The party marched back to the boat and sail downriver and out into the sea to reach the Cnivian Kingdom. Decided to give Hrafnkel [Raf-n-kel] an additional +5% to attack and parry categories as the character was a 2 HD NPC before being converted to a playable character via Hawkmoon.
Althrow Tams decided to devote time to training the griffons
(player had to do something and came back later). Paid up the survivors at
Culemwardern, but as they rounded the cape at 06.09, they saw a flash of
feathers on the desolate shore (Successful See roll).
Thinking that Althrow Tams would never forgive them for giving up another
griffon, they came ashore and wandered around, trying to find the source. The
hinting dogs they brought with them constantly smelt and saw the bitter druid
who had abandoned living as a human. Finding a human footprint, they thought
maybe it’s some kind of bird-man monsters and Hrafnkel pushed on beyond the
rowers and dogs to fight or negotiate with it. The druid growing discontent with
the pursuit, stabbed Hrafnkel. This started a chase where the dogs, bow and footprints
allowed Hrafnkel to track the druid who eventually was wrestled down with more
stabbing into Hrafnkel.
I had forgotten that invisibility in WUtC lasted until violone, but Stormbringer
is a more powerful setting anyway. They did not find his treasure.
Hrafnkel and Yerstor form an unlikely duo as Hrafnkel realises
he can lead the dim-witted noble along.
Realising it was a man who wouldn’t talk but squawked, they
took him into neighbouring Cloyne where the villagers were greatly afraid. Fo
the druid was their protector and the feared the wrath of the druids. Beyf the
lord suggested waiting for the druids to pass judgement and that night, a whirlwind
and blood bubbling from the earth brought forth imperious and cruel voices.
The Druids demanded they release their fellow and come to
the Stone Circle at 05.10 to undergo a penance task. The voice’s demeanour not
improved by the party’s varying levels of disconnected bargaining and accidental
insults to the prickly masters of flesh and spirit. Including throwing coins on
the ground as compensation, for not knowing where to offer it.
The next day the party travelled south to foggy Belcarra, where they nervously eyed
the large pyre before being wordlessly directed south again into the hills,
where lay the Stone Circle.
Disgusted by the coprolitic nature of the druid’s
divinations, they quickly wanted to know their task and were told to go and
slay the men who left mortality by becoming stone men at 04.13. This was solely
to demonstrate the weakness of the Church worshiping lord of Blulach and they must
announce this in the square after.
The druids mutter they could have given worse tasks like
finding the lost druids of the Moerheb Weald, and only because the party are
monster-slayers and cleansers of Donenashoe do they even offer penance.
The party sleep away from the Stone Circle and quickly march
along the coast. On the way the see the pirates at 06.10 in their deep narrow
cove. Catching them unawares, they peek over the ridge and see the treasure
being sorted and counted. Debating on what to do, Hrafnkel and Yerstor
misunderstand the number of the pirates and march down to challenge Niamh to
single combat. They are quickly surrounded, and all seems lost.
Despaerate negotaitions reveal Niamh’s dislikes and her
raiding target. She is most amused by the two’s actions. A Luck roll imported
from Call of Cthulhu, rolling under POW x 5% and getting a critical reveals the
distant shape of the Screaming Rock on the horizon. The pirates flee, taking
the treasure and food with them.
After quickly explaining via the rowers and Hrafnkel giving local exposition. There
are several player misconceptions before the party realise they might not have
the capacity to fight the horrors within and decide to make themselves scarce.
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