad to survive this attack without dying, although Rurin was seriously wounded and several people, including you, were bruised.
What did you learn from this?
[What do you learn from travel? Roll: 1 out of 6]
[Gain: Dwarf culture (1/3)]
[What do you learn from the fight? Roll: 2 out of 6]
[Gain: Surgery, professional (1/5)]
*****
A small update this time, the completion of the expedition will be the next update, where you will receive information on voting about sending letters, made at the very beginning of the expedition.