Monday, June 5, 2023

Curse of the Crimson Throne Recap # 48 [RPG]

[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!

 


Through magical means, The Reckoner turns completely invisible and approaches ahead of the others, planning to launch a surprise attack.  The entrance to the House of the Moon, a thirty-foot-tall archway, is framed by carvings of the long peacock-like tail feathers of an immense star monarch butterfly.  Through it, The Reckoner sees a large gathering hall decorated with religious symbols and imagery, including a massive starknife made of white stone measuring twenty feet from tip to tip!  Resting in the back of the hall is a massive red beast with a stooped-over back, six beady eyes, and tiny wings.  But The Reckoner’s plan of a sneak attack go awry when the head of his war-maul accidentally bangs on the doorframe, alerting the beast to the presence of danger!  The beast rears up and unleashes a terrifying roar that seems to shake the very foundations of the shrine.  Anorak responds instantly, conjuring a huge fireball in the chamber that burns the beast and blackens the white-stone starknife.  The Reckoner rushes in and the Moon Maidens soon follow, surrounding the beast.  Goldcape conjures ice spears that somehow thrust out from the solid stone floor, impaling the beast and flipping it over onto its back!  The stunned beast gets to its feet and tries to bite The Reckoner to stave off more devastating hammer blows, but the clever warrior has prepared by using a wand to conjure illusory duplicates.  When Goldcape calls forth yet more magical ice 
spears, the beast is slain.  “We are invincible!” shouts Yraelzin, exulting in a victory that was almost bloodless on the attackers’ side.


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.

-------------------------------------------

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:

Anonymous said...

Goldcape player here I’m still mad at you for the stupid fly rules

Jeremy Patrick said...

Git gud, son!