Act II: On the Trail
Across the Broken Hills
If the heroes wish to follow the map, it takes a Tracking or Survival success twice each day to keep to the trail. Though there are no random encounters detailed here; if the heroes tarry at the fort or Bald Hill, or if they choose not to follow the trail, the GM should feel free to develop his or her own random encounter tables.
If the heroes do follow the trail, there are three encounters that could provide items and information helpful to entering the dungeon and defeating the hydra’s plans.
Knights and Bleakmen
The twisting and rugged trail opens up to a hilltop field where two mounted parties clash. One group in plate armor and finery fight under the banner of the Commonwealth, and seem to be the worse for the engagement. The second troop wears piecemeal armor and fight under a fist clenching a bundle of arrows motif. As the battle comes into view, a grossly fat priest stands in his stirrups and blows a horn. From a hidden draw ride a second group of horsemen, discharging their flintlock rifles as they charge. The Commonwealth commander drops with his warhorse, as the knights rally for the final charge. |
A troop of knights from the Order of the Coin struck into the hills days before the heroes to investigate the fate of Fort Durgin. Their commander, Sir Harfort, finding the fort destroyed, set out to find those responsible. The troop wandered the hills for a week, finding no sign of their enemies until today. Harfort lies under his dead horse, shot through the face by a Bleakman pistoleer. The rest of his troop fights on bravely lead by Sir Yuven. Five of the knights are incapacitated (not counting Harfort who is well and truly dead...for now). All remaining knights are Shaken as the encounter opens, and all but the lancers are on foot (as their horses are dead).
The Bleakmen are lead by Kaviel Pratch, an Infernal priest of the Devil King Pez’Sprit. The group serves the cambion baron Kas’Deya. It is the cambion that is charged with finding the Balor’s Skull, as well as other Infernal artifacts and thus is keeping close watch on his master’s Devastator.
The Combatants
Knights of the Coin (6 – Two scouts, Commander (Sir Yuven) and three lancers).
Bleakmen Warriors (2 per Wild Card + 5)
Kaviel Pratch (Wild Card)
Infernal Zombie (Sir Harford and his warhorse in round 2)
Development
Appropriate knowledge checks identify the Bleakmen and the Knights of the Coin by their banners.
The knights fight until all are slain; they neither surrender nor flee. If the Bleakmen win the day, they descend on the wounded and incapacitated with their hatchets and knives. Kaviel promptly raises as many of them and their horses as he can and sets the zombies loose in the hills.
If the heroes intervene, Kaviel concentrates the bulk of his forces on the heroes, using his powers to support them, though he sends five of his men to finish off the knights with their rifles and pistols. His first action, however, is to raise Sir Harfort and his horse using the Zombie Power. Unless disrupted, they join the fight in round 2 as Infernal Zombies.
The Order’s scouts crouch behind their dead horses and fire their crossbows, while the three lancers wheel and charge until slain. Yuven fights from the ground with his flail attempting to seize an enemy horse since he is a better fighter from horseback.
If Kaviel loses more than half of his men, or if he receives a Wound, he wheels his horse and flees.
If captured, Bleakmen warriors will give up the following information with an Intimidation success (and subsequent raises). Kaviel, if questioned, reveals information only on an Intimidation raise.
- Bleakmen: We serve the Baron Kas’Deya…Bastard of Hellish patron and Lord of the Shimmering Castle! We patrol these wastes in support of his minion, the Devastator.
- Devastator: She’s a bitch right out of hell…all heads and fire and nasty.
- The Horn: The Crystal Horn has been found! With it, we find the Balor’s Skull and then our fell masters can rule this world!
- (Raise): We seen that troll priest of hers and his stinking crew hot-footing it to Emerald Peak. Probably setting up an ambush for the likes of you.
- (Raise3 – Kaviel only): The Devastator is invulnerable; none can stop her. Though the blessings of the weak gods (good) and ice of the magical realms can have some effect.
Treasure
Other than their gear and horses, the Bleakmen carry 20-100 gp each in various coins, trinkets, and items. Kaviel carries 150 gp in various stuff, as well as a saddlebag full of small silver bars worth 1,500 gp. This is the Bleakman warriors' pay over the next few weeks.
Salamander Flambé
As the trail approaches Emerald Peak, it enters a deep canyon that sets the course for a torrential and steamy river. The path skirts the canyon’s rim for a few miles, then dives down to only a few feet above the river. Waves of steam rise off of the river, getting hotter as the heroes get closer to Emerald Peak. About three miles from the Peak, the heat becomes unbearable and the thick fog impenetrable. It is here that the river runs over a volcanic vent, boiling the water into a hot and heavy fog. This is the realm of the Devastator’s salamander minions.
Environment
The treacherous area around the submerged vent spans 100 yards (50 inches) in diameter.
In the area of the super-heated fog, heroes must make Vigor checks each round or receive a Fatigue level. Outside of the treacherous area, the air and water are uncomfortably warm, but not dangerous. Upriver from the vent, the water and air are cool.
The cliff-side trail is rather wide (variable from 3” to 10”) but also very slick, requiring an Agility check each round that a hero is in combat or otherwise moving quickly. Failure indicates that the hero falls prone. If a 1 is rolled on the Agility dice, the hero must make a second Agility check or fall 20’ from the trail and into the boiling river, sustaining 1d6 damage from the fall and 2d10 damage from the scalding river.
Those in the river continue to suffer 2d10 damage per round and must make a Vigor (-2) check each round or receive a Fatigue level.
The Fire Worms
About three rounds after entering the boiling fog, the heroes can detect a bright orange glow ahead on the trail and below in the churning water (Notice). Then, the salamanders are upon them, slithering up the trail and up the cliff out of the water.
Salamanders (1 per Wild Card)
The fire worms fight until killed and reveal nothing if captured. If the heroes have some way of understanding their searing language and can speak with the dead, they reveal only their devotion to the Devastator and the path through their fiery lava tunnels to the lower reaches of the Devastator’s lair.
Troll’s Last Stand
If Irinz fled Bald Hill, he and his remaining trolls arrived back at the Devastator’s lair and, after replenishing their troop, prepared an ambush/guard post at the lair’s only lower entrance. If Irinz did not escape, then there is no Wild Card for this encounter…
Environment
About three miles on, the river and canyon widen (1/4 mile for the river and a mile for the canyon). The trail side the river is flat but choked with a scrub forest. The other side of the river is a treacherous boulder field about 200 yards wide.
The ambush is set up at a massive waterfall where the canyon dead-ends at the base of Emerald Peak. The waterfall crashes into a broad lake on the shore of which is a small, dilapidated shrine.
Map -- Overview of the waterfall area
Map -- Detail of the Shrine and lair entrance
The Trolls
Irinz places a scout in the boulder field with a signal mirror. Once he spots the party, the scout signals back to the troll commander (Notice -2 to see the scout).
Irinz is stationed at a lookout post halfway up the canyon cliff near the waterfall and the entrance to the lair while his minions are arrayed below in the scrub forest near the end of the trail and in the shrine.
Broken Hills Trolls (2 per Wild Card)
Irinz (Wild Card)
Development
Irinz signals his trolls to attack and they will fire a fusillade when the heroes reach short range (Notice vs. the Troll’s hide to detect). Once they’ve fired (or if detected) they begin falling back by groups to the cover of the shrine, reloading and firing if possible. Irinz makes his way down from his lookout post, firing his bow and supporting with spells, as needed.
The whole group fights to the death.
Captured trolls know little, though they’ll give up the information below with an Intimidation success:
- Description of the Devastator
- Warning of the trapped lair entrance
- General layout of the lair
Irinz knows everything, but he’s a hard egg to crack. The GM should use his or her judgment on what to reveal. A list of the things of likely interest to the heroes:
- Devastator’s weakness
- Information on the lair
- Information on the Crystal Horn
- Information on the visitors
- Information on Kas’Deya (limited)
Treasure
Other than the gear they carry, Irinz has a small sack with 300 gp and each troll carries 2d6 gp. A golden bowl is imbedded in the marble top of the altar in the center of the shrine, though it’s filled with muddy water and the altar’s top is caked with leaves and mud. The bowl is etched with the prayers of a long forgotten god and is worth 500 gp for the gold alone or ~1,500 gp to a collector of such artifacts.
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