[Toilday, 30 Sarenith 4708 A.R. continued]
After finding the bodies of
several slain Moon Maidens and hearing Ahalak’s prediction that the
Cinderlander will strike at dawn, the Harrowed Heroes decide to continue
travelling through the evening, determined to keep the Boneslayers safe. With just days until the full moon, the
seemingly-barren landscape of the Cinderlands is illuminated to reveal a hidden
world of nocturnal activity: redback rattlesnakes, scrub rats, mottled lizards,
and more. Amidst the dry, straggly weeds
that grow in patches here and there, short bushes with crimson leaves and more
of the bottle-shaped “flask trees” dot the landscape. And in every direction, strange rock
formations, ridges, and deep canyons make travel a difficult, time-consuming
affair even with the aid of experienced guides.
After covering almost ten miles, the visitors from the south decide to
camp just after midnight, anxious about what the morning will bring.
[Wealday, 1 Erastus 4708
A.R.]
Before even the first rays of the sun are visible over the horizon, every member of the group is on their feet, fully-dressed, and ready for battle. The Reckoner uses multiple wands and his allies use their innate magical powers to cast a dizzying array of abjurations. But when dawn finally does come, minute after minute passes with no sign of the Cinderlander. Goldcape uses her nature magic to speak with a snake, and the reptile confirms it hasn’t seen another “two-legged” in the immediate area. Ahalak looks simultaneously abashed and relieved that his ominous prediction proved wrong.
Deciding to wait out the day’s heat and catch up on some much-needed rest, the Korvosans ask Hargiv to lead them to a place where they can find some shade. The experienced survivalist finds a nearby rock formation that offers just what the group is looking for. But just after mid-day, when the sun is at its hottest, rest is interrupted by the appearance of six-legged, bug-like monsters the size of oxen burrowing out of the ground! One of the monsters bites Goldcape, and its greenish ichor sizzles in the wound like acid! Anorak tries to leap to her defense, but slips and falls face-first in the dirt. Two of the Boneslayers get involved in the fight and crush the monster with their earthbreakers before Anorak gathers himself and stuns another with a magical spray of color. On the far side of the rock formation, The Reckoner easily holds his own against two more of the creatures. The battle is over almost as quickly as it started, with only minor injuries from what the Boneslayers call “ankhegs.”
Once the sun
begins to set and the harsh landscape of the Cinderlands begins to cool
somewhat, the group set off again. The
Reckoner asks Hargev about trying to track the Cinderlander, but the Shoanti
offers a rueful laugh—none can track the Cinderlander, for is he not a vengeful
spirit that glides over the land?
Goldcape flies off with Rocky to look around and returns a little after
midnight at about the same time the travellers reach their destination: the
House of the Moon! The silver stone
shrine stands atop a low promontory in the foothills. Although the surrounding rock has been
smoothed by ages of wind, the shrine itself somehow remains unweathered, and
its entire surface shimmers in the moonlight.
Two side towers attach to the central spire which rises to a height of
at least a hundred feet before being capped by a glowing silvery sphere. Even from a distance, the House of the Moon
is a spectacle to behold amidst the stark desolation of the Cinderlands.
But before the visitors can approach, their path is blocked by a group of six Moon Maidens emerging from the shadows of nearby rock formations. The leader, a woman named Tekrakai, demands to know why tshamek would dare approach a site sacred to the Lyrune-Quah. When told that the visitors are seeking a Truthspeaker, Tekrakai confirms that Truthspeaker Akram is expected at the House of the Moon along with many of her tribe in just a few short days, when the moon is full—but that dangers from within and without may make that impossible. She explains that a deadly, territorial beast has claimed the shrine as its lair, and that several Moon Maidens have died trying to drive it off. And perhaps even worse, the Cinderlander has been in the area, hunting those making the yearly pilgrimage to the shrine.
Anorak earns
Tekrakai’s trust by recounting the discovery of the bodies of her slain kin and
turning over the trophies they wore. The
Reckoner offers his help in slaying the beast in the shrine, explaining that he
and his allies are powerful warriors—something the Boneslayers confirm before
formally turning their wards over to the Lyrune-Quah. Tekrakai offers puzzlement as to why all the
foreigners but one (Yraelzin) wears the mask of an insect, and The Reckoner
explains they are also battle trophies earned by slaying cunning assassins. Tekrakai is clearly in no position to turn
down such sorely-needed assistance, and agrees to a combined assault—one that
will begin immediately!
Tekrakai and her
band are overjoyed that the House of the Moon can be readied for the coming
assembly, and quickly forgive an apologetic Anorak for the scorching of the
chamber. Talk turns to how to stop the
Cinderlander. Tekrakai says her people
are nomadic and could come from any direction, so it’s not feasible to provide
escorts to all of them. Yraelzin
continues his newfound penchant for relying on the Harrow, and has Goldcape
draw a card; when the vanara draws The Fiend, pictured as a giant devouring
worm, Yraelzin interprets it to mean that if the group seek out Cindermaw,
they’ll encounter the Cinderlander as well.
But The Reckoner is dismissive of Yraelzin’s skill at Harrowing, and
asks Tekrakai if she has any ideas. She
speculates that if a Moon Maiden travelled alone, posing as a messenger, that
could lure the Cinderlander out of hiding and perhaps into an ambush—but such
an idea would be extremely dangerous.
Goldcape says it sounds too dangerous,
and the group should just wait for Akram or go find Cindermaw.
Although flush
with a victory that will surely improve their standing in the eyes of the
Shoanti, the Harrowed Heroes continue to have difficult choices to make.
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GM Commentary
I did a much better job in these recaps describing the unique flora and fauna of the Cinderlands than I did in sessions. I always find it difficult in-session to remember to describe vegetation and wildlife, or to do so in a way that makes it interesting instead of something that's just met with a shrug. It's a good reminder that all GMs, no matter how long they've been running games, have strengths and weaknesses.
I don't remember exactly why the Cinderlander didn't strike, but my guess is he observed the *extensive* magical preparations the group went through and decided to bide his time for a better opportunity. He's not stupid, after all, and fighting a fully-buffed group of alert adventurers would have been a losing proposition.
The Reckoner rolled a natural 1 on his Stealth check trying to sneak into the House of the Moon, which led to some great drama. Occasions like this are why I keep natural 1s as automatic failures for skill checks as a house rule--they make things interesting! (The Reckoner's player responded by investing in special abilities so he could Take 10 with particular skills even during combat, which I think is a fair trade-off)
The Red Reaver was defeated handily. At this point, the group was clearly more than a match even for the toughest opponents in the Cinderlands, and really only struggled when it came to surviving the climate!
2 comments:
Goldcape player here I’m still mad at you for the stupid fly rules
Git gud, son!
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