Difference between revisions of "April 16"

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(Created page with "The 2 main routes access Kord’s Inrun was the main travel pass through the mountains and taking a small detour across open wilderness (3 days) or a wilderness trek using a r...")
 
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The party chose to take a more difficult and less travelled path as you weren't entirely convinced the hobgoblins would  
 
The party chose to take a more difficult and less travelled path as you weren't entirely convinced the hobgoblins would  
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1. let you pass even if you did pay their toll; and/or
 
1. let you pass even if you did pay their toll; and/or
 
2. let you cross their territory when you had to leave the pass; and/or
 
2. let you cross their territory when you had to leave the pass; and/or

Revision as of 05:44, 19 June 2017

The 2 main routes access Kord’s Inrun was the main travel pass through the mountains and taking a small detour across open wilderness (3 days) or a wilderness trek using a ridge line slightly west and north of the town (4 days).

The main pass to the north was being threatened by Hobgoblins (the Agron Legion), who the Zhentarim trader was sent to negotiate a deal on behalf of Sir Racalmas (learnt from previous session).

The party chose to take a more difficult and less travelled path as you weren't entirely convinced the hobgoblins would

1. let you pass even if you did pay their toll; and/or 2. let you cross their territory when you had to leave the pass; and/or 3. play as nice as hobgoblins ever play as you were all convinced they were being paid off by the Zhentarim Trader

Along the way to Kord's Inrun (which took 4 days) some of the random sights you took in were:

  • Waterfalls
  • Ancient lava trails
  • Glaciers
  • Icy streams
  • Abandoned villages
  • Burnt Towers
  • Recent campsites - previous adventuring parties
  • Broken bridge caused by uplift (15ft)
  • Great stone arch standing with nothing else around it - no mortar - with square animals engraved (your first Carkade artefact)
  • Gorges

You had a brief run in some goblins who were trailing you, including the wolf flicking one of them into a deep crevasse.

There was a fight with a skeleton warband that included Orc berserker skeletons, cavalry skeletons, archers and warriors. They were lead by a mummy who stayed in the background during the fight on the bridge.

Kunoh was knocked off the bridge but rescued from a fatal fall by a fast acting Ephut-Ki.

At nights you saw people pulling carts headed towards what you'd learn was a Carkade ruin.

You passed the walls of the ancient Carkade fort that had a battalion of skeletal guards watching you as you all passed and as you approached the valley near Kord's Inrun hobgoblin bodies strung up as a clear marker between the territories of the undead and the hobgoblins.

Kord’s Inrun is a huge peak some 16000 ft at it highest and 12000ft accessible at the caldera (which was where you needed to be). The mountain is used as a temporary rest stop by wind drakes as part of their global migration. It is one of the rare times the drakes spend time on land.

It is steep and treacherous to access and required climbing skills to reach the caldera.

BUT before you reached the mountain, you had to cross a mountain valley containing several temporary hobgoblin fortifications, army pickets and patrols.

In a daring effort you managed to subdue the first hobgoblin sniper but all descended quickly into farce as a most excellent Benny Hill chase scene saw the party fleeing from the entire hobgoblin legion at night across the valley.