[X][Adventure] Patrol nearby woods
[X][Adventure] Run Drills
[X][Industry] Increase fortifications
[X][Mysticism]Pour sunlight into firewood
[X][Mysticism] Continue consecrating the lake
On the outermost edge of their patrol routes your warriors run into trouble. By the light of the night's fires they see a great wolf, taller than a man at the shoulder, menacing spikes of bone protruding from its back. The whole war party immediately jumps to its feet. Unlike the amorphous creatures of the night, a horror safely ensconced in a vessel of flesh has nothing to fear from light, and little enough from fire. Which is why such creatures normally roam during the day, not in the middle of the night.
Yet the wolf passes by without so much as glancing at the humans. An outcome as terrifying as it is fortunate. The piecemeal destruction of humanity seems to be the monsters' main reason for existence. Many of them will back off when faced with a clearly superior force, but you've never heard of one that would neglect to investigate a large group of humans.
Your warriors are still at battle stations as another horror passes by. This one is moving around on long, spindly insect legs that bear an emaciated body that's practically all spine and a grotesquely oversized head with a too-large mouth full of crooked flat teeth. This particular creature is known to stalk its prey for hours, hiding behind trees and making disturbing noises, then silently appearing behind its victim just as their nerves are at their most frayed. Then, just as they turn around...well, it's not important right now. The important thing is that right now it's skittering out in the open, at the wrong time of day entirely. And just like the wolf, it ignores your party entirely.
Your warriors look at each other and swiftly begin walking. These monsters aren't hunting; they're
fleeing. And despite their every instinct screaming at them not to, your warriors have to seek whatever's sent the horrors running.
It proves fairly easy. Not long after beginning the search they find themselves scrunching their noses in an effort to block out an unpleasant smell. As they follow it to the source, the smell becomes awful, then unbearable. Your people are forced to physically hold their noses shut and even that barely seems to help. It's as though the air itself is rotten.
It is near dawn that your warriors finally find the thing giving off the smell. It's a horror, but
what a horror! It's less a creature and more a living, crawling swamp. A vast expanse of dense, black water filled with unidentifiable (yet clearly dead and rotting) green material and miscellaneous debris. Its slow yet inexorable passage tears the forest apart, ripping entire trees off their roots. Some of them sink into the horror's body, making it look all the more untidy. Others are left behind as part of a trail of devastation and stinking slime. Other monsters flee this thing and the noxious miasma surrounding it, save for the night's shapeshifters, who take the form of enormous leeches and slugs with various degrees of humanoid features and then crawl ahead of it as if they were an honor guard.
As dawn approaches, the foul thing finds its way to a large pond. It flows inside, easily forcing most of the original water out to overflow the forest floor. Spreading the debris and decaying plant matter on its surface, the horror stops for the day. Water is, after all, an imperfect protection from the biting light. Even so, your warriors don't like their chances with this creature, even in the light of day. It would be too easy for it to reach out and drag an offending warrior into the depths. Instead, the war party rushes home. Normally moving quickly in the daylight would be too risky, especially for someone who's already been traveling for half the night. But they must get as far ahead of this new horror as they can. Because its present course takes it towards
your lake.
They arrive a day ahead of the monster, exhausted and with some wounds from minor threats encountered while moving too quickly. A plan is hastily assembled, and every villager rushes to fill a need. Aron rallies the laborers to march into the woods to prepare defenses at the one place the monster might be stopped before reaching you. Sen spends the precious jars of dried blood one after another, drawing on the stored energy to create enchantments of protection and fill ever more firewood with sunlight. Skylar and his warriors sleep; they're about to have a big night.
The midnight hour finds them at the edge of a ravine, lying in the dark. In lieu of fires they're surrounded by three jars' worth of protective runes. This should be enough to keep them from the attention of the things that go bump in the night...at least for now. As the air around them gradually turns to pure stench, the warriors clutch pomanders filled with aromatic herbs in an effort to keep their retching manageable. At last they hear a sloshing sound, and the treeline begins to collapse. The living swamp reaches the opposite edge of the ravine and begins to pour itself down the slope, nearly drowning the lesser horrors moving before it. But these creatures are clever, as far as horrors go. They're already ascending the other slope - the one leading straight to your warriors.
Said warriors leap into action the moment the first of the slugs makes its way up over the lip of the ravine, where the swamp monster can't easily reach. With a battlecry they drive the thing through with long spears, then pierce the second and third arrival with arrows. These things just
look like animals, however primitive. They don't really
have proper organs. But enough holes that leak fluid will generally put one down, if not forever then at least for long enough. Your people engage these lesser monsters in a pitched battle as the greater threat begins to slowly make its way up the other side, fighting gravity at every step. When the horrors take their forms, they become bound by their rules. So a creature made of sludge and water, however powerful, finds it difficult to flow uphill.
Two of your warriors fall. It would probably be more, except that you're not trying to kill off the crawling horde. You're just trying to pin them in place, at least for another...few...
Now!
The poisonous swamp is on the verge of overflowing the lip of the ravine to fall upon you. But a moment before it does, one of your warriors trikes a spark. It spreads to the carefully arranged wood shavings and dry leaves, then to the carefully laid out sticks and logs. And they burst with brilliant light that turns night to day.
Suddenly bathed in daylight, the portion of the living swamp closest to the fires loses coherence and turns to mere filthy water, flowing back down the slope. As for the shapeshifters, they scream and smoulder. Their half-substantial bodies are a poor shield against the sun's radiance. Their bodies lose their shapes, turning to formless, squirming masses. The ones that were already hurt shrivel to black husks. The others put up no resistance as your warriors go after them with spear and axe and soon they're shriveling too.
Below, the swamp monster rails against the assault. It throws up huge balls of muck and wet clay, but the angle doesn't let it get a good shot. The projectiles splatter against the ground but manage not to harm any of your warriors, who respond by snatching up the magically-burning logs and throwing them closer to the swamp monster.
Everything hinges on this part. Should the horror retreat up the opposite side of the ravine and find its way around while remaining on flat ground, you won't be able to stop it. At most, you'll have the opportunity to run from it. But you're counting on an important fact: the bodies the horrors take on seem to force their shape onto their minds. A monstrous wolf will hunt like an animal; a gnome will use tools and speak; this monster is mostly water. Driven into a corner it should do what water does.
And it works. The horror flows down the ravine like a disgusting flash flood, seeking an easier place to ascend. But your warriors chase after it. There are small bonfires set up alongside the ravine, and small, flammable rafts made of woven branches that can be pulled by hand in-between the bonfires. No matter how far the monster goes, it finds fire and sunlight barring its way.
Until, that is, it reaches the end of the ravine. Here the hills recede and a shallow, dry channel leads to a small river. The monster wouldn't willingly try to cross it. Running water has a purifying power all of its own and only the most substantial of monsters really find themselves comfortable in rivers and streams. But there is a lot more open space here, and more room to maneuver. On flat ground your tactics aren't a match for it.
But at that moment Skylar gives a sharp whistle. And way down at the other end of the ravine, your tribe's workers spring into action, breaking a temporary dam they worked so hard to build, blocking the small but persistent stream that normally runs down the ravine's center. Eighteen hours' worth of built up water comes crashing down, reaching halfway up the slopes. And it crashes into the horror like a hammer just before it can get out of the way. The creature is pushed and dragged down the channel and plunges halfway into the river. The fresh, running water tears at it, ripping away chunks of sludge and carrying them downstream, dispersing the monstrous essence.
And your warriors jump into action with one last load of burning, sunlight-infused wood, carried on a makeshift cart. The cart itself catches on fire as the warriors turn it over next to the horror. At the same time they attack with long poles, stirring up the horror, stymieing its attempts to smother the flame.
Sunlight burns the monster and the river tears at it. Much of its volume is gone, and what remains is centered around a solid clump of debris and broken trees. Slime tentacles poke out of the makeshift cell, splashing what water they came on the flames, and struggling to pull the shell away from the river.
But Skylar gives another battle roar and jumps forward, two others behind him. Exhausted and sickened, they give everything they have left as they stab at the monster's 'heart with their poles and then push and lift with all of their might. Something snaps, the clump comes undone, and trees and mud tumble down the river. In minutes, what remains of the great swamp has melted away. It's probable that the shores of the river will be home to a great number of slimes for years to come, but the greater horror will never be able to reconstitute itself.
The next day Sen finds herself practically thrumming with power. Your recent victory against monsters and corruption all rolled into one terrifying personification makes her task much easier. Where before she needed to anchor the holy site in ritual objects and feed it a slow trickle of power, she suddenly finds herself able to hammer the shore with spikes of pure energy. In no more than an hour she has her anchors and takes a small raft to the center of the lake. There, she draws on the history of this place and the roiling power of your most recent exploit and combines them to mark the whole of the lake as a place sacred to your people. A single memory will echo here forevermore.
[ ] Memory of Battle
This place is yours, and it's yours because you defend it. From now on the lake's shores will act as a sort of threshold, making it more difficult for enemies to sneak in and buoying the spirits of your warriors when they act in its defense. But these blessings fade a few steps from the shore, and will be lost entirely should you ever abandon your home rather than protect it.
[ ] Memory of Purity
The waters of this lake will become clean and clear, losing all trace of murkiness and driving out all things unclean. When freshly taken from its source, the water will help cure diseases and blights of all kinds.
[ ] Memory of Light
The waters will sparkle with the remembrance of a people on whom the sun shines. The lake will serve as an extra reserve for the luck that's carried you this far.
(Right now you guys should be
so glad you get one re-roll.)