Part 5 of the Rune Stones saga.
This uses part of Open Design's Courts of the Shadow Fey.
Players went from level 11 to level 13 with remarkably little combat.
We lost Reason and gained Chary in this one.
Dawn breaks all to soon and the parting of the ways can no longer be denied. In the cold of the Kargzant morning, the companions old and new assemble at the stone circle, making last minute adjustments to stirrup leathers and equipment.
Reason, securely mounted on an outstandingly placid mare, prepares to read the ritual that will open the Shadow Road and lead you into the strange world of the fey.
As the words finish and the runes glow gently, the bleak plains of Kargzant seem warm and inviting in comparison to the misty path opening before you. Ahead, the world seems bleached of colour as you catch glimpses of ghostly woods. It occurs to you that you have seen no trees since you entered the lands of the People, but here they abut the joining of the worlds.
Spoiler:
Note that any mundane shopping or ritual buying can be completed on the discussion thread.
"Ixu, watch the skies. Let's move." Whiteclaw says. She shifts into the form of a wolf and leads the way into the path. Ixu takes to the air and will fly over and around the group as they proceed.
Your new steeds are Kargzant warhorses. They have slightly butcher stats than normal warhorses and in the case of anyone with Mounted Combat, a beefed up special attack.
Kargzant horses are devoid of white markings and are usually a hard bay or other solid colour. Greys and chestnuts are rare, and considered to be marked by the Moon Mare (grey) or Sun Stallion (chestnut) and particularly prized.
Tutaval's mount, Suntide is a bright chestnut, as befits a chieftain's son.
Kargzant warhorse stats
Spoiler:
Kargzant Warhorse
Level 7 Brute
HP 99; Bloodied 49
AC 21; Fortitude 20, Reflex 18, Will 17
Speed 8
Perception +10 Init +6
Rider's Acrobatics, Athletics, Endurance, and Stealth
Kick (standard, at-will)
+10 vs AC; 2d10+1 damage.
Trample (standard, at-will)
The warhorse can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the warhorse must end its move in an unoccupied space. When it enters an enemy’s space, the warhorse makes a trample attack: +8 vs Reflex; 2d10+3 damage, and the target is knocked prone.
Charger (while mounted by a friendly rider of 3rd level or higher with the mounted combat feat; at-will) Mount
The warhorse grants its rider a +5 bonus to damage rolls on charge attacks.
Defensive Kick (while mounted by a friendly rider of 3rd level or higher with the mounted combat feat; immediate reaction when an enemy moves into flanking position)
+8 vs triggering enemy's Ref; 1d10+4 damage and push target two squares.
Alignment Unaligned Languages -
Str 20 (+8) Dex 17 (+6) Wis 15 (+5)
Con 19 (+7) Int 2 (-1) Cha 11 (+3)
The mists close behind the party quite gently as the noises of Kargzant are gradually replaced by the soft rustle of leaves and the thud of your horses hooves changes to a muffled drumming as they walk on the mulch of years of fallen greenery.
For Tutavak, it is an entirely alien world. Even for those accustomed to forests, the washed out colour and sense of otherness is difference enough.
For an hour or so you journey peacefully, almost lulled by the rhythmic sounds of your horses, your own breathing and the soothing swoop of Ixu far above. It gradually dawns on you that you do not seem to be traveling far. The stretch of woodland does not change and this is just enough to set your nerve endings jangling. Before you have time to wonder too much, Ixu lands in front of the party.
"There are things in the forest ahead. Also holes in the ground and a stone gateway on a hill. The path goes through it I think, but it won't let me pass. It kept throwing me back," she adds petulantly.
"Mother? When am I going to have treasure to play with? I have vanquished evil, but I have no hoard."
M Human / Kargzant Hybrid Fighter/Ranger 14 / Soul Igniter
To Tutavak, having a dragon give a scouting report is slightly less foreign than the unchanging terrain. Despite his earlier protestations, he is anxious. He focuses on the part he is closest to understanding.
Arianwyn suspects that they are forest marauders. These fey giants, clothe themselves in the stuff of the Shadow realm and use their spears to drive victims into traps. If so, they are not over intelligent and are likely to be under the control of some other creature.
It wasn't until she entered the shadowed forest that Kia realised how much she has been missing trees. So, even though she knows this could well be tedious and dangerous, her spirits lift for a bit and she smiles at her surroundings.
On hearing the news, she gives the party the benefit of her experience.
"We should be careful."
Kia checks her bow and sword to make sure they are ready for use.
The intrepid pair round a curve in the Shadow Road and see that Ixu was right. Twelve foot tall figures blend into the woods at the edges of the road, waiting for travellers. Each marauder bears a spear which glows with baleful read light and they are, as Ixu described, dressed in rags of shadow. From the woods themselves, groans echo quietly.
Thus far you have not been spotted and are just south of the yellow square on the map. The yellow area signifies nothing in particular - it's just your entry point.
Tutavak looks up the shadow road as negotiations continue and spots the leaf covered pits close to each marauder. Now marked with small purple stars.
"We work to add to the shades of the woods. You may yet join them." The tone is unmistakeably menacing now.
Kia/Whiteclaw/Reason
Spoiler:
From up ahead, the rest of the group can hear Arianwyn's bell-like tones and a rumbling reply. The words are not distinct, but you're all familiar enough with your warlock to sense that trouble is probably brewing.
"Insubordinate clods!" Arianwyn growls, "We are bidden to attend the Queen of Air and Darkness. Ye dare much to thwart us. Passage will be ours. Cease thy folly."