[20 Abadius
4708]
In the
catacombs under Sandpoint, the adventurers have stopped for a short break. Nerissa opens her pack to pull out some
rations, sees the strange mask she was found with when she washed up on the
beach, and gasps—“I remember . . . everything!”
Suddenly, her eyes roll back in her head and she falls to the ground
convulsing. Ava, realizing the
seriousness of what’s happening, instantly grabs Nerissa and teleports her to
the surface so that help can be sought at the Cathedral.
The
remaining three members of the party decide they may as well continue with
their explorations. In one ancient
chamber, a jagged block of marble forms an altar of some kind. A shallow concavity in the block holds what
appears to simply be filthy water, but Salma’s divinations prove it to be
so-called “Waters of Lamashtu” capable of creating mutations and deformities in
those who drink it. The adventurers move
on and soon come to what must be an immense underground cathedral. Bodies of monsters slain just months ago lay
here and there. As the trio of explorers
approach a sort of dais that holds a bubbling cauldron of water, the ghostly
form of a young man wearing robes and holding a thick grimoire appears above
the cauldron.
Xeveg
Kishalq died in the Cathedral of Wrath when his allies refused to treaty with the demon that held a knife to his throat. |
At
first, the adventurers are concerned that they’ve triggered a hostile wraith or
spectre, but then the ghostly figure starts to speak! In a sombre tone, he explains that he was
once Xeveg Kishalq, the first Hero of Sandpoint slain since the monumental
events that started with the Swallowtail Festival. He says he has been sent “by those who watch”
to deliver a message to those who currently quest in defence of the town: the
path lays elsewhere, and although in time they must return here, a
nigh-unstoppable force will soon sweep down on Sandpoint if they tarry too
long. The spirit of Xeveg then states he
has been authorized to answer three questions.
The trio consult amongst themselves and then start by asking why the
giants came to Sandpoint. The spirit
says that the giants were looking for a stone they could speak to in order to
ascertain if Sandpoint hid a place of great importance. When the second question is whether that
place is the catacombs, the spirit says that it lays below the catacombs, but
that its time has not yet come. “What’s
so important about this place” is the third question, and the spirit says that,
in time, words will be scribbled on the walls that lead to the keys to the true
conqueror’s undoing. The spirit starts
to fade, but not before its final words echo through the chamber: “I was the first to fall, but I shall not be
the last. May you fare better than I.”
After
checking at the Cathedral and learning that Nerissa has entered a deep
catatonic trance and will require Ava’s constant monitoring, the three return
to their suite at the Rusty Dragon to plan their journey to Jorgenfist. One idea is to accept the offer of Tuvarok,
the captured giant, to lead them to the fortress. Kang, however, expresses worry that Tuvarok
will surely lead them into a trap, and that by the time they reach the Iron
Peaks on foot, Mokmurian’s army could already be on its way. Jinkatsyu says the key is Mokmurian himself:
if the adventurers can cut the head off the proverbial snake, the army may fall
apart. Extensive discussion is held on
the best route to take to get to Jorgenfist, with leading contenders including
a quick teleportation to Galduria and then travelling the rest of the way on
foot, teleporting to Hook Mountain and then west to Ravenmoor and then
northeast to the Storval Stairs, or trying to discover enough information about
Jorgenfist (perhaps through scrying) to allow a direct teleport there. No consensus is reached, but the trio agree
to conduct some inquiries on their own and then meet back at the Rusty Dragon
in the evening to make a decision.
Salma visits
with Ilsoari Gandethus and gets permission to look through the man’s journals
on travels through Varisia. The half-elf
finds notes about a prominent inn in Ravenmoor called “The Bobbing Cork” that
might serve as the basis for magical spells that could help keep the
adventurers from getting lost if they start at Hook Mountain and travel to the
town. Kang, for his part, tries to
address the problem with altitude sickness he and his now-deceased former
companions encountered on their ascent to the Kreeg Clanhold. However, the secrets behind “Nisk Tander’s
Elixir of the Peaks” continue to evade him, a fact that is particularly galling
for the self-described “Master of Alchemy.”
Meanwhile, Jinkatsyu decides to consult with an expert, and visits his
old friend Veznutt Parooh. Parooh
explains the natural path from Sandpoint would be to take the Lost Coast Road
over to Ember Lake and then pass through Galduria, Wolf’s Ear, and Ravenmoor
before travelling cross-country up the Storval Stairs and then directly east
into the Iron Peaks and the Valley of the Black Tower. When Jinkatsyu asks about what might be
possible if the adventurers started at Hook Mountain, Parooh gives a surprising
answer: what if the adventurers used rafts or canoes to sail across the Storval
Deep and follow the Muschkal River straight to Jorgenfist? Jinkatsyu is intrigued by the possibility.
That
evening, however, when the group meet up again, Salma says that a water route
would be too dangerous: there are known to be giant creatures in the lakes in
central Varisia, and carrying even a small canoe could be exhausting in the
mountains. Kang suggests a minor
alteration: following the river, but on foot, so to avoid getting lost. Salma, however, is concerned that uneven
terrain and rocky cliffs could make following the river much harder than it sounds. With a route still unsettled, the adventurers
decide to sleep on it.
[21 Abadius
4708]
Longnight,
the shortest day of the year, is an extremely cold one. At breakfast in the inn’s common room, the
adventurers reach a decision: they’ll teleport to Hook Mountain, descend to its
base, journey directly west until they reach the Muschkal River, and then
follow it on foot north until Jorgenfist.
Kang notices that the common room is busier than usual, and that several
ethnic Varisians seem to be streaming in.
A barmaid explains that they’ve come for the celebration of Madame
M’vashti’s life.
The
trio make final preparations for departure.
Ava is told about the plan and instructed to contact them through magic
once Nerissa recovers from her current predicament. Potions to endure extreme cold are purchased,
and Kang and Salma discuss the best spells to use on what they expect will be a
difficult journey through a rugged and foreboding landscape. When the three are as ready as they can be,
Salma teleports them directly to the entrance to the Kreeg Clanhold near the
peak of Hook Mountain—and right next to the cave’s new inhabitants! Hundreds of venomous snakes are slithering
all over the cave floor, obviously having found it a warm, dry place to survive
the winter. Kang, however, labours under
the misapprehension
that the snakes are common, harmless garden snakes! But Salma knows better, and immediately
evokes a magical inferno to kill dozens of them. But the survivors slither and swarm all over
the newcomers, and Jinks and Salma can’t help but be bitent and poisoned before
another magical fireball can destroy the rest.
Fortunately, the adventurers are hardy enough to shake off the worst of
the poison and they’re able to continue.
A
tangled mass of venomous snakes like this would fell many lesser adventurers. |
The journey
down the mountain is marked by a near tragedy, as Jinkatsyu’s handhold gives
way and he falls nearly two hundred feet before landing on a ledge below! Somehow, the kitsune survives, but only with
the aid of several magical healing elixirs will he be able to continue on the
next morning. For now, the adventurers
sleep in the temperature-controlled comfort of a magical dome conjured by
Salma.
[22 Abadius
4708]
The
adventurers reach the base of Hook Mountain safely and turn west. It doesn’t take long to reach the point where
the Muschkal River flows into Lake Coal.
The trio turn north, but soon further progress is blocked by a series of
jagged cliffs. Salma and Jinkatsyu are
able to ascend, but it takes Kang hours of work to finally reach the top. Finally, near midnight, the exhausted
adventurers set up camp and rest.
Having set
off on a dangerous journey through the mountains towards Jorgenfist, three adventurers
have temporarily left their companions behind in Sandpoint. Will they come to regret their diminished
strength in the time ahead?
-----------------------------------------------
Director's Commentary (March 24, 2019)
Neither Nerissa's nor Ava's players could be present at this session, hence the Nerissa's mysterious fainting and Ava's need to watch over her. I'm 99% against meta-gaming, but I do approve of it in circumstances like this when, if the same in-game circumstances happened with everyone at the table, half the party would never leave the other half behind. (Another occasion when I don't mind a bit of meta-gaming is when a new PC is introduced to the party, and the existing PCs are more willing than normal to let a perfect stranger accompany them. Sometimes personalities and motivations and in-character paranoia have to be stretched a bit to accommodate a new PC--though there are limits!)
In retrospect, I'm of two minds about having Xeveg's ghost appear. On the positive side, I felt justified with might otherwise have been heavy-handed GM intervention because my one Plot Twist Card for the chapter was something like "help comes from an unexpected direction." In addition, I was still prepping the rest of Chapter Four and hadn't even touched Chapter Five yet, and had no idea what to do if the PCs jumped a chapter ahead! On the negative side, it might have come across a bit forced and cheesy (though I did my best to make it an interesting role-playing encounter and provide a nice call-back to a memorable event earlier in the campaign).
It might sound odd, but I really enjoyed the part where the PCs learn about and discuss the pros and cons of different routes to Jorgenfist (some of which I never envisioned!). When players are doing good role-playing about something important, I can just sit back and relax and enjoy the show. I made careful to stay neutral on things, but I was somewhat glad they didn't choose a route that involved Galduria or Ravenmoor, because I hadn't managed to obtain much information on either city and I always want destinations to be portrayed "authentically".
This session contains the end of the very, very, low-on-the-radar Madame Mvashti subplot. It never achieved what I had originally intended, but GMs can only influence the overall story, they aren't writing a solo novel where they have total control.
No comments:
Post a Comment