[Moonday, 22 Sarenith 4708 A.R. continued]
In the anarchic streets
of Kaer Maga, after a journey filled with disagreement and tension, The
Reckoner brings everyone together to clear the air and find a way forward as
teammates. The Reckoner undertakes not
to needlessly kill animals or magical beasts, while Goldcape agrees not to go off
on her own unless it’s a group decision.
Everyone agrees that it’s all for one, one for all when it comes to
combat. They also discuss the best way
to pay for resurrection magicks should a party member die in the course of
their quest to bring down the cruel Queen of Korvosa. The conversation goes well, and the renewed
spirit of teamwork seems to bode well for the future.
With the sudden threat
ended, the streets of Kaer Maga return to as “normal” as they get. The surviving members of the Harrowed Heroes
pool their gold and pay a (not-too-inebriated) cleric of Cayden Cailean to cast
the necessary spell to call Goldcape’s spirit back to her body. The vanaran wakes up shouting about the
monstrous apparition, but the others manage to calm her down despite her
protestations that it couldn’t have been a mere illusion. Still, she’ll be weakened by the experience
for several days. Anorak raises an
important question: why did the seugathi attack on what seemed like a suicide
mission? The Reckoner speculates it
could have been an attempt to sow chaos and undermine any resistance to the
giant armies of the north, perhaps in the same way that the sabotage of the
earth elemental’s summoning circle might have been intended to slow down the
production of weaponry by the dwarves of Janderhoff. The tired adventurers decide to find an inn
for the night, passing by an entrepreneur buying and selling corpses from the
back of a cart—including the body of a slain seugathi.
[Toilday, 23 Sarenith
4708 A.R.]
The final step of the
journey toward the Kallow Mounds begins as the team make their way through The
Warrens and out of the city without any further complications. The journey east introduces the group to the
unforgiving nature of the Cinderlands, a rugged, inhospitable terrain full of
rock formations, canyons, gullies, and deep gorges. Large areas are solid rock, but other areas
have stretches of leached soil and silt.
Short, weedy scrub grows in patches throughout the Badlands,
interspersed with occasional sights of more exotic plants, but it is clear food
and water will be hard to come by. The
wind is ceaseless and unrelenting, and dust and ash get into everything:
backpacks, canteens, boots, eyes, and nostrils!
But it’s the boiling heat that quickly takes a toll on the group,
leaving them sweating and tired after just a few hours. Goldcape uses magic to alleviate some of the
fatigue, but even her spells have limits, and the travellers make the risky
decision to remove their armor to make it easier to deal with the heat.
At one point
during their journey into the barren landscape, they come across a gruesome
display: the rotting head of a Shoanti man mounted on a sharp wooden pole, the
other end of which has been jammed into a cleft between two rocks. Bright red crossbow bolts, aged and weathered,
have been driven into each of the head’s eyes.
From her research in Korvosa, Goldcape immediately recognises this as a
totem left behind by the legendary Cinderlander: a mysterious figure that has
stalked the Cinderlands for many years, attacking lone Shoanti braves with strange,
screaming crossbow bolts. Goldcape
relates that she came across plenty of legends and tales about where he’s from
and why he hunts Shoanti. The Skoan-Quah
(Clan of the Dead) believe he is the unquiet ghost of a Korvosan general who
stalks these lands and will continue to slay Shoanti until the number he kills
equals the number of friends and family they took from him.
After about a
half-day’s march in total, the travellers come across an area spotted with
hills of blackened rock pouring smoke.
Before they journey into the area, one of the hills explodes into a
fountain of magma, ejecting globs of half-cooled rock hundreds of feet into the
air! With the beating sun continuing to
beat down on them and progress through the area looking extremely dangerous,
the decision is made to look for a place with shade to cool down before
continuing through. A little
backtracking secures the group some shade in a steep-sided gully. Goldcape persuades the group to pitch camp
for the rest of the day and plan to complete their journey to the Kallow Mounds
in the morning.
But as they’re
enjoying their evening meal, the ground around them begins to shake. Chunks of rock roll down the sides of the
gully, and in the distance, the ground has started to split apart in a crack
slowly headed right toward them. The
Reckoner is the first to realise this is no natural phenomenon when he spots
some sort of dark purple plates in the crack.
Suddenly, a truly gargantuan worm rises up out of the ground, its giant,
tooth-filled maw capable of swallowing an ox!
With only seconds to act before it arrives, the Harrowed Heroes better
act fast.
GM Commentary
The seugathi encounter was pretty exciting. I think I put it in for a few reasons: to add a bit more excitement to what would otherwise be another travel session; to give the PCs a chance to interact with the Hellknights, something that didn't really happen in Korvosa; and to get a chance to use some new urban flip-cards I had. The flip-cards definitely made a maze of streets, but one of the unanticipated consequences was that there wasn't always a land path to get from one of the monsters to another! Fortunately, Rocky could fly some of the PCs there and The Reckoner could climb and jump well. The seugathis' aura of madness was a pain to manage for me, as I had to roll checks for all the NPC Hellknights and even some attacks they had against one another.
Notably, Goldcape died in the battle--the result of a phantasmal killer. Even though she was raised from the dead right afterwards, it was probably eye-opening for some of the players. I think it was good in the long run because it kept the group from thinking they would automatically easily win battles by playing on cruise-control or that I would intervene as GM to make sure nothing really bad ever happened.
This scenario also has the PCs' first taste with the Cinderlands. I tried to work hard to really bring out just how inhospitable of a landscape it was. And despite the warnings they had back in Korvosa, the PCs weren't ready for it. The high temperature alone really started to wear them down.
And as for that last bit at the end, they triggered a random encounter and when I rolled on the table, it was the very worst danger: a purple worm!