- Tiggum
- Oct 24, 2007
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Your life and your quest end here.
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Dawn of the Dragons posted:Queen Evaine commands the Lord Constable to take you to the citadel dungeons which are located several levels below the State Hall. Here, shackled to the dank stone wall of a rat-infested cell, is the man who was caught in a Garthen tavern plotting your murder. Limp and unconscious, he hangs by his wrists in chains, his emaciated body showing all too clearly the signs of recent tortures. A pot-bellied gaoler scoops a bucket of foul water from a trough by the cell door and revives the prisoner by pouring it unceremoniously over his head. Coughing and spluttering, the wretch stirs to consciousness. He raises his face and you sense that he recognizes immediately who you are; his eyes blaze with an undisguised hatred.
‘He’s a tough un,’ growls the gaoler. ‘I’ve used all o’ me skills on ’im but ’e won’t say who ’is paymaster be.’
The fat gaoler reaches for a pair of long-handled pincers which are protruding from a brazier of hot coals.
‘Perhaps you’ll be wanting to interrogate ’im yourself, sire?’ he says, offering you the pincers. Wisps of smoke curl from their sharpened tips which are red and glowing.
‘Aye, gaoler, there are questions I’d like this man to answer. But I’ll not be needing those,’ you reply, declining the use of the cruel pincers. ‘I prefer to rely on my own methods of interrogation.’
Using the Brotherhood Spell Mind Charm, you command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you. At first you are unable to penetrate the man’s mind—his memory is protected by a magical shield. Then you draw on your psychic Kai skills to boost the Mind Charm spell and suddenly you feel the man’s magical shield begin to crack and disintegrate.
The man shrieks with fear as his body is racked by convulsions. A mass of images swirls and solidifies in your mind’s eye—they are images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.
‘Who is this person?’ you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.
Cautiously you place your ear close to the trembling man’s mouth and try to identify the name he is struggling hard to utter.
‘L … L … Lutha,’ he breathes. Then he gives a chilling snigger and you feel the hairs on the nape of your neck begin to rise. Your Sixth Sense is screaming a warning: you are in danger. With his tongue, the prisoner dislodges a hollow tooth and bites down hard upon it. It releases a vile greenish gas which he exhales directly into your face.
You recoil from the insidious green cloud and fall back towards the cell door. Your mastery of Grand Nexus protects you from this highly poisonous gas, but the gaoler and Lord Nathor are not so fortunate: both are vulnerable to its deadly effect. Choking and retching, they collapse to the floor, their fingers scrabbling at their swelling throats as they fight desperately for breath. You grab hold of their tunics, one in each hand, and drag their bodies out of the cell into the cleaner air of the corridor beyond. Here you use your Magnakai Discipline of Curing to ease the effects of the poison gas; your skill and the swiftness of your actions save them from a painful, suffocating death.
‘Wh … what happened?’ wheezes Nathor, as he slowly recovers from the deadly gas.
You peer into the cell at the man now hanging limply in chains, and then you turn to Nathor and say: ‘Suicide. A suicide and an attempted murder. The prisoner has just killed himself with a poison pellet and it seems his last wish was to take all three of us with him.’
When you sense that the poison gas has dissipated and the air is no longer perilous to breathe, you enter the cell and take one last look at the prisoner’s body. The man’s face and upper body have been horribly disfigured by the effects of the gas, yet the extensive blistering has only partially destroyed a small tattoo on the side of his neck. It is a six-pointed star which you recognize to be the national symbol of Eldenora.
‘He must have died within seconds of biting into the poisoned pellet,’ says Nathor. ‘It chills me to think that whoever sent him here commanded such respect from this man that he chose to die in this way rather than face the consequences of failing his mission.’
‘Aye, and if there are others like him who are out to stop me,’ you reply, uneasily, ‘then my journey home to Sommerlund may prove more difficult than I expected.’
You leave the cell and return to the State Hall where Lord Constable Nathor reports what has happened to the Queen. Concerned for your safety, she suggests that you spend the night at the Royal Citadel as her guest. You accept her gracious invitation and enjoy a fine feast and the hospitality of her court. Then, shortly after dawn of the following day, you bid her Majesty and your companion—Lord Ardan—a fond farewell before beginning the next stage of your long journey home.
Mindful of the dangers, the Queen gives her Lord Constable a Royal Seal and places him, along with a troop of ten Court Cavalrymen, at your disposal. Lord Nathor and his men are to act as your guides and bodyguards on the road to Vanamor, the capital city of neighbouring Palmyrion. This republic is closely allied to Talestria and lies along its eastern border. Palmyrion also has close ties with your homeland and you look forward to the chance of renewing your friendship with its leader, Elector Manatine.
Mounted on fine Talestrian steeds, your party leaves the walled city of Garthen by its East Gate. Here you cross a great stone bridge on the far side of which is a signpost pointing to the east. It reads ‘Vanamor 280 miles’.
The road which crosses the plains to the east of the river is deeply rutted. Fortunately, though, it is dry, there having been little rain in these parts for weeks. Progress is good and by midday you and your troop have covered more than thirty miles. You pass many wagons on this road, mostly driven by farmers who are taking their crops to the markets and wharves of Garthen. These wagon drivers seem an unusually loyal and friendly breed; invariably they wave and cheer the moment they recognize the uniforms of Queen Evaine’s Court Cavalry.
After a brief rest at a village on the road, you continue your ride across the open plains and descend into a wide valley where a shallow stream winds its way through a mass of reed-beds and willow copses. Beyond this valley, the land becomes increasingly hilly. The sun is almost touching the horizon when you come to a small wayside shrine dedicated to the Goddess Ishir. Here a track leads off to the north and, a mile distant, you can make out the walls and tall bell-tower of a chateau high in the hills.
‘That’s the monastery of the Vaderish Brethren,’ says Nathor. ‘They’re a holy order devoted to the worship of the Goddess Ishir. We will find safe shelter with them this night.’
The sun has set and dusk is quickly turning to darkness by the time the troop reaches the gates of the Vaderish Monastery. The brothers of this holy order are led by an elderly monk called Rasbarin whom Nathor has met once before. The old cleric welcomes him warmly, as if he was his son, and then he invites you to stay here overnight.
The monks’ evening meal is simple fare but well-prepared and wholesome nonetheless (restore any ENDURANCE points you may have lost during your adventure so far). Afterwards, Rasbarin invites you and Nathor to his chambers to sample some of the monks’ speciality—a fine liqueur called Aquas. You are raising a glass of this golden liquid to your lips when suddenly the peace is shattered by a loud, cawing shriek which echoes through the surrounding hills.
‘In the name of the gods!’ splutters Nathor, spilling liqueur down the front of his tunic. ‘What was that?’
A knot of fear tightens in the pit of your stomach. ‘A Kraan,’ you reply, recognizing at once the fell cry of this unwelcome creature.
You hurry to a window and see the large, bat-like Kraan silhouetted against the moon. A man-sized rider clings precariously to the creature’s reptilian back as it swoops and soars among the hills and gullies.
‘You had best come away from the window, my lord,’ replies an anxious Nathor, ‘lest it detect your presence here.’
You take heed of the Lord Constable’s advice and retreat from the window. Furthermore, you use your Magnakai skill of Psi-screen to shield your mind in case the Kraan rider is able to employ psychic abilities to locate your presence.
‘It is not the first time it has come,’ says Rasbarin. ‘Every night for the past ten days we’ve heard it circling the hills. Sometimes there is more than one of its kind.’ He suggests that you bunk in the cellar of the monastery where you may be safer from detection, and you accept his offer gladly.
For hours the sound of the Kraan’s incessant cry echoes among the surrounding hills, making it difficult for you to sleep at all this night. As you lie awake listening to its ghastly caw, a sense of foreboding invades your mind and, despite your strong will, you feel powerless to overcome it. Restless and agitated, you get up and pace around the cellar until, at last, the cawing ceases and a chorus of bird song ushers in the dawn (lose 3 ENDURANCE points because of lack of rest).
You join the troop for breakfast with Rasbarin and his brothers. During this meal, the elderly monk offers you a Flask of Aquas to fortify you on the road ahead, and a Talisman of Ishir to ward off hostile creatures (these are both Backpack Items). After breakfast, Nathor thanks Rasbarin for his hospitality and makes a donation of 50 Lune to his monastery. (If, before leaving, you too would like to make a donation, erase from your Action Chart the number of Gold Crowns you decide to give to the holy Vaderish Brethren.)
Endurance: 40/43.
Overhead the sun gleams like a jewel in the clear blue sky, and the early morning air bites with a refreshing sharpness which helps to revive your spirits. A layer of thick frost covers the stony trail from the monastery, and it scrunches loudly under the horses’ hooves as you make your careful descent. Soon you rejoin the east road and follow it, through a series of shallow gorges, to a thick pine forest where the ground is covered with mossy rocks. Here the road ascends to a crest where a pall of black smoke stains the cloudless sky. As you approach the crest, you suddenly sense danger ahead and shout a warning to Nathor. He commands the troop to halt while you go ahead to assess the situation.
Beyond the crest you see a broad valley with steeply wooded sides. At its centre there is a village and a large stone building which, when you magnify your vision, you determine to be a church. The roof of this building is ablaze and several bodies lie dotted around its cultivated grounds and gardens. You signal to Nathor to join you and, when he arrives upon the crest, he is able to identify the burning church.
‘That’s Pinepeaks Abbey,’ he says, his voice stilted with anxiety. ‘They are in trouble—we must help them.’
He calls his men to come forward and, before you can caution him, he leads them at the gallop down the steep trail which descends towards the valley floor. Cursing his impetuosity, you spur your steed onward and follow in his wake. You have covered less than half a mile when suddenly your Magnakai sense of Divination screams a warning—the troop is riding directly into an ambush.
Desperately you shout for Nathor to halt but your command goes unheeded. Then, from out of the surrounding pines, there comes a volley of arrows and spears. One spear penetrates deep into your horse’s flank, killing him instantly.
Curing: +1 EP (41/43).
We roll: 4.
Your slain horse crashes to the ground and you are thrown through the air. You land among the boulders and bracken which border the hill road, but your swift Kai reflexes prevent you from sustaining serious injury: lose 2 ENDURANCE points.
Bruised but unshaken, you spring to your feet in time to see a yelling horde of leather-clad men, each brandishing a sword or a spear, come rushing from hiding places among the surrounding trees. As they close in upon you, you draw your weapon and prepare to fight for your life.
Lone Wolf: COMBAT SKILL 49 ENDURANCE 39
Eldenoran Ambushers: COMBAT SKILL 38 ENDURANCE 42
Combat Ratio: 11+
We roll: 10
Lone Wolf: COMBAT SKILL 49 ENDURANCE 39
Eldenoran Ambushers: COMBAT SKILL 38 ENDURANCE 0
Dawn of the Dragons posted:As the last of your attackers collapses at your feet, you turn and run headlong down the steep hill track. Arrows and spears whistle past on all sides as you endeavour to outrun the remaining ambushers. By dint of luck and speed, Nathor and his troop of Court Cavalry have survived the Eldenoran ambush with little injury and no loss of life. You see them in the distance, gathered in a group on the valley floor, and you wave to them to show that you are still alive. Immediately Nathor gallops away from the troop and comes speeding up the track to your rescue. As he gets nearer he slows his horse to allow you to leap astride its rump. Once aboard, he pulls his steed about and descends once more towards the valley floor, cheered on by his anxious men.
‘Follow me!’ commands the Lord Constable as he gallops past his troop without slowing. You glance over your shoulder and see them spur their steeds forward, their faces set in expressions of grim determination. Upon entering the village, you note a number of frightened women and children who are huddled beside stone walls or lying beneath hay carts. Some are cradling the bodies of their dead menfolk who lie scattered in the fields nearby. Then you catch sight of a group of Eldenorans in the grounds of the abbey. All are laden with loot, yet even so there are some who are squabbling amongst themselves in an effort to grab an even bigger share of the booty.
Nathor brings his steed to a halt and you both quickly dismount. As your feet touch the ground, you notice a drunken Eldenoran come lurching out of the doorway of a nearby cottage. He has a flagon of ale in one hand, and a young woman with a crying baby in the other. He sees you and, in a moment of drunken panic, he drops the flagon and unsheathes a dagger from his belt. It is clear from his actions that he intends to stab the screaming child.
Curing: +1 EP (40/43).
Using your Discipline of Kai-surge, you launch a concentrated burst of psychic energy at the drunken thug. The bolt penetrates his mind and stuns him, causing him to freeze like a stone statue (reduce your ENDURANCE points score by 1).
Unfortunately, this temporary paralysis also prevents the young woman and her child from breaking free from his grasp. After a few moments the thug emerges from his state of psychic shock in a murderous mood, and you are forced to draw your weapon and rush towards him in an effort to stop him before he can enact his revenge on his innocent captive’s child.
Endurance: 39/43.
Moments before you reach him, he throws the young woman and her child to the ground and spins around to face you, his dagger held poised to slash at your throat. He strikes and you dodge his first clumsy blow with ease. As he is about to strike out for a second time, you raise your weapon and aim a scything blow at his head.
Lone Wolf: COMBAT SKILL 49 ENDURANCE 39
Eldenoran Thug (drunk): COMBAT SKILL 30 ENDURANCE 30
Combat Ratio: 11+
We roll: 3
Lone Wolf: COMBAT SKILL 49 ENDURANCE 37
Eldenoran Thug (drunk): COMBAT SKILL 30 ENDURANCE 18
We roll: 9
Lone Wolf: COMBAT SKILL 49 ENDURANCE 37
Eldenoran Thug (drunk): COMBAT SKILL 30 ENDURANCE 0
Dawn of the Dragons posted:‘Thank you, thank you … ’ cries the young woman, whose child you have just saved from certain death at the hands of the drunken thug. Sobbing with gratitude, she collapses at your feet. Gently you lift her by the arm and assure her with kind words that her ordeal is over. She smiles, reassured, but her expression quickly changes when she spots something moving behind you.
‘There he is, that cur Holkar!’ she spits. ‘He’s the murdering leader of these bandits. This chaos is his doing.’
You turn to look at the object of her hatred, and see a swarthy brigand dodging between the gravestones that line the abbey grounds. He has a sack full of loot slung over his shoulder and he is hurrying towards his horse which stands close by the abbey’s perimeter wall. Determined not to let him escape, you rush across the road and into the grounds of the abbey to give chase.
Curing: +1 EP (38/43).
The brigand leader mounts his horse, but before he can make good his escape, you take a running leap over the abbey wall and drag him out of the saddle. Together you crash to the frost-hardened ground and desperately he kicks and struggles to break free from your steely grip. Out of his boot he snatches a stiletto blade and thrusts it viciously at your throat. You dodge your head aside, avoiding its razor-sharp tip, but in doing so you let the brigand slip out of your hands. He rolls away and begins to rise to his feet, but then he freezes, his eyes wide with fearful recognition, as he stares at your face.
‘L … Lone Wolf!’ he gasps, mortified, as if he is confronting a ghost.
‘Drop the dagger and surrender!’ you order, levelling your weapon at his head to reinforce your command. Swiftly the brigand’s expression changes from one of shock to one of sneering defiance.
‘You’ll never take me alive!’ he spits, and to your shocked surprise he thrusts his dagger deep into his chest.
Curing: +1 EP (39/43).
You rush to the brigand’s side and wrench the dagger from his chest, but it is already too late to save his life. You step away from his lifeless body and look around at the devastation he and his men have brought to the sleepy village of Pinepeaks. Leaderless, the remaining brigands now abandon their loot and flee to the wooded hills to rejoin their confederates, those who attempted to ambush the troop when first you entered this valley. Nathor’s men have secured the village and they are busy helping the villagers to fight small fires which are burning in several of the cottages.
Curing: +1 EP (40/43).
You help Nathor and the villagers to fight the fires which threaten to consume their humble homes, using your Magnakai skill of Nexus to good effect, and when you have saved all you can, you summon the troop together to assess the situation.
Six brigands and two Court Cavalry troopers were killed during the brief fight to secure the village. The villagers themselves have lost eight of their menfolk, with several others wounded and some missing; these are presumed to be hiding in the woods. They have retained most of their possessions but their abbey has been gutted by the fire which Holkar and his thugs started. Nathor conducts a burial for the slain villagers and his two men, during which he pledges that Queen Evaine will be informed of what happened here this day.
‘Her Majesty will see that justice is done,’ he assures the tearful gathering of peasants. ‘The bandit-realm of Eldenora will be made to pay for this crime.’
After the burial, Lord Nathor gives to the village elders a weighty purse of silver Lune and a horse which belonged to one of his slain men. It is a small token for the loss they have suffered, but one that is appreciated by the villagers. The other horse is given to you, to replace the steed that was killed beneath you during the ambush on the road.
Curing: +1 EP (41/43).
It is the mid-afternoon when the troop resumes the long journey east to Vanamor. During the ride, Lord Nathor voices his grave concern that Eldenoran bandits should be operating in the heart of his country: they have rarely dared to venture this far from home before. Although he does not say so, you sense that he knows the reason why they have become so bold of late. They have been sent here to find and kill you.
The road climbs out of the valley and zigzags its way through the forested hills to a high pass. Beyond this pass there stretches a wide expanse of lush grassland where herds of wild deer roam and graze freely. It is late in the afternoon when you catch sight of a procession approaching on the road ahead. Mostly they are men dressed in ragged brown robes, and one is carrying aloft a grimy banner which bears the image of a lightning bolt set upon a full moon.
‘Shoni pilgrims,’ says Nathor, dismissively. ‘They’re wandering beggar-monks who have taken a vow of poverty. Many in Garthen regard them as just a gang of scroungers who pretend to be a holy order so they can fleece the foolish. I suggest we ignore them and press on.’
Curing: +1 EP (42/43).
- Do we keep the Flask of Aquas, the Talisman of Ishir, neither or both?
- Do we make a donation to the the holy Vaderish Brethren? If so, how much?
- Do we ignore the Shoni pilgrims as suggested or stop to talk to them?
Backpack:
- Rope
- Lantern
- Meal
- Meal
- Meal
- Potion of Laumspur (+4 EP)
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