[24
Kuthona 4707 continued]
Skulls Crossing has stood for 10,000 years, but nothing lasts forever . . . |
Outside Skull’s
Crossing, Artemis and Kang pause in their preparations for departure to examine
the structure’s integrity once again.
Artemis is convinced that a total collapse of the dam would be
catastrophic for the entire downstream region and suggests re-entering it to
figure out how to open the floodgates.
Kang, however, says that it’s too dangerous and that their best course
of action is to hurry back to Turtleback Ferry and begin a general evacuation
of the town.
Meanwhile,
in the Shimmerglens, Yap leads Katzumi northeast until they reach the southern
banks of the Willow River. Yap explains
that they can save time on their journey by going directly across rather than
backtracking to the Bitter Hollow ferry.
Katzumi is puzzled as to how they’ll get across until Yap says his
friends will make it easy. He calls out
in a tongue that she doesn’t understand, and in seconds almost a dozen
hand-sized river sprites appear. They
promise, to Katzumi’s wonderment, that they can arrange it so she can cross
with no difficulty. She’s nervous but
agrees, and soon finds herself walking across the bottom of the Willow River,
breathing water! Thanks to Yap’s fey
friends, miles have been shaved off of their journey. Heading north with the Kreegwood to their
left and the Skull River to their right, Yap and Katzumi soon find further
assistance. The plight of Myriana has
touched many in the region, and word of Yap’s mission to find help has spread
widely. A river nixie reports that
powerful adventurers are on their way back from Skull’s Crossing, having ousted
the ogres and trolls that were making war there. The nixie suggests that they
could be enlisted to help with the quest to recover Lamatar’s body from the
Kreeg clanhold at Hook Mountain.
Vier has trouble trusting others . . . |
With Yap and Katzumi heading north, and Artemis and Kang heading south,
a meeting is inevitable. But, unknown to
both groups, a fifth person is present, hiding in the underbrush and listening
to their conversation with interest.
Vier, a professional “trouble-shooter” from Riddleport, has been
betrayed by his former adventuring party and has followed the trail of a
rumoured band of warriors that he thinks could be quite useful in getting
revenge. But an uncontrollable sneeze
gives away the pale, one-eyed spy’s position!
Vier explains his presence quickly, but wonders aloud if he’s made a
mistake in enlisting the help of a group of warriors led by a pixie! Yap, for his part, tries to persuade the
group to head directly to Hook Mountain, but Kang and Artemis are adamant that Turtleback
Ferry has to be warned before the dam breaks.
They promise Yap and Katzumi that, afterwards, they’ll join in on a
quest to free the region from the ogre threat once and for all.
The
adventurers cross the Skull River via ferry at nightfall, and head straight to
the temple of Erastil. The lower reaches
of the town are still under a couple of feet of water, but the town seems to be
recovering well from the flash-flood and attack of Black Magga. Inside the temple, Artemis tells Father
Shreed about the dam’s imminent collapse and the need to evacuate. Shreed is persuaded that an evacuation is
necessary, but Artemis isn’t able to convey the urgency of the situation as
well as he would have liked. Shreed says
that he’ll begin preparations in the morning, but that it will take several
days to get everyone (especially the sick and the wounded) moved safely to a
location away from the likely path of such a devastating flood.
The
adventurers find a warm place to rest on the temple’s upper level. As a bedtime story, Kang tells Kat and Vier
about the “psychopathic demon” trapped in the dam that may try to drag him to
Hell if it gets free.
[25
Kuthona 4707]
In
the morning, Artemis walks up the hill to the village schoolhouse, where some
of the town’s displaced have found shelter, to speak with his cousin
Fillias. Fillias is on the road to
recovery but suffering from survivor’s guilt over what happened to Fort
Rannick. Artemis kindly tells him that
there was nothing more he could have done, and that surviving such a slaughter is a
testament to the young man’s courage.
Fillias swears that he’ll do his duty as the last surviving Black Arrow
and help lead the people of Turtleback Ferry to someplace safe.
Back
at the temple, preparations for evacuation have started, but aren’t proceeding
with great haste. Vier dryly notes that
if the townspeople are leaving, the adventurers should be on their way as
well. Katzumi asks Kang about the scar
on his neck, and Kang explains how someone tried to kill him in his sleep
during a recent boat ride. The
conversation is interrupted when Kang is verbally accosted by the local
innkeeper for leaving a mess in his room on his first visit to Turtleback Ferry. Kang shrugs it off, however. All are forced to endure Yap’s attempt to
“improve morale” by playing a flute (badly).
Katzumi suddenly realizes that she left her horse at the start of the
Wicker Walk and asks if there’s time to retrieve it, but the others say it’s
too far out of the way.
After
Artemis arranges for four horses to carry the adventurers (though Vier insists
on walking) and the bulk of the loot that had been stashed in Sir Roderick’s
house, everyone meets at the ferry to cross the river and begin the journey
north. Artemis suggests following the
river until it reaches the mountains, and then crossing the mountains west so
that they’ll be on high ground if the dam should burst during their journey.
The ogre-kin of Kreegwood are a horror best left alone . . . |
Barely an hour into their march, the adventurers realize that they’re
being stalked by creatures hiding in the trees of the Kreegwood. Artemis scurries up a tree while the others
dismount and take up battle positions.
With their presence discovered, horribly deformed humans with oversized
arms and obese torsos emerge from the treeline.
Katzumi strikes first, stabbing one through the chest. Fortunately, her instincts were correct as
the others identify their assailants as brutish, degenerate creatures called
ogre-kin. Kang lobs bombs to devastate
the attackers, but one explosive gets batted high into the air and lands near
the adventurers’ horses! A frightened
Yap calls out for the plants to defend him, but the fighting is over seconds
later as Vier uses a poisoned dagger to fell one of the attackers and Artemis,
from his perch on a tree branch, plants an arrow through the throat of another.
The
adventurers press on and soon reach the edge of the mountains where a broken
trail leads to Fort Rannick. They push
past the lonely structure that is now more mausoleum than sentinel. The going is quite slow through the mountains
as jagged cliffs, snow-covered valleys, and boulder-strewn hills make travel an
arduous process. Two of the party’s
horses are weakened by hypothermia, slowing the group even further, but, as
they set up camp for the night, Artemis seems a miracle-worker when he digs out
an almost-forgotten heatstone from the bottom of his pack. The weary adventurers and their mounts are
able to bed down comfortably for the night thanks to the warmth it provides.
[26
Kuthona 4707]
The
heatstone continues to radiate warmth for the duration of the day’s march. During a mid-morning break, a loud roar, like
distant thunder, can be heard echoing through the peaks and valleys from
somewhere to the east. Artemis and Kang
exchange looks, for they can guess the source of the noise: Skull’s Crossing
has collapsed, and anyone still in Turtleback Ferry is probably dead. Artemis keeps the group on track for the rest
of the day, using natural landmarks and maps to make sure they don’t get
lost. The party’s ostensible guide, Yap,
admits he doesn’t know *exactly* where Hook Mountain is and spends most of the
journey snuggled warmly inside Katzumi’s backpack! Knowing the heatstone won’t last much longer,
Artemis and Vier keep their eyes open for any source of fuel during the march
and are able to spot a couple of stunted trees.
It’s not much, but it’s enough to keep them alive through another
freezing night.
Near
sunset, the adventurers reach the base of a mountain that stretches nearly ten
thousand feet into the sky. “We’re
here,” Artemis announces. The
adventurers set up camp. Just after
midnight, as Vier throws the last of the logs on the fire, howls spring up all
around the campsite. The adventurers’
presence has not gone unnoticed!
Ingenuity,
preparation, and luck have gotten the adventurers this far. But do they have the inner fortitude to
survive a climb up Hook Mountain and then face whatever terrible dangers within
the Kreeg clanhold? And even if they do,
will they ever uncover the true reason behind the destruction of Turtleback
Ferry?
----------------------------------------------
Director's Commentary (26/8/18)
Vier was the new PC for the player who had just lost the paladin to quicksand last session. Alas, Vier (a dhampir rogue) would not survive long either. The player had a long run of bad luck before finally landing a character midway through Chapter Four that would last (so far).
I was very curious to see where the PCs would be when the (randomly rolled) flood actually took place. The poor people in Turtleback Ferry! The loss of the village has become a somber note in the campaign, one that reminds the PCs of the price of failure.
----------------------------------------------
Director's Commentary (26/8/18)
Vier was the new PC for the player who had just lost the paladin to quicksand last session. Alas, Vier (a dhampir rogue) would not survive long either. The player had a long run of bad luck before finally landing a character midway through Chapter Four that would last (so far).
I was very curious to see where the PCs would be when the (randomly rolled) flood actually took place. The poor people in Turtleback Ferry! The loss of the village has become a somber note in the campaign, one that reminds the PCs of the price of failure.
No comments:
Post a Comment