Read all the Kith’takharos Campaign session recaps here.
While the group yearned for a return to Kith’takharos, they were also fearful of the smoke rising on the horizon. Had they succeeded only to find Kith’takharos destroyed?
As they frantically pole towards Kith’takharos, a Swamp Man craft appears on an intercept course. Sasha believes these are friendly Bright Water Swamp Men, so the group allows the Swamp Men to pole alongside. A Swamp Man shaman informs them that Kith’takharos has been saved and that the smoke represents minor fires of little concern. The shaman states that he has dreamed of meeting the group, and so they must follow him.
Luc asks the Shaman when the Dreamers will awaken. The Shaman replies: “Soon.” This must be the right answer, for the group accompanies the shaman without complaint. They follow the Swamp Men to a shore northeast of Kith’takharos, and walk overland through a shallow swamp to a small island. A black metal post topped by a golden sphere rises from the center of the island. The shaman sits with his back against the post and drinks a viscous liquid from a small bowl. With some hesitation, each group member accepts the bowl and also drinks. Soon they all sleep, and dream.
They dream of a legendary man named Sarruk Urzy, chased by Swamp Men to the point of exhaustion. Sarruk ends up at a small island with a black metal post, similar to the location at which the group sleeps. Sarruk desperately fights the Swamp Men with little hope for survival. But a second group of Swamp Men from the Bright Water Tribe arrive to aid him, and the first group of Swamp Men are defeated. The island is a Bright Water holy place.
The Bright Water contingent is led by Shaman Argosh, who carries a beautiful spear crafted from blue crystal. Argosh dreamed that Sarruk Urzy would bring his people’s enemies to the holy place. He also dreamed of peace with Kith’takharos. For this reason, the fledgling village survived its earliest and most precarious years.
Argosh’s spear is the reason the shaman has summoned the group. The spear is a holy artifact of the Bright Water and belonged to the founder of the tribe. While the Bright Water warriors assembled to defeat the Veilwalker constructs, the human Lenar Hoyt infiltrated the Bright Water village and stole the spear. Such a blow struck at the heart of Bright Water identity.
The warriors wanted to immediately march on Kith’takharos but were restrained by the shaman’s dreams. Now the group is charged with returning the spear within two dawns, or the warriors will attack Kith’takharos.
A Swamp Man warrior leads the group to Hoyt’s tracks. They follow these for most of a day. The number of tracks increase as Hoyt gathers additional men. The trail reaches a nine sided tower at least a hundred feet tall, which all assume was built by the Harlass Orn. The group enters the tower, easily finding Hoyt’s tracks in the dust upon the floor. The tracks lead up a ramp to a second floor, and up another ramp to a third floor. A ladder allows access to the roof. But there is no sign of Lenar Hoyt or his companions.
A room on the third floor holds small stone cubes in multiple colors. Illya manages to active a mechanism that fills a circular corridor with fog. Sasha walks into the fog while carrying one of the cubes, and vanishes! After a few minutes, Luc and Whiskin pick up cubes of the same color, and follow Sasha to…somewhere.
There are no more cubes of the proper color, so Illya and Larry cannot join their comrades. Instead, they search the tower for additional cubes, and find none. They return to the third floor and are confronted by a black robed humanoid that shoots lightning from its fingertips.
Meanwhile Sasha, Whiskin, and Luc have somehow been transported to a second tower. They begin exploring but soon encounter a number of large spiders with bodies the size of a large man’s head. One of the spiders shoots a web toward Luc, immobilizing him in a sticky embrace.
This session, the players began The Nine Towers adventure. The group also split up, more by accident than purpose. I love split parties. They offer me great GM enjoyment. Plus, the next session would immediately begin with plenty of action, as each smaller group continued a battle.