[19 Kuthona
4707 continued]
The
adventurers pause at the sign indicating the direction of Fort Rannick because
a minor problem has sprung up: Kozen is sick.
Days travelling through the cold and rain have led to her catching a
severe cold, and rather than continue on, the group decides it would be best if
she (and Taz) stayed behind and built a fire and campsite while everyone else
scouts ahead.
The others
then continue on, finding themselves travelling along a wide valley that runs
along the southern edge of the mountains that separate Kreegwood to the south
from the Storval Deep to the north. The
landscape is rugged and desolate as they advance, with the thick fog making it hard
to see far in the distance. Before long,
the adventurers catch a terrible stench on the wind. Strange shapes hanging from trees swing and
creak, but only when the adventurers cautiously approach do they realize there
are dozens of corpses hung from branches, the bodies impaled with gigantic
rusty hooks like meat awaiting a butcher’s block. Sir Roderick recognizes the torn, bloody
clothing on some of the bodies as the type that Fort Rannick’s rangers would
wear, and already the mystery of the fort’s silence seems partially
solved. Goragar speculates the rangers
were killed by giants. Shalelu lingers to inspect the face of each corpse
before continuing on, seemingly unsatisfied.
The
adventurers make out the outline of a fortification a few hundred yards further
west. Only a general impression can be gained in the dense fog: a large, walled
fort nestled at the base of two sheer cliff sides. The sound of rushing water attests to the
presence of a waterfall nearby. Although
it’s the middle of the afternoon, the fog, rain, and sudden appearance of
lightning in the sky make for an ominous portent. The adventurers decide that Artemis, Kang,
and Shalelu should stealthily move ahead to investigate further (relying on the
fog to provide concealment from any sentinels), while Goragar and Sir Roderick
stay behind. The three scouts approach
from the east and see that a small stream serves as something of a moat around
the castle’s 15-foot-tall walls. A
bridge spans the stream and leads to a pair of battered double-doors. On a parapet above the gate, an ogre scrubs
at a human skull, happily singing to himself!
Fort Rannick in happier times. |
Kang
whispers that they need to figure out the layout of the fort without alerting
the guard. Shalelu whispers for him to
be extremely cautious, as there could be dozens of ogres inside. Kang nods and drinks extracts to turn himself
invisible and provide flight. Artemis
chooses an isolated section of the outer wall to scale. The distracted ogre notices neither. Kang silently flies through the fort and is
able to gather a rough idea of its layout: the walls have an eastern gate and a
southern portcullis; stables are near the east gate; a crumbling guard post
sits at the bottom of a narrow, blocked path up the mountain to the north; a
mouth-watering scent attests to a cookhouse further south; a large wooden
building (probably a barracks) is visible to the southwest; and to the
northwest, an inner wall protects a stone keep.
Kang makes sure the building nearest the east gate (the stables) are
empty before returning to the other scouts and relaying what he’s seen.
The trio
discuss how to quietly kill the ogre guard and decide that Shalelu should go
fetch Goragar and Sir Roderick. Once
assembled, the adventurers settle on a rough plan that involves killing the
ogre and then occupying its position so that a height advantage will be gained
on any ogres that respond.
Ogres are some of the smallest giant-kin, but still pack a whallop! |
The
adventurers decide that this time, they’ll approach from the southern side with
the goal of crossing the bridge, stealthily moving east along the wall, and
then scaling an isolated portion of it.
Knowing that Goragar’s lack of natural grace and heavy armor makes
moving quietly difficult, Artemis gives everyone tips on how to avoid making
noise. The second plan is good enough to
get the adventurers across the bridge and just before the iron portcullis, but
as they turn east, a spike from Goragar’s armor scrapes against the wall and
causes a loud screech. Excited babble in
Giant language can be heard from just above, and then a trio of ogres jump down
ready for battle!
Many ogres prefer these cruel weapons. |
The
resulting fracas is brutal, bloody, and confused. Due to the fog, Artemis, Shalelu, and Sir
Roderick find it difficult to pick out targets.
Goragar kills one ogre quickly.
Kang flies close enough to hurl a bomb that, although it bounces away
from where he intended, is still enough to kill another. He pays a price, though, as the third ogre is
more heavily armed and armored than his peers (and, oddly enough, features a
missing lower jaw to which dead minks have been attached!). This third ogre impales Kang with a massive
hook, and the tiefling is lucky to live long enough to retreat. Artemis pinpoints the surviving ogre’s
position and lets loose a volley of arrows that cause the monstrous creature to
bleed profusely. Goragar stands his
ground and matches the massive ogre blow for blow, and it’s the ogre who
collapses first! The adventurers hear
the sound of reinforcements and know that ogres on the other side of the wall
are raising the portcullis, but they decide to keep fighting. Goragar steps into position and assumes a
battle stance just as the first wave of ogres rush out!
Clearly,
Fort Rannick and the Order of the Black Arrows have fallen to an ogre army. But how, after all these years, did the fort
fall to familiar enemies? And can the
adventurers survive a frontal attack by the savage forces it now contains?
-------------------------------------------------
Director's Commentary (June 3, 2018)
This session sees the PCs make their first approach to Fort Rannick. I tried to play up the increasingly grotesque scene. Of crucial importance to the whole sequence of events that follows in this and the next session is the randomly rolled weather: fog! The PCs were able to get quite close and even scout some of the interior of the fort's courtyard. They could have done some interesting things, but then when they tried to approach en masse, critical fumbles on Stealth checks were their undoing. Still, the thick fog was to their advantage as they made their stand at the entrance to the keep. Next session, we'll see whether this crazy idea (taking on the entire ogre army at once!) was successful or not.
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