[Note: this adventure report is rather old, but is precursor material for the death of my character, described here].
When we last viewed our heroes’ progress, they had stumbled on hints of a secret, evil collaboration between the Cygnaran navy and the undead rulers of Cryx. However, they had no time to further explore this problem, because they had a mission to complete. Leaving unanswered questions behind them, they took their ship back to the high seas and sailed towards the corrupted Scharde Islands, domain of the Cryx. Their first stop was to be the ancestral home of the trollkin fell-caller, Carlass. She and her warbeast Hrif were the last survivors of her village, which was overrun by the corruption of Cryx while she was on a fishing trip, and it was her desire to return to the island where her kin fell, to reconsecrate it to Dhunia. After this short visit, they would head to the location that their employer, Katrina, believed held the fabled Steam Spire.
Consecration and desecration
They reached Carlass’s home island a few days later, and put into a small and sheltered bay surrounded by marsh and lightly-forested hills. The marsh, Carlass told them, had once been a productive and pleasant locale, but had turned fetid under the influence of the corruption. They passed through it to the trollkin village proper. This had fallen into decay under the encroachment of blight and the tropical environment. Rough stone longhouses dotted the hillside in a small cluster, their roofs falling in and walls already crumbling as thick and poisonous vines twined through them.
Carlass and Hrif wasted no time. They swiftly moved from house to house, hanging little windchimes in the corners of the buildings and lighting incense in their doorways. Once they had adorned all the houses, the group gathered in the central square of the town to wait while Carlass and Hrif began a prayer to Dhunia. This little ritual took them some time and involved a little blood, but they waited patiently. As always, Carlass showed no embarrassment about conducting her rituals before others, and ignored them completely. When she was done, Alyvia offered to help her take down the wind chimes, but was met by a confused and cold stare – the chimes must remain up until Dhunia took them. Now they must all walk to the runestones just to the north of the town, to pay their respects.
Unfortunately, they didn’t make it to the runestones. As they emerged from the village they saw a force of Cryxian horrors sweeping down the hills towards them. They were led by a team of some kind of part-zombie, part-machine monstrosities, being whipped on by a sorcerer of some kind. This little mob of abominations was accompanied by some kind of demonic sharpshooter – and a machine wraith. Unfortunate this, for Alyvia had brought one of their warjacks with them, but their warcaster was still aboard ship …
They charged to battle, the warjack laying down a barrage of fire as they approached. The machine wraith blinked out of existence and appeared moments later in the warjack. Now the PCs faced their own warjack as a foe! It’s first act was to dismember the three human marines who had accompanied the group up the hill, and then to attack Captain Breaker, who stood near it. Up the hill, Hrif and Carlass made short work of the zombie-machines while Alyvia tried to pin down the sorcerer. The sharpshooter was nowhere to be seen. They soon smashed the sorcerer and his zombie-machines, but by the time the job was done the warjack had defeated Breaker, preparing to stomp on his head once he was down. The sight of Breaker broken and battered in the dirt at the warjack’s feet was too much for Hrif, who charged down the hill and leapt onto the ‘jack’s carapace. He then furiously but methodically destroyed the machine, reducing it to a pile of scrap in his berzerk attempt to drag out the machine wraith. Now the sharpshooter joined the battle but was soon forced to flee, and their final act was the slaughter of the machine wraith as it emerged from its battered shell.
They rushed to Breaker’s side to help him, and though he was far gone they were able to bring him back. However, they realized that his left arm had been pierced by some kind of Cryxian sword – perhaps the sharpshooter or the wraith had cut him? – and he was already beginning to fall prey to the corruption. There was only one solution – to remove the arm. They looked at each other. No one had the strength to do this quickly enough to spare Breaker pain and corruption. What to do? Carlass grunted, and looked meaningfully at Hrif. He understood. One bite later, and Breaker had lost his arm just above the elbow, but the corruption was gone. The group had triumphed, but at the cost of one of their warjacks and Breaker’s arm. He could no longer wield his cannons, and he could not wear a shield in battle. Sometime soon they would need to find him a metal arm.
It seemed that Carlass’s home ground could only bring her grief, and her companions pain. They briefly visited the runestones to make their homage, and then in a fit of rage Hrif uprooted the whole thing. They returned to the ship, and consigned Carlass’s kriel to memory. She had a new kriel now.
The Cryxian nest
From here they sailed for another few days to the location of the fabled Steam Spire. This unprepossessing island showed no outward signs of being the location of a legendary artifact, but Katrina knew better. She led the group underground, along subterranean tunnels to a wide underground lake. Here they found boats pulled up on the shore, obviously recently used. The boats were large enough to carry the party members and the four marines they had brought with them – but not Hrif. He could swim beside them, but something about the dark and placid lake was strangely forbidding, and the characters didn’t like the idea of Hrif doing that. There was nothing for it but to leave him on the shore. Carlass whispered a few words of reassurance, and perhaps gave him some orders[1], and then they pushed the boats out into the water.
The lake opened into an underground river. They followed this a little way in, but soon realized the wisdom of leaving Hrif behind. Strange shark-like crocodile things leapt from the water as they traveled, dragging one of the marines off the boat to his bloody death; others began to smash at the bottom of the boats. They rowed furiously, but by the time they reached a sandy beach deeper in the underground complex the boats were almost sunk, and they had lost all their marines.
They found themselves beached on a kind of dam that stilled and redirected the flow of the river. The beach was overlooked by stone ramparts of some kind of fortress that completely blocked the tunnel. They entered this fortress with ease, Alyvia climbing the walls to open a gate mechanism; no one was here to stop them. Inside they found a few outhouses that might once have been barracks or armouries, and a central room containing a statue that looked something like a shrine. Carlass entered this room, but the walls behind her sealed shut and the statue came to life, attacking her! By the time the others had managed to blow their way through the wall she had shattered the statue with the power of her fell calling, though, and was safe.
Finding nothing else in this fortress, they left by a gate on the far side from that by which they had entered. They moved on, deeper into the Cryxian nest.
Captured!
Again they entered tunnels, now darker and narrower than before, and they were some distance down them before they realized they had entered a trap. A team of six huge, black-skinned Ogrun appeared before them, carrying crossbows and spears; behind them emerged six more. The lead Ogrun demanded their immediate surrender, and after a moment’s pause they agreed. Breaker and Carlass laid down their weapons; Katrina laid down hers too, including a bandolier of six grenades. Alyvia, seeing her chance, yelled “hit the deck!” and opened fire on the grenades. These exploded, killing four Ogrun instantly, and suddenly battle was joined! Unfortunately, our heroes were all lying prone when battle was joined, and were soon at the mercy of the remaining eight Ogrun. They were now forced to surrender, but this time they were roughed up and bloodied before they were allowed to stand. Alyvia’s desperate attempt at escape had bought them only extra injuries.
And so they were carried away, captive and unconscious, into the Cryxian nest …
—
fn1: Though I foolishly didn’t clarify what we told him to do – this would prove both a curse and a boon in the following session …
Image credit: the first picture was produced by Breaker’s player, Eddie.
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