Session 3 ended on a bit of a cliffhanger. Just as Vincent and Shira had met The Wildcard, Karsten-doo, it seemed as though Hades was set loose when meteors began raining from the sky and an enraged ice giant appeared in the fjord, smashing the place up. Unfortunately, that’s not all…
Act 1: Day 2 (Continued)
Scene 3 (Continued) | Chaos 5
From the entrance of the Avonmore Arms, Vincent, Shira, Hisham, and Calleagh bear witness to two massive meteor strikes both South (in the ruins, 7 on the map) and North (in the obsidian trader village, 9 on the map) of their location. In the distance, somewhere behind the inn and in the direction of the harbor, they hear the wails and thrashing from the ice giant and a third meteor strike (they can’t see it, but the Cold’s compound was struck).
- Chaos: 5
- Odds: A Sure Thing (1d100 within 90) — Who knows?
- 1d100: 1= Exceptional Yes! (I don’t think I’ve ever rolled a 1 in a percentile roll…)
The module text explains that a singular magic user is wielding elements of the meteor storm to her advantage, attempting to rid the cult of as many adventurers as possible. Since the result was an Exceptional Yes, we’ll assume she brought 1d6 = 5 extra friends along. Page 64 gives stats for the cultists and states that 1 in 4 Cold possess eldritch powers, so I roll for another magic user: 1d4 = (1) yes! Their power is 1d10 = (2) Black Blade’s Divine Blessing: “immune to magic […], any spells cast upon them will rebound upon the caster, no save allowed”.
Some generic stats for cultists, as stated by the module:
- Number Encountered: 1d6
- Alignment: chaotic
- Movement: 120
- Armor class: 12
- Hit dice: 1 (5 HP)
- Attacks: 1 (punch)
- Damage: 1d4/weapon
- Size: M
- Morale: 9
- Disposition: opportunistic
- Chaos: 5
- Odds: 50/50 (1d100 within 50)
- 1d100: 95 = Exceptional No!
They are frozen in place as they witness the meteor crashing into their compound.
Just down the street from the party, at the edge of Market Square, a group of 6 hooded figures stands agape as they look to the West, clearly stunned as they take in some horrific scene unfolding in the harbor. The party wastes no time evading the cultists and quickly duck back into the Avonmore Arms.
Within, they encounter none other than Zul Hightower, the man who had propositioned them as retainers just the night before. The shaven monk was heading out to investigate the commotion, but upon hearing the reports from Vincent and the others, he suggests they take their leave of Kith-Avonmore. A hasty alliance is made and the adventurers take the back door, heading North to the city’s wall, skirting the destruction in the obsidian trader’s village, and exit the city onto the Fjordtrail beyond — into the harsh, frozen wilderness of Rel-Arktos.
Rather than just abandon all the action, I ask a few fate questions of Mythic before continuing:
- Chaos: 5
- Odds:Likely (1d100 within 75)
- 1d100: 82 = No
- Chaos: 5
- Odds:Very Unlikely (1d100 within 25)
- 1d100: 73 = No
And the chaotic scene comes to a close. Chaos +1