Gent 16th - 17th
Synopsis
- Iorwinn acted as guide through the Stonecages, but she didn't get the party very far...
- An abominable snowman knuckle-pounded into their path, dragging a massive bone-club behind it. It beat its chest and made a show, though the gnome was convinced they could bypass the creature without bloodshed. Roza attempted to make an offering of bones to appease the alpha, but the yeti found the scraps of dogs and old hunters lacking. It attacked, leading to an unexpectedly vicious battle. The toughness of the simian beast combined with the reach of the club doled some hard knocks, bruises, and fractures.
- When the group began gaining the upper hand, the gnome rushed between the fighting to intervene (most gnomes cherish natural life in all its forms). She attempted to calm the raging monster with the soothing Gnomish language. Unfortunately, Iorwinn proved why she wasn't chosen as her mother's druidic apprentice in the moment. She seemed lacking the supernatural empathy her people possessed, the link which ties them to animals. The yeti grabbed her by the waist and jammed her into its mouth. It crushed her skull between its monstrous jaws. She crumpled to the ground while the beast hooted and howled, igniting Roza to finish the beast off in fiery fashion.
- Nel's cthonic prayers were able to pull the gnome back from the brink of death, but her injuries were too severe. Iorwinn was brain-dead. Feeling overwhelming guilt for her promises of wonder and adventure, Ilshana made a life-altering decision as everyone sat quietly, tending wounds and pondering how on earth they were going to escape the shifting, semi-sentient dungeon without a guide.
- The bard appealed to a mysterious winter fey named Therion for aid, summoning a Cold Sister-like cold. The cavern filled with swirling frost in the likenesses of laughing satyrs and dancing nymphs. The frozen patterns wheeled and wound, creating a trail to follow. Over a half hour, it circled and bypassed many monsters and snares (as distant shadows, grunts, and unsavory smells indicated).
- The aid came at a price, as Ilshana found her fingers from tips to joints vanished. They were still there, but invisible. A strange payment to anyone who noticed, the bard knew exactly what it meant, what it promised. The proverbial clock was tickling...
- The trail ended in an expansive cavern of beige, sepia, umber, and lead distinctly different from the pale walls and permafrost of the Stonecages. This place appeared to be a naturally-occurring cave system in the mountain itself. Steamy, still milk-water stretched in a lake-like spring with ancillary, shallower ponds, supporting healthy blue-green moss which clumped in small isles and hedged the banks. On a central isle sat a shabby izba, spurring hope there was a healer inside (though hopefully not Iorwinn's mother). Perhaps the milk-water itself would revive the poor gnome.
- While the party lurked around the bank, dipping fingers and sniffing the steam, Cassie even sipping a cup of the stuff, Aleksi dove in and took the feeble gnome in his arms. He bathed Iorwinn and dunked her once or twice, to no avail. Meanwhile, Aiden located two separate exits and two chances to find the surface.
- There was no indication anyone was home in the izba, despite calling out. Roza sagely realized this hut could be something much more, one of the rare and rumored dancing huts. Only two had ever been discovered in Izolda prior. They called out a few times, Ilshana suggesting they try the native language of the country. Nel directed Aleksi to wake it up. When the boy called for the cottage to wake, the shutters flew open, wings unfurled from the sides, and it elevated on two, giant chicken legs! A dancing hut! It quickly became apparent that it recognized the muzhik boy as its master, though he offered to share it with the party straight away.
- After some initial mistrust on the part of the monk, the party gathered inside. It was a very plain, frankly poor interior, but the hut was young yet. In time, it could develop to be very lavish and spacious indeed. And it wasn't entirely impoverish, offering a magical trunk filled with welcoming gifts to its new occupants. The party rejoiced at the discovery of a magic pipe, shashka, ushanka, gusli, and nagyka.
- Over the next five hours, Aleksi directed the dancing hut to make its way up the nearly vertical cliffs and horridly cramped cracks and fissures of the mountains roots in search of an exit. The night passed, the party slept, but the boy remained vigilant and eager. He was far too filled with wonder to sleep anyhow. He'd inherited something so rare, so magical, it could elevate him to the status of boyar (and subsequently paint a target on his back for every jealous striga in the country). By morning, they emerged from the Dawnspear and into steeper mountain country. The Holy Mountain was nearer than ever, valleys were greener than ever, the sounds of water echoed, they were so close to the border.
- Another three hours were spent traveling over verdant ledges, through rich, pooled ravines and valleys, over sharp cliffs and sudden peaks, until The Rayan Falls cascading from the shoulders of The Holy Mountain came into view. The vista was so magnificent it inspired tears. And set upon a glistening, mist-shrouded flood plain like a music box on a shelf was Haven. Crowning the town's central hill was the famous Starhome. And defending the Izoldan front, a spectacular wall of star crenelations, bronze and copper roofs, and massive prisms.
- The exhausted dancing hut, and its young master, plopped down where they stood and slept. So close to Etheria, and still so far away. Between their position on the high mountain ledge and the safety of the Etherian town were fifteen miles of waterfalls and raging whitewater, part of a system of forty-seven cataracts pouring one into the other from the celestial climbs. Whatever bridges, roads, and barges existed on the Izoldan side were undoubtedly occupied by Iron Guard.
- Roza calmly dawned her pack and volunteered her assistance in providing an adequate distraction for the guardsmen. She had certain friends who could help in these parts. Nel wanted to know more, and Cassie wanted to join her, but the young sorceress declined. She did not want her traveling companions to witness the things she would have to do, though she kept that last bit to herself. What followed was a twenty-four hour trial in the darkest cloisters of the immediate mountains, the secrets and specifics Roza's alone to keep...
- The remainder of the party made the best of their day, Nel and Cassie mostly staying in the hut tending to comatose Iorwinn and the sleeping Aleksi. Their conversations ranged, though it was not lost on the pair the liability of the hut. At some point, Ilshana sneaked out to explore. And not long after, Aiden followed.
- Wandering the flowering slopes of the summer Dawnspears, examining the flora, appreciating the fauna, the bard was having a time of it. On her day-trip, Ilshana spotted the most unusual creature: a majestic red stag with a golden crown collar around its neck, complete with a dangling golden chain. Who could resist the mystery? She followed the stag into a nearby wood, tracking it quite stealthily. She didn't want to kill it, but perhaps if she took hold of that chain...
- Aiden noticed Ilshana was gone long before Nel or Cassie. Comfortable stalking prey, he followed Ilshana throughout her trip. In the woods, he watched Ilshana on the hunt. The bard put her hands to her lips, hoping to mimic the right doe call. Then, as the stag came over to investigate, she would leap out and snatch the chain. It was long enough to swipe if it only sniffed a little closer. She took a deep breath, contorted her lips, and gave a half-grunted bellow. Aiden's eyes widened, recognizing the noise sounded far more like a bear's challenge than the coo of a deer. Ilshana, too, noticed it was a bit off. She might have lubricated her throat a little before trying.
- She thought of making a second attempt, but something in the deep woods called back, something with a feral, powerful, and resonating sound. Aiden sprung into action, even as the treetops near the heart of the wood began to sway and steady tremors suggested a huge approach. And what better way to escape a determined and no doubt hungry dire bear (what else could it be) than to provide an easier meal. Before Ilshana could fully register what was happening, the monk flew out of the trees and intercepted the frightened stag. With a sharp, sudden strike he broke the beast's leg. What Aiden wasn't counting on was hearing a human cry in response. The dire bear increased its pace.
- Ilshana and Aiden tried to speak with the stag, but it only managed stunted sounds of human frustration and pain. The sounds of the bear's approach turning thunderous, the forest floor practically rolling, Ilshana took the collar and chain and ripped them from the stag's neck. There was a flash of golden light...
- A worried Cassie and Nel exited the hut and looked out over the woods, watching birds in the distance take wing in mad exodus. Ilshana, Aiden, and the red stag lie directly in the monster's more immediate path. And down a sorceress, the dancing hut still sound asleep, it's uncertain the party is ready for what's coming for them.
Notable NPCs
Therion- A winter fey of considerable power and clout; has a mysterious connection with Ilshana; created the frosty trail which led to the Stonecages' exit and the discovery of the dancing hut
The Red Stag- a majestic creature with fourteen-pointed antlers; a golden crown collar and dangling golden chain made it unique, more so the limited human voice
The Red Stag- a majestic creature with fourteen-pointed antlers; a golden crown collar and dangling golden chain made it unique, more so the limited human voice
A set of copper-and-silver earrings, necklace, and ring (25 gauld together, or 6 separately), two fine daggers (4 grivna each), a collection of steel buckles from shoes, belts, and other bands (34 grivna), a birch pipe (56 copecks), a small amber hairclip fashioned like a bird of happiness (5 gauld), 25 feet of salvageable hempen rope, a rabbit’s foot on a small, copper chain (30 copecks- mostly for the copper), a steel fork, butterknife, and spoon (10 grivna as a set), flint and steel, small wooden flask (1 grivna) of blueberry-hinted mead, gingerbread squares in a sealed, glass jar, and a walnut-sized dollop of black opium twice-wrapped in wax paper (1 gauld, Cassie)
A Young Dancing Hut [Aleksi]This young dancing hut is a descendant of The Dancing Hut of Baba Yaga, appearing a rundown izba with a steep roof, crooked chimney, beak-like front stoop, shingled wings, and long, large chicken legs. While currently a sparse two-room interior of hard, wooden furniture, thin mattresses in the corner, a rickety stove with nothing but a lukewarm pot of shchi and a weak kvass beneath the elevated wash basin, if nurtured it will develop more rooms and increased luxury over time (including magical chests, extradimensional closets, bookshelves, studies, bedrooms, ballrooms, baths, and larders filled with the finer things in life). A dancing hut is priceless, even more so in Izolda. Boyar and especially striga would be willing to pay small fortunes to own one in the fashion of the Grandmother of Witches. It is a sign of great status, perhaps dangerously so, as only two of the most powerful witches in Izolda own one (Baroness Imprela Carnast and Matushka Iggwilv-Yaga). Those not considered worthy of the honor won't enjoy that honor long...
Special: It understands only the Zol language, and recognizes Aleksi its warlock master
May travel up to 8 hours without rest, though must then sleep 8 hours in a stationary position- disguised as a cottage. Over time, its endurance may increase.
Smolder [Nel]
An ivory pipe fashioned like a stylized, curling plume, studded near the mouthpiece with flawed rubies like embers, and quite warm to the touch.
+1 MD
Recharge (11+) Ask a question of a flame and understand its reply.
Recharge (16+) Control a nearby fire into performing one action (moving, leaping, changing color or shape, attacking by expending a chosen attack and converting damage to fire, etc). This can be used in reaction to a fire attack.
Quirk: Refuses to drink water, no matter the circumstances
Danila the Weeping Gusli [Nel]
This saw-shaped instrument is damp to the touch, forever soaked with the tears of the muzhik widower who crafted it. The nameless peasant worked his grief into the very fibers of the wood, then gave it the name of his lost love. When played, the strings trickle tears.
+1 bonus to spell attacks and damage
+4 bonus to checks involving sad or moving performances (+8 at funerals)
Recharge (16+) The sorrowful sounds of the gusli summon tears unbidden, compromising even the hardest hearts. She will tailor her song to strike a chord in a nearby enemy and overwhelm it with grief. On a spell hit with this instrument, add the dazed condition (-4 attacks) until the end of its turn.
Quirk: Compelled to place flowers on lonely, unmarked, or forgotten graves
Elina the Free [Cassie]
A steel shashka (single-edged, guardless sabre favored by the cossacks of the steppes) with a braid of black horsehair for a tassel at the base of the hilt.
+1 bonus to attacks and damage.
+4 bonus to checks involving horses
While you are staggered, you deal +1d6 damage with attacks that hit using this weapon.
Quirk: Craves the open steppe and the wide, blue sky and will opt for any path that leads through such lands; Adores horses
Jadis’ Hat [Ilshana]
White, unspoiled ushanka (Russian style fur hat w/ flaps).
+1 MD
The wearer resists all grime, grease, muck, and filth, effectually immune to getting dirty.
Resist Cold (11+) or receive only half damage from cold attacks
Quirk: Obsessed with the color white
Hemorrhage [Roza]
Glistening nagyka (lacquered leather tightly braided into a whip with a tiny, metal hook at the end) are regarded by the muzhik as symbols of oppression, used by the Iron Guard to punish those who offend them. With every movement, it gives a soft hiss.
+1 attack and damage
Recharge (11+) When you hit with this weapon, you deal 5 ongoing damage
Recharge (16+) If you use this weapon to humiliate, interrogate, or torture someone, you receive a bonus recovery for the day.
Quirk: Laughs at other’s tears, however discretely
Bestiary (Sessions 1 - 3)
Humans (Northern, Zoldani)
Frost Giantkin
Human (Krovi)
Winter Sprite
Ogre
Brown Bear
Giant Snow Slink
Muddlemind Mushroom
Gnome
Hellcat
Abominable Snowman
Young Dancing Hut
Red Stag (magical)
Dire Bear
Zol Vocabulary Lesson 2
shchi- a thin cabbage soup and essential sustenance for the poor, muzhik population
kvass- watered down bread-beer and national staple of Izolda, each household and family having its own special recipe
privet- hello
izba- typical Izoldan cottage
sidet- sit
prosnut'sya- wake up
cossack- Free Zoldani of the eastern steppes, eschewing the brutal rule of the baronesses to live free in wild country. They are tolerated only for their usefulness in autumn and winter, when their tribes are forced to hole up in the mountains (the steppe in the cold season would equal death) and thus combat the monstrous infestations of the Dawnspears not loyal to the striga (minotaurs and orcs, mainly). The two unruly factions of monsters and cossacks keep each other in check, allowing the witches to focus on more important matters. Cossacks are capable warriors and skilled horsemen. They're led by very strong, cunning, and charismatic types who provide surprisingly honest democracies- each cossack has a say in all matters. If ever a cossack is unhappy, he or she is free to move on. Make no mistake, however, the majority are far more rogue, fugitive, and miscreant than romantic ideal.
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