[30 Kuthona
4707 continued]
Despite the
remoteness and perils of Hook Mountain, the disastrous attempt by a group of
adventurers to defeat the Kreeg ogres has not gone unobserved. In a hidden campsite nearby, an unusual trio
of spellcasters—a grippli, a ratfolk, and a half-elf--had spent the day
watching the entrance to the Kreeg clanhold and planning their own assault. But now, having just witnessed the death of
three adventurers and the lucky escape of two others, the watchers decide to extend
a lifeline.
Saan |
Kang
and Jinkatsyu are preparing to dig in for a cold, miserable night with a plan
to descend in the morning, but then they hear movement coming towards them from
above. Too exhausted to flee, Jinkatsyu
draws his rapier, ready for a last stand against what he presumes are
ogres. But instead, he sees a trio of
humanoids approaching! The newcomers
call out that they can offer healing and introduce themselves: there’s Ava, a
female grippli grasping the holy symbol of Sinashakti, the empyreal lord of
joyful travel; Salma al-Khashramyah, a tall and attractive female half-elf; and
Saan, a ratfolk wearing dirty, threadbare robes holding the hand of a ghostly
child! Kang and Jinkatsyu are
understandably suspicious at first, but, given the circumstances, quick to
accept aid. The two explain they’ve come
to Hook Mountain on the trail of the missing commander of Fort Rannick, while
the newcomers explain that Saan is a professional ghost-seeker and has been led
to this place. Tomorrow, the last day of
the year, is the Night of the Pale, she reminds everyone, when the borders
between the world of the living and that of the dead are at their thinnest. The two teams agree to work together.
Salma |
The
sound of drums and shouted celebrations echo down the mountain from the cave
entrance above as the sun goes down.
Salma suggests everyone move down to the base of the mountain to rest
and recover, but Kang is insistent that if an attack is going to be made
against the ogres, it should be sooner rather than later—the arduous climb down
and then back up Hook Mountain would only leave them worse off than
before. Sighing, Salma murmurs an
incantation and a roomy igloo suddenly appears nestled in a nearby hollow:
inside, it’s cozy and warm, the perfect place to talk strategy. A consensus is reached for an assault, first
thing in the morning, that combines magical spells of silence (to avoid
alerting the entire clanhold) and stone-shaping (to create a chokepoint to
defend against counter-attacks).
[31 Kuthona
4707]
Dizziness,
headaches, and nausea afflict the inexperienced mountain climbers. Fortunately, Kang and Ava have planned for
the eventuality and pool their resources to cure the worst effects of the
altitude sickness. The adventurers
emerge from the magically-constructed igloo into a clear, bright day. Kang drinks an extract to turn invisible and
flies up to scout the entrance to the clanhold.
He hears snoring coming from inside and can see several ogres, passed
out after a night of revelry! Empty
casks are all around, as are some of the blood-spattered and partially eaten
remnants of his companions. Kang flies
back down and everyone ascends, magically silenced by Salma’s spell. But when Ava recites a prayer to conjure a
wall of stone, she realizes too late that she’s within the field of magical
silence, and her attempt fails.
Jinkatsyu, however, takes advantage of the silence to sneak up on the
ogres and kill some of them in their sleep!
He might have been able to finish them all, but Salma evokes a massive
explosion that wounds some of the ogres, wakes them up, and alerts the rest of
the clanhold! Ogres and a hill giant
charge forth in a veritable repeat of the previous night’s doomed battle: but
this time, even in the absence of the planned chokepoint, the adventurers
prevail. Jinkatsyu’s thin blade somehow
deflects the attackers’ massive weapons, Kang hurls bombs with unerring
accuracy, and Saan manifests a bolt of lightning. The battle is over quickly and the invaders
are barely scratched.
The
adventurers cautiously advance deeper into the cave. Along one wall of a domelike cavern, an
enormous figure stands against the wall: a 40’ tall giant with black skin
covered by fissures and cracks. The
giant wears majestic armor, gilded and encrusted with gems, a ferocious full
helm, and, around its neck, a seven-pointed star medallion that Ava discerns is
magical. Kang and Salma recognize the
figure as Gargadros, a legendary general in ancient Thassilon that became one
of the first of the so-called Dread Kings.
But, startling, the figure is not a statue: it’s a preserved corpse!
Annis Hag |
A
side cavern contains a pit wafting decay, and the adventurers happily pass by
it. The main passageway leads to a
junction of sorts, with four exits.
Kang’s excellent hearing detects whispering from one of the passageways
further on, and he returns to tell the others what he’s found. They decide to lure the enemy out, and Saan
has the perfect spell for the job. A
cloud of poisonous vapors appear at her command and drift towards their hidden
assailants. A trio of choking, gasping
figures appear: hunchbacked crones with leathery skin that Salma identifies as
annis hags. Jinkatsyu instantly
recognizes the witches who kidnapped and murdered his family! The kitsune charges into the fray and strikes
one of the hags down, terrifying the other two.
They split up to flee, with one disappearing down a corridor and another
shouting for assistance to an unknown protector.
Jinkatsyu
chases the shouting hag and is taken aback to see that her protector is a frost
wight! The walking corpse, whose body is
caked in ice and has a claw of icicles for a hand, begins shooting arrows at
the kitsune from an enchanted longbow.
Kang joins in the fight, while the others stay back and take cover. The shouting hag is blown to pieces by an
alchemical bomb, and additional firebombs devastate the frost wight before
Jinkatsyu destroys the unliving abomination forever.
The adventurers
carefully search the rooms that branch off the junction. One large chamber is filled with hammers,
anvils, fire pits, and half-forged blades and axe heads. Tunnels from the chamber wind down hundreds
of feet before eventually terminating in a gallery overlooking a massive mine
in which dozens and dozens of ogres can be seen mining ore. The adventurers realize their quest must lay
elsewhere, and return to the central part of the clanhold. The hags’ foul-smelling chamber is cluttered
with an appalling amount of body parts, dead animals, spoiled food, and filth,
but nothing of value. The chamber the
hags’ “protector” emerged from is clearly a shrine to Lamashtu, the Mother of
Monsters.
Stone Giant |
The
last chamber off of the junction proves to be the most interesting—and potentially
the most dangerous! A gigantic chamber,
hundreds of feet long, contains a long sloping ramp that terminates from of an
immense stone throne. A massive giant
that looks like he was carved from stone himself sits on the throne, with a
massive earthbreaker hammer to his right and a slightly smaller stone giant to
his left. “Deal with these mites. They’ve caused enough problems for me,” the
figure on the throne instructs his bodyguard.
The stone giant advances, swinging a massive stone club, but the
adventurers are ready for him. Once
again, the team of Kang and Jinkatsyu prove unstoppable, with the others aiding
the cause through a barrage of spellcasting.
The enthroned figured stands up when his minion falls, and announces
that he, Barl Breakbones, will lay the broken bodies of the adventurers before
his master, Mokmurian, Lord of Jorgenfist, as together they prepare for the
return of the land’s true ruler. But the
great stone giant doesn’t even lay a finger on the intruders before he’s
blasted, burned, and stabbed to death in a flurry of attacks!
A search of
the throne room thousands of gold pieces worth of coins and jewels, along with
a plethora of enchanted magical items.
But of more pressing concern is a message written on mammoth hide in the
Giant tongue:
Barl—
Latest contact with Teraktinus
indicates he has narrowed the search—he believes a human town called Sandpoint
could hide what my lord seeks.
Teraktinus will lead several of the people, as well as the dragon, on a
raid into the town on the night of the first new moon of the new year. When they return, they may be pursued, and I
may need your ogre slaves to aid in Teraktinus’s retreat to Jorgenfist. Be ready to return at my command!
M
The people
of Fort Rannick and Turtleback Ferry have been avenged, though not without
cost. Another chapter of an epic story
draws to a close, leading tantalizing questions to be resolved in the
next. Who is Mokmurian? What “ruler” was Barl Breakbones referring
to? And, most importantly, can the
adventurers reach Sandpoint in time to save it from an invading army?
----------------------------------------------------------
Director's Commentary (October 28, 2018)
In this session, we see the three new PCs for the players whose characters were killed in the previous session. Salma is a wizard with the spellsage archetype, that basically allowed her to cast almost every spell in the game if it was done out of combat--overpowered, in my opinion. Saan was a spiritualist (I think), but only ended up last a session before the player decided to introduce a new PC. Ava has been the most enduring character and although it took a bit for her personality to come online, she's become a mainstay of the group that has kept everyone else alive many times over.
The new combination of PCs (with a high level wizard and a high level cleric) made combats much easier, and nothing really gave the group a hard time--even the "boss" of Chapter 3, Barl Breakbones, was a real pushover. I might normally have been disappointed, but it was the last session of the year before the holidays so it was great to end the chapter and have the awesome cliffhanger of "Sandpoint is about to be invaded" to think about for the start of Chapter 4.
Next Recap
----------------------------------------------------------
Director's Commentary (October 28, 2018)
In this session, we see the three new PCs for the players whose characters were killed in the previous session. Salma is a wizard with the spellsage archetype, that basically allowed her to cast almost every spell in the game if it was done out of combat--overpowered, in my opinion. Saan was a spiritualist (I think), but only ended up last a session before the player decided to introduce a new PC. Ava has been the most enduring character and although it took a bit for her personality to come online, she's become a mainstay of the group that has kept everyone else alive many times over.
The new combination of PCs (with a high level wizard and a high level cleric) made combats much easier, and nothing really gave the group a hard time--even the "boss" of Chapter 3, Barl Breakbones, was a real pushover. I might normally have been disappointed, but it was the last session of the year before the holidays so it was great to end the chapter and have the awesome cliffhanger of "Sandpoint is about to be invaded" to think about for the start of Chapter 4.
Next Recap
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