Turn 20 to 21 - Days 96 to 126 - Okerdik
The Temple of Sisyn has been liberated, and Tidjit, its heart, has been freed from The Ruin Within. Worship of the god, which has been in voluntary or involuntary abettance for quite some years, can now resume. The High Priestess - daughter of Tidjit's Alderman, but now under the influence of the village's shaman - and that the company had been dispatched to Okerdik to bring back home - can now lead members of a suddenly reappearing cult, to the temple to purify it.
The company continues to be unsure whether the return of this Death God cult is a good thing. No doubt it will strengthen resistance against the Jungle Deep, but at what cost to the people of these lands ? Some hasty but reassuring research in Mankhundun does however suggests that if Sisyn welcomes his faithful into the embrace of death - no doubt including Kehar - he does not push them into it through sacrifice.
At Mankhundun, the company have learnt more about the elusive and long-vanished Taran civilisation. A surprisingly advanced Hu-Man civilisation - not the first one the Rangers have encountered since the fight against the Deep began - they appear to have been great builders of underground cities, if the warrens that are the foundations of present day Mankhundun are to be believed.
There are important but still elusive links between these ancient Tarans, and the Death God Sisyn. Small statues - called zilniri - which play an important role in the pivotal funerary rite known as "The Pull", were found at the mysterious and haunted Taran burial ground located in The Shroud. It is an ancient battle site where their chariot-warriors seem to have died in great numbers. Moreover, the company first crossed paths with Sisyn's white stag shortly after fleeing the baleful site. Many things they have learnt since make a coincidence unlikely.
Partho has also discovered that the Tarans
sought, for some reason, to stamp out Sisyn's cult, and did a very good
job of it. His theory is that the followers of Sisyn only saved
themselves by assassinating Queen Tara. It troubles him, however, that
the death of Queen Tara seems to signal the end of an entire
civilisation, so much so, that they are known to posterity by her name.
Was the assassination of the queen accompanied by mass slaughter in her
palace ? It seems unlikely that the handful of survivors of a waning
cult could have done such a thing. If Sisyn's worshippers did not bring
down Taran civilisation, then who did ?
What will the quest that Sisyn has set for Drake's Seven, and which they can hardly refuse without losing Tidjit's friendship, allow the Death God to accomplish ?
Can Parthoghimeos better understand the fate of the ancient Tarans if the company climb the flanks of Killingtara ?
It would have been nice to savour victory in Tidjit, but something was niggling Partho, and intuitively, Godric decided to avoid the northern village for the moment. He sent the wounded Ruairidh and Radovan there, knowing the roads would be safe now. They were explain to the priestess why the company must head south; and promise her that upon Godric's return, they would set upon the quest Sisyn had given them. Seeing the two carried away on the back of a willing farmer's cart, Godric started to wonder if having half his company healing in Tidjit left him in a good position. He would have to place his trust in Ruairidh, and in the Alderman too. He trusted the Priestess less and less. There were several reasons for the long trek to Okerdik, and trying to find out more about her was one of them.
Despite appalling weather - was Sisyn himself trying to prevent them from leaving, or was Godric becoming paranoid ? - the company struggled on. A sign of how troubled Godric was, they avoided the better trodden road they had once travelled, in favour of paths cutting through hill and vale. Sometimes they petered out into muddy flats, or simply disappeared altogether amidst the heather, but the company was of strong heart. The monk Noctule proved as untiring as Krik; Partho either had his nose in the air, satisfying his insatiable curiosity, or buried in one obscure scroll or another. Their trek cost them nearly five extra days, and they were all weary of limb when Okerdik hove into view.
Godric breathed a sigh of relief, for the town was unharmed. The guard had been doubled, and it took some persuasion, some name dropping, and for someone to recognise the captive they had released in their last battle to get through the gates, but they could, at last look forward to a night in a warm bed, well fed and with good ale to drag them into slumber.
Trade had picked up, and it was easy to exchange the furs and the silver and gold artefacts they had looted from the hideout of The Ruin Within, for an ornate, and above all, large quiver for Krik. When you have four hands, you quickly run out of ammunition.
Their friend from the hideout was reunited with her family, and Godric did not refuse the offer to stay in their comfortable little town house, during the company's sojourn in Okerdik. It would help, having some friends watching their backs.
The company was pleasant indeed. During the lively chatter, they learned that the esteemed visitor to Okerdik was a certain Lord Gizor, a close advisor to the King of Alladore, who had brought thirty soldiers with him that had proved critical in shoring up the town's defenses, against the mysterious enemy from the north that had then vanished as quickly as it had appeared.
Godric intended to seek out Lord Gizor in the morning, get news from Alladore, and use the Lord's weight to not only ensure an audience with the mayor of Okerdik, but encourage him to be forthright about the Priestess of Sisyn he had harboured for so long. That was before their host woke them up an hour before dawn. "They are back", she hissed, and Godric instantly knew to whom she was referring.
Their banners were of fine blue and purple silk, and their garb like nothing the fish-man had ever seen. Partho gaped from atop the palissade at the strange enemy, and their otherwordly aura. The defenders of Okerdik had assembled with satisfying alacrity, their fear mitigated by the steady spears of the Alladoran soldiers who stood alongside them. Lord Gizor was a dapper-looking Afghan Hound, with steady grey eyes above a long elegant muzzle. He wore his armour comfortably, and in each group of Okerdikers he encountered, picked out one man or woman as their leader by giving calm but firm orders. He bowed respectfully to Godric's Ranger badge, and the fish-man bowed back.
"The men of Okerdik can man the walls", Lord Gizor began.
"It would be asking too much of them to go beyond them", finished Godric, smiling.
"A strange looking enemy indeed, these Hu-Mans", said Gizor, and the way he looked down his muzzle was almost comically aristocratic. "I don't think these are worth much, though".
"If we get in trouble, I'll let you know", replied the Ranger, in a tone that suggested they would not. He was missing half the company, but those he had knew what they were doing. "Let us see what this new enemy is made of".
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Scenario Parameters :
This is an Enemy Threat. They are preparing to attack the inhabitants leading to a Meeting Engagement against The Curse of War.
This is but a vanguard, made up of Opportunistic Pillagers (p.172). Bolstered by their previous success at Okerdik, as well as the power of Tara's Tower, there are 10 enemies, of whom 2 have slings.
They have no leadership.
Set up a small farm building in the centre of the battlefield. One random Curse of War character that has no enemy within 1" will move directly towards it. A Curse of War character in contact with the farm will never move away from it, unless it has been burnt down. If the random character is already in contact with the farm, he or she will burn it down immediately. If the heroes have prevented the farm from burning when they Achieve the Objective, immediately gain 1 Story Point.
Terrain is set up as per the generic rules (p.128-129), with a Meadows and Fields theme. For set-up see p.134.
The adventurers can attempt to Seize the Initiative (p.134).
The aim is to Hunt the Enemy (p.133), so Achieving the Objective requires, as there is no clear leader, killing a randomly designated enemy character, who is at +1 Toughness. There is no time limit. Doing so gains +1 Adventure Point. Although it is not necessary, Holding the Field and saving the outlying villagers will yield +1 Adventure Point (p. 98), and also allows a 2d6 roll. For each die showing a 5 or 6, gain 1 Ration.
The overarching goal of the Curse of War, this time, is to advance their schemes. If the heroes fail to Achieve the Objective, their enemies can roll on the Enemy Plans Table (p.207).Under Siege (p.219) is in effect, so should a Unique Foe appear during the battle, and is not slain, a roll must be made on the Enemy Plans Table (p.207).
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With only limited cover available for the oncoming enemy, Krik took up a position with a sweeping view...and everybody crossed their fingers that he wouldn't run out of arrows this time. Partho and Noctulo crested the ridge, to draw off some of the enemy soldiers, whilst Godric advanced towards the house, using it as cover from missile fire and a means to quickly engage the enemy.Rarely in the history of Godric's Seven did things go so well to plan. Krik's arrows brought down no less than four enemies, Partho helping, as required, to guide them to their targets. Noctulo did not hesitate to duck and cover, making himself a hard target for enemy slingshots, and forcing the onrushing soldiers to fight uphill, at a distinct disadvantage. A sling shot rang off Partho's helm, but they were otherwise able to see off their foe. As for Godric, he made short work of the foes that buzzed around the farmhouse, and brought down the tougher one amongst them, their target.
The enemy proved sturdy, as not one fled, despite their heavy losses.
The farm was saved from the torches of the enemy, and its grateful mouse inhabitants, although too poor to directly help the adventurers, would do much good for their reputation over the following days in Okerdik. Although the enemy that had faced Godric and his companions had hardly been their fiercest, the heavy losses were a blow to them (Threat Level reduced to 2).
Godric attained Level 5, still slow but increasingly tough, whilst the little monk, Noctulo, reached Level 1, demonstrating his well honed combat skills.
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