[26 Kuthona
4707 continued]
Dire wolves looks scary, but experienced adventurers know how to handle them. |
Camped at
the base of Hook Mountain, the adventurers ready themselves quickly when they
hear howling nearby. Kang unfolds his
dragonfly wings and takes to the sky, spotting a pair of massive dire wolves on
a ledge overlooking the camp. Katzumi
rushes to the ledge and draws her katana, ready to do battle. The wolves jump towards her but land
awkwardly in the snow drifts, providing an opportunity for the adventurers to
pounce. Katzumi kills one before it can
even recover, while Artemis’ arrows and Kang’s explosives combine to kill the
other. The battle is over so quickly
that Yap doesn’t even bother getting out of bed!
[27 Kuthona
4707]
The
adventurers huddle in their tents to keep warm and survive until morning. But the howling of the wind outside and the
heavy snow that falls continuously brings warning of a dangerous, dismal day
ahead. A blizzard has hit the Hook
Mountain region! Rather than risking
trying to climb the exposed mountain face in such dangerous weather, the group
decide to wait out the storm. Vier
suggests building a makeshift igloo, and, with the others’ help, creates a
crude but effective shelter. Yap stays
snuggled up tightly inside Katzumi’s backpack and the others squeeze themselves
inside the dome for warmth. In such
close quarters, the others can’t help but notice an odd lump moving around
underneath Kang’s clothes. The master
alchemist explains that it showed up after a failed experiment one day, and
that they should be glad they can’t hear it talk!
[28
Kuthona 4707]
Although
Vier’s idea has allowed the adventurers to survive the storm, they’re not
surprised to discover that their mounts, left outside and exposed to the worst
of the cold and wind, have perished overnight.
Katzumi says prayers to Shizuru, the Tian-Min goddess of the sun, honor,
swordplay, and ancestors, for their spirits’ safe passage in the
afterworld. The mounts are stripped of
much of the gear that had been stowed on them, with Kang taking the bulk of it
in a magical haversack. Yap offers to
stay behind and “guard the campsite”, but Katzumi persuades him to come along
on the day’s planned climb.
In their
first foray, the adventurers agree to climb together and stay close to one
another. The mountain isn’t particular
steep in most parts, but after an hour, Katzumi and Vier have hardly made any
progress at all. Kang says it’s an
exercise in futility, but everyone tries again.
Vier does better this time, but Katzumi only scales a few dozen feet,
and the adventurers know that the longer they’re out in the cold, the more
likely frostbite or even hypothermia will set in. Artemis, who is able to scale the side of the
mountain easily thanks to his kobold ancestors, offers to scout ahead while the
others wait below.
After about
four hours of climbing, the watchman from Magnimar crests the last craggy
outcrop about a half-mile from Hook Mountain’s 10,000-foot peak and sees a gaping
cave belching forth foul black smoke.
He’s reached the entrance to the Kreeg’s clanhold, but two guards stand
at the cave entrance, swathed in furs and leathers. They give an immediate shout and
advance! Artemis, thinking quickly out
of self-preservation, jumps off the cliff, trusting his ring of feather falling to save his life. He lands on a slope about thirty feet below
the outcrop and starts to run to safety, but a pair of javelins imbed
themselves in his thigh and back. The
ogres don’t intend to let an intruder escape!
But Artemis has one last trick up his sleeve, and drinks an elixir given
to him by Kang weeks ago: it turns him as invisible as the wind, and the ogres
are forced to give up the search. With
the sun setting rapidly, Artemis climbs partially down the mountain, descending
to an altitude where his lungs no longer burn from the lack of oxygen. He sets up a tent on the side of the mountain
and settles in for the night.
Meanwhile,
far down below, the others worry about their missing ally. Kang spends the time with his bottles and
powders, and his whispered discussions with Vier about furnishing the newcomer
poison are easily overheard by Katzumi and Yap.
Yap tells Katzumi that Kang is evil, but the alchemist defends himself,
saying that everyone’s done something bad in their lives. Vier says Katzumi could use toughening up in
a place like her hometown of Riddleport.
[29 Kuthona
4707]
Artemis climbs
down to the base of the mountain. Tired
and shivering, he explains to the others what he saw. This time, the heroes decide on a new
plan. They’ll each climb at their own
pace, but those who reach certain landmarks will set up a temporary camp and
wait for the others to catch up before everyone advances. The plan is a good one, as it allows the
group to make progress (even if intermittent) while lessening the time they’re
separated from one another in case they’re attacked. After several hours of climbing, with the sun
setting again, the adventurers set up camp.
They’ve made it about halfway to where Artemis remembers stumbling upon
the entrance to the clanhold.
Flame drakes hate the cold, and these ones resent leaving the warmth of the Kreeg Clanhold! |
Kang takes
to the air to duel one of the cowardly attackers, while another lands to menace
Kat and a third turns its attention to Vier.
The last drake follows its original prey, chasing Artemis from the
campsite and the sole source of light, Katzumi’s everburning torch.
Unfortunately, the flame drakes can see in the dark and Artemis
can’t!
Kang duels
his opponent in the sky and unveils a new invention for the first time: bombs
that explode with waves of concussive force!
His attacker is knocked to the ground and then crushed by the bombs’
force. Katzumi dodges claws and tail
sweeps to kill her foe with an impressive display of swordsmanship. Vier takes the most surprisingly tack,
bribing her greedy attacker to leave!
Meanwhile, dozens of feet away, Artemis scrambles to stay alive in a
one-on-one battle against his unseen draconic enemy. The archer suffers a terrible bite wound, but
once Katzumi gets close enough with her torch to reveal the attacker, Artemis
swings his enchanted pick desperately and connects, killing the drake
instantly!
Unprepared
for the extreme cold and treacherous ascent, the adventurers have found Hook
Mountain more than they bargained for.
But their determination has kept them in good stead, and another day’s
climb may just bring them all to the lair of the Kreeg ogres. Will they vanquish the degenerate monsters
who have destroyed Fort Rannick and Turtleback Ferry for unknown reasons, or
will they realize, too late, that bearding the lion in his den could be a fatal
mistake?
--------------------------------------------
Director's Commentary (16/9/18)
This scenario really tested the PCs' endurance. Players often ignore things like being good at climbing or resisting the elements in favour of chasing yet another +1 on attacks, so I love it when the full spectrum of the game's hazards come into play. Getting up that mountain was grueling work that wore down the PCs' hit points (and gave them the fatigued/exhausted conditions), and although they did great in the random encounters in this session, the cumulative toll will bite quite hard next session.
I felt bad for poor Yap, burned to death instantly, and even worse for the poor horses (who slowly froze to death).
--------------------------------------------
Director's Commentary (16/9/18)
This scenario really tested the PCs' endurance. Players often ignore things like being good at climbing or resisting the elements in favour of chasing yet another +1 on attacks, so I love it when the full spectrum of the game's hazards come into play. Getting up that mountain was grueling work that wore down the PCs' hit points (and gave them the fatigued/exhausted conditions), and although they did great in the random encounters in this session, the cumulative toll will bite quite hard next session.
I felt bad for poor Yap, burned to death instantly, and even worse for the poor horses (who slowly froze to death).
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