[24
Kuthona 4707 continued]
Although
there’s a welcome respite from the rain, a chill fills the air as Innes
Falkenrath and Katzumi venture deeper into the Shimmerglens, guided by the
pixie Yap. Yap keeps up a constant
barrage of chatter, not even noticing that his charges are falling behind in
the treacherous landscape that he so easily flies over. Barely a mile into the swamp, tragedy strikes
in the form of a pool of quicksand. Both
Innes and Katzumi walk into it unaware, and then realize they’re stuck and
slowly sinking! Katzumi somehow manages
to swim to the edge and pull herself out, but Innes’s full-plate mail pulls him
under in seconds. Katzumi desperately
runs for a nearby tree, cuts down a branch, and extends it over the quicksand,
but to no avail. Innes is lost in the
darkness deep below the surface, and, despite his valiant efforts, eventually
succumbs without ever again reaching the surface. Yap, who had flown far ahead and had no idea
what was happening behind him, breaks down in tears to discover his saviour is
dead. He says that maybe “mistress”
could help. Katzumi builds a pile of
sticks to mark the spot, and lets Yap lead her further into the swamp.
Meanwhile,
at the massive dam known as Skull’s Crossing, Artemis, Goragar, and Kang enter
a dome-shaped superstructure. The first
chamber they see is clearly a recent battlefield, as it’s covered in bits of
flesh, broken weapons, splashes of blood, and dead ogres torn limb from
limb. Thick sheets of ropy fungus grow
along the walls, but Kang’s eye for detail allows him to realize that large
creatures are hiding behind the fungus: trolls!
The master alchemist hurls a bomb into the room as the green-skinned,
bestial creatures charge forth with claws extended. Goragar, who stands in front of Kang,
receives the brunt of their attacks but his stout armor and magically-enhanced
defences turn aside every single blow!
The battle spills over into the spillway, but the experienced
adventurers work well together and suffer nary a scratch before emerging
victorious.
Wet Papa Grazuul is Chief of the Skulltakers for a reason! |
Artemis concludes that the trolls must have been fighting the ogres, and
that the two forces weakened each other.
A thorough search of the superstructure reveals little of interest apart
from a hidden cache of valuables and a set of massive stone doors that have a
message on them written in dried blood in the language of giants: “BELOW DWELLS WET PAPA GRAZUUL! ALL HAIL WET PAPA GRAZUUL!” The hinges on the doors are old and gritty,
but with great effort the adventurers push them open to reveal a flight of
stone steps leading down into darkness.
The trio descend to a large, damp chamber dominated by a rectangular
pool of water set into the floor.
Goragar starts to head to one of the sets of doors on the western side
of the room when a massive shape rockets out of the pool and stabs him in the
face with a strange-looking trident! The
adventurers have stumbled unwittingly into the lair of the chief of the
Skulltakers, Wet Papa Grazuul! Having
expended most of his defensive magicks in the battles above, Goragar is sorely
pressed by the sudden frenzy of attacks, and in instants only the legacy of the
Orc blood that runs in his veins allows him to stay standing. The war priest of Gorum tries to withdraw,
but with one final thrust of the trident, Grazuul stabs him in the chest and
pulls out the half-orc’s still beating heart!
Artemis is the next target of the troll lord’s ire, and the master
archer finds his rib-cage almost pulled apart from Grazuul’s rending claws. Artemis collapses in a pool of blood, barely
alive. Kang stands alone, but his steady
and consistent flow of bombs have weakened Grazuul considerably, and one last
explosive blows the villain apart! Kang
rushes to Artemis and force-feeds him a magical elixir to stabilize him. Unfortunately, it’s too late to do anything
for Goragar.
Myriana's spirit cannot rest until she is reunited with Lamatar. |
Back in the Shimmerglens, two grieving travellers push on into the area
known as Whitewillow. A cold, dark mist
looms within the canopy of bone-bare branches on twisted black trees. Strange murmurs can be heard on an unnatural
wind while dying birds twitching in the shallows and slithering things with too
many eyes seem to lurk out of the corners of their eyes. Yap whispers that Whitewillow wasn’t always
like this—that the area is reflecting Myriana’s (his mistress) anger and
heartache. The journey into the heart of
Whitewillow is a foreboding one of bleeding trees, ghostly parades, and even a
mysterious derelict ship from which a beautiful, haunting melody can be heard. Eventually, the pair reach a clearing ringed
by decayed willow trees. In the center
of the clearing is a calm pool of unnaturally still water. Yap whispers that his mistress is just ahead,
but he’s too scared to approach further.
Reluctantly, Katzumi walks towards the pool and is startled as a ghostly
nymph, almost blinding in her hate-filled beauty, rises with a howl from the
waters. “You have failed me!” Myriana
shrieks. “They took him to their
mountain lair, despoiled him, and now his soul will not return to this
plane!” Katzumi doesn’t comprehend at
first, but manages to placate the raging nymph long enough to understand that
she and her lover, Lamatar Bayden (commander of Fort Rannick), were ambushed by
the ogres and murdered. Myriana demands
that Katzumi find Lamatar’s remains—even if only a single finger or lock of
hair—and return them to Whitewillow so that the lovers can be reunited in death
forever. Katzumi promises her help, and,
as they leave the clearing, Yap says he knows where the Kreeg clanhold is and
can lead her there. And, if they’re
successful, he says maybe his mistress will bring Innes back to life! He shares some of his enchanted pixie dust
with Katzumi, saying the voyage to the Kreeg clanhold will be a dangerous one
for just the two of them to make.
Skull Rippers are fearsome foes, but they follow their master's instructions to the letter. |
At Skull’s Crossing, Kang and a magically-healed Artemis discuss what to
do with Goragar’s body. They decide that
burial at sea is a fitting end for a warrior who died in battle, but the two
argue over what to do with Goragar’s possessions. Artemis prevails, and the body is stripped
before being floated into the Storval Deep.
Kang says a nice eulogy, while Artemis reads an entry from Goragar’s
book of Gorumite war prayers. After the
solemn ceremony, Artemis suggests resting but Kang urges further scouting, and
this time the latter prevails. Using
alchemical means to turn them each invisible, they return to the scene of
Goragar’s death. Doors to the west lead
to an unremarkable chamber, but the doors to the east give way to a strange
sight. In an alcove against the wall
sits a fantastically detailed scale model of Skull’s Crossing guarded by a
lumbering, scorpionlike construct composed of skulls! Kang remembers reading about so-called Skull
Rippers, guardians of tombs and other important places in ancient
Thassilon. This construct must have
stood on guard for several thousand years!
The two adventurers, still invisible, retreat stealthily and breathe a
sigh of relief.
Kang and Artemis had better hope that Avaxial never gets out... |
Only one path lays
before them: to the south, an impressive mound of skulls lies heaped against
the wall, partially blocking a large stone door. Kang clears the skulls while Artemis watches
to ensure the Skull Ripper doesn’t emerge from its chamber. Once Kang finishes, the two push open the
door to see a narrow chamber that ends at two curved alcoves to the east and
west. Each alcove is blocked by a dull
iron portcullis, and beyond each portcullis a circle of runes glow with a faint
orange light on the floor. Although one
circle holds only a pile of crimson ash, the other holds a winged creature that
looks weak and dying, but that in its prime would have been something to behold:
a massive denizen of Hell itself! The
creature rouses and feebly reaches for one of them, whispering “freedom.” Standing a safe distance away from the
portcullis and the magical circle that binds the fiend, Kang and Artemis are
told that the floodgates of Skull’s Crossing require life energy to operate,
and that over several millennia the denizen of the other chamber perished. Because the fiend, who says his name is
Avaxial, is so weak, he’s no use to the dam’s mystical generators either. He begs Kang and Artemis to set him free,
promising them great riches if they do so.
When they balk, he adds that unless other living creatures take his place, the floodgates
will never open and the entire dam will burst!
When asked how he got to be in this position, Avaxial says he remembers
only a name: Karzoug. Artemis and Kang
confer, and decide that Avaxial is probably trying to trick them. When they tell the fiend that they’re
leaving, Avaxial rages and says that if they don’t set him free, the circle
that binds him will break when the dam collapses, and then he’ll make it his
immortal mission to hunt them down and take them back to Hell to be his eternal
playthings! Despite the threat, Kang and
Artemis leave and make plans to load up the horses with as much treasure as
they can and return to Turtleback Ferry.
-----------------------------------------------------------
Director's Commentary (August 6, 2018)
Innes drowning in ordinary quicksand was not something I anticipated. I've never actually seen a character die from the drowning rules, because PCs can hold their breath for so long (twice Constitution) and inevitably they get pulled out or rescued somehow as the rounds go on. But Innes couldn't make a Swim check to (literally) save his life, as that armor had a huge penalty. The player was really upset, and it was a bummer at the table. On the other hand, I thought it was a good lesson to everyone that, especially at the level the characters were, they have to be prepared for common dangers (like water).
Goragar's death was a shock, because he and the others had been curb-stomping everything they came across. It was a lesson to all of us how much weaker a Warpriest is when they get caught by surprise and don't get a chance to buff themselves. Artemis was nearly another victim as well.
The negotiation with the demon was extremely important. I think the exact mechanisms of how the dam's floodgates could be closed wasn't apparent (in part because neither of the two PCs had the requisite Knowledge skills), but their decision to just walk away will of course have major implications later in the campaign.
-----------------------------------------------------------
Director's Commentary (August 6, 2018)
Innes drowning in ordinary quicksand was not something I anticipated. I've never actually seen a character die from the drowning rules, because PCs can hold their breath for so long (twice Constitution) and inevitably they get pulled out or rescued somehow as the rounds go on. But Innes couldn't make a Swim check to (literally) save his life, as that armor had a huge penalty. The player was really upset, and it was a bummer at the table. On the other hand, I thought it was a good lesson to everyone that, especially at the level the characters were, they have to be prepared for common dangers (like water).
Goragar's death was a shock, because he and the others had been curb-stomping everything they came across. It was a lesson to all of us how much weaker a Warpriest is when they get caught by surprise and don't get a chance to buff themselves. Artemis was nearly another victim as well.
The negotiation with the demon was extremely important. I think the exact mechanisms of how the dam's floodgates could be closed wasn't apparent (in part because neither of the two PCs had the requisite Knowledge skills), but their decision to just walk away will of course have major implications later in the campaign.
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