Turn 24 to 26 - Days 143 to 155 - Killingtara



The true motivations of the cult of Sisyn have been revealed : they are the Whispers from Beyond, and are now enemies to Godric's Seven, for even if they intend to raise all the heroes of long-forgotten Tara for their defense, the Rangers of Alladore cannot let the Vale be swamped by the undead.

At Mankhundun, the company already learned much 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.  Today's worshippers of Sisyn seem to see, in Taran mass burial grounds, a ready source of their undead legions.   The Tarans sought, for some reason, to stamp out Sisyn's cult in a distant past, and evidently 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 ? 

Whatever the long-forgotten truths might be, the Tarans have returned, the Curse of War.  Twice they have struck against Okerdik, and they must be stopped.

Now everything converges on the snowy flanks of Killingtara...

 

They were high above the world now, clouds shrouding the earth like ghosts. Ice clung to the jagged cliffs overhead like bared teeth, and breath came painful in the cold.

More than once, the mountain had tested their resolve, but their bonds had held, showing no fragilities.   Their courage sufficed to drive forward their guide, increasingly nervous.   For the deeper they pushed into the mountain’s frozen heart, the more it seemed to watch them, alive with secrets. Whispers rode the wind, and strange markings etched in stone hinted at something older than the snow.

Until at last Tara's Tower came into view. The guide pointed out the treacherous, narrow road cut into the bedrock, preserved from snow by the overhanging rock, but slick with ice.  The man sighed with relief when Godric sent him home, with a warm handshake in which he left a pair of gold marks.

Clambering up the last steps, the mountain wind still clinging to their cloaks, the company caught its breath. Tara's Tower was a spire of pale, weather-worn stone, rising like a broken needle from the mountain’s jagged shoulder, leaning slightly, as if bowing to time itself, but its silhouette still sharp against the bruised sky.

The tower was cut downwards into the rock of the mountain. They would enter through its summit, and then descend into its depths. The approach was choked with frost-bitten grass and half-buried statues—remnants of another age. Eyes made of crystal glinted from shattered visages, and thorny branches clung to them, as if to throttle any new hint of life.

The door stood open on its hinges, that someone had recently oiled. The company passed through it, under an arch of white stone, carved with symbols no longer spoken.  The air inside was warmer than expected, carrying a faint scent of over-ripe flowers. Both welcome and troublesome.

Godric felt a compulsion, a need to understand, although in his heart he knew what he would look upon. He lit a torch nonetheless, and recoiled. Nature perverted had reclaimed much of the entrance floor.  The Deep. At this altitude it was vines hanging like curtains, sporting vividly coloured flowers that smelt up close of rot.

It was bad enough, but it was not all. There was a whisper of danger. Godric cursed at his foolishness and snuffed the torch. They had enough time to see the enemy. The living dead were already here, feeding on forgotten magic. 

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Scenario Parameters :

This is Depth 1 of the Delve

There are no difficulty adjustments, which occur as of Depth 3.  Once Depth 3 has been reached, always use the Curse of War encounter tables, and remember that encounters with them are at +1 Enemy (p. 207).  

Tara's traditional foes have already reached the tower, for the adventurers face Skeletal Defenders (p.180).  That there are only five of them suggests that the denizens of Killingtara are fighting back.  They were obviously unable, however, to kill the source of their misery, the Deranged Cultist of Sisyn (p.125).  Her sinister mastery of the Pull threatens the coming of greater evils...

As Mina scouts forward, she realises, in the Silence of the Grave (p. 143) that an additional three skeletons have been drawn to the powerful magicks emanating from the fountain in the centre of the room.

Contrary to the normal rules for a Site Battle, the heroes must always make a Flight in the Dark roll if they move out of the battle zone through the entrance door.  On the other hand, no such roll is required under any circumstances, if they go down the staircase on the opposite side of the room.  If at least three heroes move off in such a way before the end of turn 10, earn 1 Story Point

Terrain is set up as per the generic rules (p.128-129).

In a Site Battle, going is normally difficult, so decrease base move rates by 1", and only characters with the Crawling trait can Dash; but that rule is suspended for this scenario.  No ranged attacks can be made beyond 8".

This is a Site Battle, see p.142 for the rules concerning it.

To Achieve their Objective, and gather as much knowledge as possible about the Tarans, the heroes must uncover at least three exploration markers.

Under Siege (p.219) is in effect, so since a Unique Foe is present, if it is not slain, a roll must be made on the Enemy Plans Table (p.207).

A roll should in theory be made after this scenario to see if the Delve is cleared out, but from a narrative point of view, ignore this rule.

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The company split up, to take advantage of the slow, clunky movements of the skeletal guards.  Two groups were charged with exploring the level for any interesting information - or loot - whilst Godric and Krik were to steal forward and kill the deranged cultist before she could compete her sorcery.


The initial stages of exploration went well, and with half of the company well positioned on the flanks, Godric and Krik drove forward, betraying their presence to the skeletons grouped around the fountain.  They made short work of them, without alerting their undead fellows.

The chanting had, however, reached an unbearable pitch.  Mina diverted from her initial role to close with the cultist, as Godric and Krik were still too far away.  Bellowing, she landed a blow on the cultist, but not enough to kill her, and the ritual was completed.  A deadly wight, shrouded in flickering blue light, raised from a tomb against the far wall of the room; it was fortunately quite distant from the heroes. 

 

The skeletal guardians of the cultist, and the miscreant's wicked dagger, made short work of the isolated Mina.  Krik rapidly avenged her, with a single arrow that punched through the cultist's chest and sent her into the arms of her Death God.

The race was now on for the stairs.  Partho and Ruaridh were away, but Godric and Noctulo had a crowd of enemies to wade through.  To buy them time, Krik had to turn and face the Wight...he feld to its icy touch.

He brought time however for his comrades, and they ran down the stairwell, deeper into Tara's Tower.

Although the wound that Krik received from the Wight was superficial, the cold hatred of the undead had worked its way into his body; he would take several days to recover.  Mina, on the other hand, would soon be back on her feet.  The insect-man reached level 5, improving his Toughness - his Achille's heel against creatures such as a Wight, whose spectral touch passes through ordinary armour.  Noctulo also reached level 2, his wings strengthening and lending him greater speed.

The bat-monk had also found some interesting treasure : some thief's tools, and a mystical ring.

The second depth of the tower, abandoned by the Curse of War, but into which the Cult of Sisyn had not yet ventured, was populated only by giant insects.  As horrifying as they were, they were easy to avoid, and the company crossed the floor and reached the staircase downwards, without incident [ndlr : I skipped level 2 of the Delve, as the Giant Bug enemy were of little interest, and more to the point, the Curse of War are present from level 3 onwards : far more interesting from a narrative viewpoint !]  


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Scenario Parameters :

This is Depth 3 of the Delve

Difficulty adjustments are +1 Enemy and +1 Objective Marker for Depth 3.  As of Depth 3, always use the Curse of War encounter tables, and remember that encounters with them are at +1 Enemy (p. 207).

On this level, the defense against the Cult of Sisyn had obviously been regrouped, for the heroes faced Forsaken Infantry, eleven of them, of whom two with bows, plus a sergeant.  Mina whispered back to the company that yet more Foe Lurked, in unknown quantities, in the centre of the assembly area.

The Heroes can exit off any edge of the battle zone, except the one they entered through.  If they have not Achieved the Objective at that point, a Flight in the Dark roll is required as normal.

Above and beyond that, the edge across which the most heroes have exited, is the Primary Exit Edge.  Any heroes who exit off another edge must make a Flight in the Dark roll even if the company have Achieved their Objective or, for that matter Held the Field.  

It is vital to gather as much information as possible as to what lies ahead, for the ultimate goal of this delve is to find the hideout of the Curse of War.  If all of the objective markers are explored, earn 1 Story Point

Terrain is set up as per the generic rules (p.128-129).

In a Site Battle, going is normally difficult, so decrease base move rates by 1", and only characters with the Crawling trait can Dash; but that rule is suspended for this scenario.  No ranged attacks can be made beyond 8".

This is a Site Battle, see p.142 for the rules concerning it.

To Achieve their Objective the heroes must uncover at least three exploration markers.

Under Siege (p.219) is in effect, so since a Unique Foe is present, if it is not slain, a roll must be made on the Enemy Plans Table (p.207).

A roll should in theory be made after this scenario to see if the Delve is cleared out, but from a narrative point of view, ignore this rule.

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