H:RotG Chapter 13: Slay Ride

Victorious laughter, gasps of the wounded, and silent but ever-baffled disbelief intermingle within the ranks of the intrepid adventurers as they flee into the wilderness from their latest escapade. Having discovered the battered home of their friend Shards, who was abducted by the Glitterati, the group’s new ally Rhyn moved in to investigate. However, as she withdrew the party was spotted and attacked, only for a lucky avocado-based critical hit and the pre-programed explosion of their accompanying construct (both at the hands of one Professor Hydran) to save the day and buy them just enough time to get out of harm’s way.

Eventually making enough distance from the scene of the explosion to safely camp out, the party takes what little evening is left to lick their wounds and get some rest. Waking with sore-but-able bodies, they move double-time towards where they now know the general direction of Fort Breakneck, both in fear of what may chase them and in determination to save their friend.

As the group continues deeper into the heart of the Fringe, murky wetlands give way to higher ground in the form of slender, spire-like mountains, cutting through the skies above our heroes like scissors zig-zagging through heavy dark cloth. The disorienting echoes of bestial cries bounce between the peaks, throwing off their ability to detect approaching danger. A clearing, easily inferred as the home of one of these beasts, makes itself apparent to the intrepid travelers- rather than bumbling into an ambush, they tuck themselves away into the shadow creases surrounding the den. Some time passes, and eventually a beast does emerge- a slender salamander-esque being, oily-skinned and with rows upon rows of stout, clawed legs. It’s long-snouted, snakelike head is crowned on either side with curled ram horns, and a flexible tail whips to and fro at it’s other end.

Bending down and away to consume some of the humanoid remains clustered in the corner of it’s home, the party leaps at the opportunity to sneak attack the beast. A brief but deadly battle ensues as the creature reveals it’s ability to spew powerful blasts of lightning, shaking the mountains with its electric breath weapon before succumbing to the power of the group’s sheer strength. Amongst the rubble they find, of all things, a small diary, where the creature had scribbled some rudimentary notes of it’s origin as a Thunderfleet experiment built to combat the firepower of opposing draconic forces- however, after realizing that it could not discern the difference between draconic friend and foe the project was dropped. The adventurers took this knowledge with them, alongside the severed head of the creature itself, hoping to make use of the remaining lightning-aligned quintessence that may rest within it.

Confident after the successful battle, the party traversed on with a bit more gusto. Things remained uneventful for some time, until they eventually reached a stretch of steep canyon. On either side half-carved into the walls were life-sized soldiers- humanoid in body, but with heads that looked like that of a bowing purple dragon. Kris mulls them over, recalling that areas like these were carved out to memorialize the fallen soldiers of the Fringe, “honoring” their spirits by depicting them with the head of “perfect beings”. Not bothering to spend their sparse time to reflect on the self-righteousness of this practice, the party is taken by surprise by a young man blocking their path, donned in mages’ robes. He introduces himself as Donner, a member of the Mithral Krew, otherwise known to the group as the menacing mercenaries that had been guarding the remains of Shards’ home.

Though they scoffed at the lone caster boldly proclaiming that he could halt the group in their tracks, they were soon proven that he was not to be underestimated as the canyon statues broke free from the constraints of the mountain. With spears, swords and bows in hand, the risen soldiers began pelting the party with everything they had, quickly beating them down and causing them to flee in fear of death. As they clambered over the final major wall that could cover the group long enough to escape, Kris was critically wounded by a perfectly aimed stony spear.

Bluffing away the party’s suspicions about the gravity of her wounds, the group scrambles deeper into the spires of the Southwestern Fringe. Desperate for any form of shelter against the stone soldiers, they push aside their reservations about breaking and entering as they charge through the doors of a lavish-yet-decrepit lodge. Slamming the door shut behind them, they soon realize they’ve traded one danger for another as yowls echo through the dark halls of the building’s lobby. Three matted-furred chimeras leap from the depths, hunger in their eyes as they hope to claim the battered adventurers as their next meal.

Swords, spells and slashes clash, but thankfully the heroes’ journey doesn’t end in the maw of desperate beasts and the creatures are slain. Curious about how three entire creatures of this rarity and ferocity were stowed away in a home like this, the party dares to crawl deeper into the lodge proper. No more beasts await them, but instead they are greeted by a similarly strange sight- a gaunt-faced human man seated in an ornate wooden chair in the center of the dining area. In one hand is a feather-edged sword glowing with dark energy, and in the other a face-down playing card resting on his lap. Around his neck a golden chain, dangling at it’s base a carved box lined with velvet. It’s apparent at a glance that the card in his hand came from the unorthodox jewelry box, but whether or not this scene is still dangerous is unknowable until approached directly.

Daring to venture forth is Kefyn Cactar, hopeful that his hexblade patron Ray could consume the dark quintessence that surrounds the man. Thankfully he can, absorbing the inky darkness around the blade as well as the blade- and the man wielding it. The card falls to the floor, turning face up to reveal a somewhat familiar sight- a tarot card, depicting a vast inky darkness and hastily labeled “The Void” in an elven script. Discerning that this man had done this to himself, the party took little qualms with claiming the goods in his home that would turn to dust otherwise. Amongst these treasures was a #1 Dad mug, but with the #1 scratched out and replaced with “A”, as well as a three-lock safe that apparently had his entire family’s fortune within it, blessing the group with a mind-boggling amount of wealth.

Exhausted after fitting three tough battles into a single day, the group took one final bounty from the nameless rich man in the enjoyment of his cushy pillows and other furniture. During the night watch, Rok peered into the darkness and was haunted by impossible visions- four-legged creatures, with the upper halves of humanoids and majestic equine lower halves. She’s convinced of their existence, and that they’ve been alerted of the party’s presence- but as she runs to alert her allies her eyes flash open, revealing that it was but a silly dream all along. After all, there may be strange monstrosities in this world, but half-horse half-humanoids other than the Ramroks of Ohwald? Not possible.

Unfortunately for the group’s travel pace, sleeping on her wounds has only caused Kris Nifeton’s injury to grow worse. Reviewing where the spear had impaled her shoulder, the group conceded to the fact that if they didn’t get her professional help their friend may not make it to Fort Breakneck at all, much less to the point where she’d be able to help infiltrate the fortress itself. Scouting ahead revealed a remote, valley-nestled town- one that could be indifferent towards the group, or could potentially be just as dangerous as the beasts they’d dealt with the day prior.

Uncertain about the reception they may receive, but willing to confront such to help their battle-battered ally, the party chose to venture into the town before them. The posted guards were stalwart, but not immediately hostile, demanding “papers” in order to allow the group in. Even without such they weren’t entirely heartless, allowing them to enter so long as they navigated straight to the doctor that could stabilize their friend. Though they were relieved at what they perceived was a moment of respite, this “peaceful" town had much more in store for the hapless heroes.

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 TBD