Dragonbane: Alone in Deepfall Breach Session 6- Another Way Around

Though not life threatening, Aleric plans to deal with his wounds. From there we press on deeper into the Breach!

2. Unknown- The Cultist's Guard Hut

Aleric winces as he strips off his shirt to examine his wound. The blood has stopped, but the large gash in his shoulder will need some attention before he continues. Before he spends too much time tending the wound, he quickly searches for any medical supplies that the cultist might have had in their hut.

 
Oracle: Is there anything useful in the hut that Aleric finds for healing? 4: Yes Aleric finds something that will be helpful in his journey!


Aleric quickly moves to the cabinets and storage areas in the hut, looking for anything that might help him recover. He opens a cabinet and finds a medical kit within. Old moth eaten bandages are within, but tucked beneath is a vial with a glowing metallic red liquid contained within. A healing potion! “Ah! Perfect, this will get me back on my feet to press forward without spending too much time.” He quickly uncorks and quaffs the potion down.

 
Roll: Healing Potion, Basic (2d6 healing): 6; Aleric is fully healed by the potion


As he drinks the potion, he can feel the rejuvenating liquid acting quickly. In a moment, the slash in his shoulder has stitched itself back together, leaving a slightly tender pink line just barely present underneath his fur. “That did just the trick!”  He thinks to himself as he quickly begins dressing and strapping his armor back on. In less time than he had planned, Aleric is healed and ready to move on from the guard post. Pulling his pack on and strapping his longsword to his back, he steps out of the hut and continues on down the tunnel to the next obstacle between him and the Worldbreaker shard.

 
GM Note: Since Aleric didn’t spend a shift rest to recover, I’m going to say that the threat for this mission does not increase. He quickly searched the cabinets and found the healing potion. If he had rested to recover, the threat would have increased, but since he used a consumable resource we’ll rule that it was only a momentary break before he presses on!

3. Unknown

 
GM Note: The next leg is unknown to Aleric. Let's find out what awaits him!


 
Oracle: Area table- 14; Natural Cave  
Location Details- 3; Oddity  
Rolling for an Oddity- 19; Unnatural Darkness


Aleric finds the exit to the large natural cavern leading deeper into the breach. He follows the tunnel for some time before he realizes that a darkness is setting in around him. Soon he will be unable to navigate the twisting tunnel with only his eyes. He sets down his pack and pulls out a torch, lighting it with his tinder and flint set. He holds the torch up high above his head, hoping to see farther down the tunnel. Quickly he realizes that the darkness is not lifted by the light of his torch. “Damn, must be some sort of spell set upon the way forward. This darkness… Its not natural.” He quickly douses his torch, not wanting to waste the fuel in case he needs it later. In the darkness, he closes his eyes and sniffs the air with his wolf-like nose.

 
Oracle: Is Aleric able to pick up a scent using his Hunting Instincts ability to find his way through the cavern? Likely (boon): 4- Yes!


Aleric takes a moment, sniffing at the air trying to find a scent that might lead him forward in the darkness. In a moment he’s caught onto the foul odor that he recognizes as iron and smoke. “That scent, that's familiar… The cultists! They all have this same stench about them! I can use this to navigate through the darkness.” With the scent caught, he carefully moves forward, navigating the cave system easily, even robbed of his sight.

 
GM Note: With Aleric’s ability to track scent, he can use his wolfkin ability Hunting instincts to guide him out of the cave system. This will spend 3 willpower points, but is much better for him than stumbling around in the darkness until he finds a way out.
Aleric Willpower (11/16)



Though the going is still much slower than if he was able to navigate by the light of his torch, Aleric is used to tracking scents through the forests on a hunt. This is not much different, only that he must solely rely on his sense of smell. He moves cautiously, though is not too slowed that traversing the cave system delays his way forward. Finally after some time following his nose, he recognizes the faint glow of light through his closed eyelids. Opening his eyes, he finds himself at the mouth of a well lit tunnel, torches held in sconces leading out of the unnatural darkness. With a sigh of relief, he picks up the pace moving forward, hoping to make up what little time he lost wandering around in the dark.

4. Fool’s Crossing

The lit tunnel opens up into a massive cavern in front of Aleric. It appears as if the ceiling of the room is open above, as natural sunlight fills the cavern here. From his vantage point at the opening to the cavern, Aleric sees a decent sized camp that appears to be set up at the foot of a wide bridge spanning a massive chasm. From here, Aleric recognizes Orcs manning the perimeter of the camp. The Orcs are not dressed in the cultist cloaks that he’s become familiar with, and so he chances approaching the encampment unarmed and in the open. He makes his way forward, hailing the camp sentry from a distance.

Waving his hand over his head from a distance, Aleric calls out to the sentry. “Hail! Sentry! I come baring news from above!”  As the guard turns towards the noise and spots Aleric, the wolfkin holds his hands above his head to show the guard that he is unarmed and not dangerous. Quickly the sentry bares his spear in Aleric’s direction, calling out, “Who are ya and what be your business!?” Aleric stops his advance, motioning to his bare hands with a nod. “Simply trying to pass through. I’ve got some information from another Orc that I rescued from some cultists. Gorum. Name sound familiar?” The sentry lowers his spear, exclaiming, “Gorum! Ah thank the Mother Orc he’s been found? The chief will want to hear of this. Quick, come with me.”  

The sentry calls out to another orc to take his place at the outskirts of the camp before he motions to Aleric to follow. He says Gorum is the chief’s cousin. They had sent parties out to look for him once he had been gone for a few days but they had no luck in finding any trace of his whereabouts. The sentry stops in front of a large tent, voices can be heard within. Some kind of meeting. The sentry tells Aleric to wait here before stepping into the tent. After a moment the sentry returns, motioning for Aleric to come inside.

Aleric finds himself stepping into a large pavilion tent, spacious on the inside. Several orcs sit around a table appearing to just be in some sort of discussion, though all eyes are presently on him as he steps forward. The sentry gives a salute before departing, leaving Aleric with the chief and his consults. Aleric waits for the chief to address him as the large orc eyes him up and down. After a brief moment he finally speaks. “My name is Chief Rungark, leader of this small band of Orcs. My sentry says you have information about Gorum’s whereabouts. Tell me, what do you know about what happened to my cousin?” Aleric gives a nod as the chief addresses him, “My name is Aleric of the Northern Wolfkin. I have come to the breach in search of training from a mighty wolfkin warrior who was rumored to be living in these lands. His name was Ingolfr, though he goes by Stone-Gaze now. He keeps watch over the breach above and has powers to see deep into the breach. He saw that cultists had taken an orc prisoner and were planning to sacrifice him in some occult ritual. Luckily just as Stone-Gaze had seen this vision, I stumbled upon his small chapel that he calls home. Stone-Gaze sent me down into the breach so that I might rescue Gorum. And rescue him I did! You’ll be happy to know, he is safe and recovering from the ordeal above, in Stone-Gaze’s Chapel.”

Aleric pauses for a moment before continuing on. “As for why I am currently here also has to do with Gorum. Turns out that he somehow came into some information about the cultists deeper in the breach. Turns out they’ve come by a piece of the Worldbreaker spear. Some cultist named Arioch has possession of the shard. Stone-Gaze has sent me in to find this cultist and separate him from this precious shard.”  Rungark listens carefully, visibly relaing as Aleric mentions Gorum’s safe rescue, but the tension returns as soon as Aleric mentions Arioch and the Worldbreaker shard. “This is unfortunate news… A powerful weapon such as this in the hands of our enemies could be the end of our tribe and all of the misty vale. Alas, I do not know if we will be much help. We came to this bridge several days ago while searching for Gorum ourselves. The cultists man an encampment on the far side and the bridge is blocked by some sort of magical barrier. Even if we make it across the bridge unscathed by the cultists' arrows, we cannot pass through to the other side.”

Aleric listens, thinking for a moment about the new information. “There must be some alternative way around, is there not? Even for just one person to pass through? With Gorum found, we may not need to find a way to deactivate this barrier if at least I can get past.”

 
Oracle: Is there another way around the chasm that at least Aleric might be able to take? (Likely; roll with a boon)- 4; There is another way around that will at least get Aleric to the other side.

What is the alternative path? (Roll: Area)- 15; A plunging shaft.

Is there some kind of danger that stops the orcs from using this alternative path? (Likely; roll with a boon)- 4; Yes, something dangerous is guarding the path.

What is guarding the path? Roll: (Inhabitant- 9); Giant spider.

Will Rungark help Aleric deal with the spider? (Likely; roll with a boon)- 6; Extreme yes!



Rungark thinks for a moment, studying Aleric with a thorough eye. “We did find another way. There’s a shaft not far off from here. Leads down to the base of this chasm. From the top of the shaft, we can see that there is an easy climb to get out on the other side. We assume the magic that’s blocking the bridge isn’t present there, but we haven’t been able to confirm that. The base of the chasm houses a massive spider. It killed an entire group of my scouts who were trying to investigate if the magical barrier stretches to that part of the chasm as well. It’s a longshot, but my wizards say it is very unlikely that whatever magic is stopping our advances could possibly stretch that far. The only problem is the deadly spider between here and there. Now we have no need to cross the bridge with Gorum found, but in return for you rescuing him I can spare a few soldiers to accompany you down to face the spider. Also, we estimate that the spider is quite poisonous. I’ll have one of the herbalists scrounge up an antidote for you. Best I can do for you. Unfortunately there’s no reason for us to continue our fight here. We’ll be moving out soon. But helping you on your journey is the least I can do.”

Aleric curses quietly at the mention of the giant spider, but he nods a thanks to the chief nonetheless. “Doesn’t sound like the easy way, but I guess it’ll be the only way. I’ll gladly accept the help in dealing with the spider. I’ll do my best to make sure those warriors of yours return alive when the spider is dealt with. I just need to take a moment to prepare myself before departing.” With that, Aleric salutes the chieftain before making his exit. The chieftain nods, saying he’ll find a few volunteers and make sure they find him within the hour. With that Aleric exits, finding a quiet place where he can take stock of his supplies, weapons, and armor in preparation of facing down a monstrous spider. 


Next session, Aleric will be facing down his first monster! Hopefully him and his Orc allies are able to slay the beast and the adventure continues...

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