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Race to Foghaven

Scene One: Knight's Outpost

The heroes' ship docks in one piece at Castle Eastwatch on the western shore of Southern Ergoth.

Overview

In this scene, the heroes receive food and supplies. Lady Plata explains that getting to the Tomb has become more difficult since Foghaven Vale fell under the control of Gellidus the White. She gives them directions to Foghaven, a trip which should take about a week. According to the other Knights, there has been no sign of the Dark Knights yet.

Getting Started

The Narrator should take a look at the sidebar on page 26 that provides more information on Castle Eastwatch. Also useful is the information in Book One of Heroes of Steel about the Knights of Solamnia (pages 26 to 36) and the circle at Castle Eastwatch (page 92).

First Impressions

Captain Lindak sails the Ehoss into the small harbor north of Castle Eastwatch, where a delegation of Solamnic Knights awaits.

Castle Eastwatch is a typical Solamnic fort. The accomodations are adequate but spartan, and the daily routine proceeds with military efficiency. If the Knights here seem particular about the fine details of protocol, it is mostly because they have little else to distract them. Their mission here is to keep watch over Gellidus in case the White decides to try to expand his realm even farther, and to stand ready to aid the elven cities of Silvamori and Qualimori should the need arise.

The Story Continues

The Knights greet Lady Plata with reverence and bring the heroes to the castle, offering them food and showing them to chambers to rest or freshen up. If the heroes are not too tired from the trip, the Knights offer to let them join in the day's sword practice (see "Actions").

Later that day, the heroes are shown into a large room whose walls are hung with tapestries illustrating the history of the Solamnic Knights. Lady Plata is waiting there. She knows more about Foghaven Vale than anyone else at the castle, and either she or Gilthanas can answer any questions the heroes might have about it (refer to the Foghaven Vale sidebar on page 34). She also lectures the heroes about the importance of their mission, and asks Gilthanas if he's sure he wants to make the trip.

If the heroes ask about the weather and wildlife they will encounter during the journey. Lady Plata replies:

"The first hundred or so miles will be on the western ridge of Southern Ergoth, which Gellidus has not extended his full control over. The weather will be autumnal, but not overly harsh. The wilderness you will travel through has all the usual dangers - bears, wolverines, and wolves hunt the woods, and a small number of goblins and even hill giants make their homes there.

"When you reach the Last Gaard Mountains, you will be in land Gellidus has claimed as his own. It is very cold and windy there, and the glacier can be difficult to navigate. You would do well to make this part of your trip quickly. It is only about thirty miles from the start of Gellidus's realm to Foghaven, but the conditions make the trip very difficult. If you follow the map I give you, you should be able to get to the Vale in a little more than a week.

"Our work in the elven cities to the south prevents us from accompanying you, but you may provision yourselves from the castle stores. None of our scouts have reported seeing any Dark Knights traveling toward Foghaven, but they are a cunning lot, so be careful. We pray for your success, and that you will return to us soon. May Paladine guide you."

Throughout the conversation. Lady Plata pays special attention to Gilthanas. She knows he has been to Foghaven Vale before and teases him about an elf needing directions to a place he's already been.

She also takes care to mention that this mission inolves a very real chance of encountering a dragon. Gellidus, jealous of his territory, takes a sadistic delight in preventing travelers from visiting Huma's Tomb, one of the most common pilgrimages of years past.

Atmosphere

Because of Gellidus's influence, the weather at Castle Eastwatch is perpetually windy and chilly. The warmest days feel like late autumn, and the temperature after dark often drops to dangerous levels. Even in the relative comfort of the castle, frostbite is still a danger.

The Knights here are typical of the Solamnics: forthright, stolid, trustworthy, but not particularly warm or friendly. For further details, see the Castle Eastwatch sidebar on the next page.

Actions

Many of the actions necessary in this scene will be based on the heroes' Mental abilities. Those who wish to test themselves with blunted weapons in sword practice against one of the Knights stationed here will find a ready supply of volunteers, for the Knights enjoy the opportunity to practice against a variety of opponents. Riva Silverblade, senior Knight of this outpost, never tolerates deliberate injuries, however. If this occurs, the Knights stop the sparring sessions immediately. Narrators should resolve these mock combats using the rules for nonlethal combat in Heroes of Steel (attacker gets a -3 action penalty, no lasting damage).

The heroes may outfit themselves from the castle stores without need for a wealth action, as long as the requests are not too extravagant. The Knights suggest they take heavy clothing, since the second half of their journey will be over a glacier in brutal weather. They also recommend taking some wooden or blunted weapons, as swords and such can break in the terrible cold of Gellidus's realm.

The Narrator will want to note exactly what the heroes do (and don't) take with them. Overlooking important items such as blankets, kindling, oil, or other survival gear could result in the death of one or more heroes.

Characters

Gilthanas: Qualinesti adult male, capable demeanor, Legend, 4. Ag 8C, Dx 6A, En 7C, St 6B, Re 7A (49), Pe 8B, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -3 (chain mail), also missile weapons (long bow/+6), acute eyesight, sorcery (divination, enchantment, aeromancy), Amulet of Healing Hands.

Ariena Plata: Human adult female, purposeful demeanor, Legend. Co 11B, Ph 48A, In 13B (139), Es 13A (169), Dmg +7 (long sword), Def-5 (plate mail), also mysticism (alteration, healing, spiritualism), sorcery (cryomancy).

Solamnic Knights: Humans of varied age and demeanor, Adventurers. Co 6, Ph 6, In 6, Es 6, Dmg +7 (long swords), Def -5 (plate mail).

Outcome

At the end of this scene, the heroes have all the information, aid, and winter survival gear they need to proceed to Scene Two and begin their trek to Foghaven Vale.


Castle Eastwatch

Castle Eastwatch has been an important stronghold of the Solamnic Knights since the Age of Dreams. Originally, it was a remote outpost, a vantage point from which the Knights could keep an eye on the aggressive forces at work to the east, hence its name. As the years went on, though, the site became more important as a station for Knights making pilgrimages to visit Huma's Tomb. As the port nearest to Foghaven Vale, the outpost grew into a small community which provided accomodations, maps, and other comforts to travelers. The Knights there became known as the protectors of Foghaven and the Tomb of Huma.

The Garrison

Today the Knights stationed at Castle Eastwatch serve a role closer to that of the original garrison. They keep watch over Gellidus the White, dragon overlord of the island, opposing him when they can and protecting the remaining free cities along the western coast. Having Huma's Tomb under the absolute control of an Evil dragon is a slap in the face to every Solamnic Knight in Ansalon, but even moreso to these Knights whose traditional duty has always been to guard that hallowed site.

Because of the important role the Knights of Castle Eastwatch play in the stability of the area, the garrison has continued to grow. There are thirty Knights permanently assigned to this post, led by Riva Silverblade (human elder female, impulsive demeanor, Champion). Squires, grooms, and support personnel bring the total population of me settlement to approximately seventy.

The Knights patrol the forests and plains of the western reaches of the island. Patrols are periodically sent to the elven realms of Silvamori and Qualimori to consult with the Solamnic circles there on happenings in the southern parts of Gellidus's realm.


Scene Two: Well Begun

The heroes see signs of the Dark Knights and run across their traps (as well as anything else the Narrator wishes to throw in).

Overview

This scene covers the week spent traveling through the woods east of Castle Eastwatch. The heroes find evidence that the Dark Knights are somewhere ahead of them; there are burned out campfires and one or two traps set to deter followers. This is an ideal spot for the Narrator to include any specific wilderness scene of his own he wishes the group to play.

Getting Started

If he wants the heroes to encounter any local monsters or other fauna, the Narrator should review Chapter Six in the Book of the Fifth Age from the FIFTH AGE boxed set.

First Impressions

The Southern Ergothian countryside is rugged and beautiful. Frozen in a perpetual season of late autumn, the hills are covered with firs and skeletal husks of trees that may never bloom again. The wind blows strong and cold, but the woods supply enough protection to ward off some of its bite.

The Story Continues

During most of the time covered by this scene, the heroes will be riding horses through the wilderness. The woods will be too thick for the group to see very far ahead. The weather will be cool, but comfortable enough for heroes wearing the furs the Solamnics provided.

The group sets out to cross the wilderness of the western part of the island. To the east rise the Last Gaard Mountains that mark the boundary of Gellidus's influence. Although the White technically controls the entire island, he usually leaves the western regions alone. The journey should take about one week.

These woods harbor a number of denizens that could cause the heroes difficulty. Not the least of these are the animals native to Southern Ergoth. The food chain in the western reaches of the island has been thrown into chaos by the perpetual cold weather. Many of the larger carnivores have difficulty finding enough meat and have become much more bold about attacking humans, elves and other intelligent races.

Likewise, the arrival of Gellidus has shattered the way of life for some of the intelligent races that live in and around the woods. Goblins have become nomadic tribes wandering the woods and eking out whatever living they can manage. To them, the heroes - loaded down with food and supplies - represent a bountiful catch. There are even one or two hill giants who have found that their homeland has become too brutal and unforgiving a place to live. They occasionally wander down into the woods to look for food.

Regardless of whether they meet up with any of the local wildlife, on the third day out, the heroes come across a clearing that was obviously used as a campsite only a few days previously. There are the remnants of a fire, some discarded refuse, and a fir grove with broken branches and trampled down grass. About one day's ride later, they find a similar camp. The tracks around the site indicate that the Dark Knights are but a day's ride ahead! Unfortunately, traps await them in each of these camps (see "Actions").

As the heroes are making camp about a day's ride from the Last Gaard range, they spy smoke at the base of the mountains. At this sign of the Dark Knights' campfire so close, they may be tempted to ride through the night in order to catch them. This is not a good idea, and Gilthanas says so. He points out that even if they do reach the Knights' camp and find them there, the heroes will be in no shape to fight rested warriors. Besides, traveling through the ice-covered mountains ahead will slow the Knights down even more, and chances are that they do not have an accurate map to Foghaven as the heroes do. In his opinion, the best thing the heroes can do is camp for the night and ride harder and longer tomorrow.

Atmosphere

The chase is on! Once the heroes discover the Dark Knights' trail, the mood should become more urgent. They must reach Foghaven Vale before the Knights do. Now that this goal seems attainable, the heroes should push themselves harder, scour the horizon for signs of their quarry, and become more and more anxious about being just an hour or two too slow.

Actions

The Dark Knights know the heroes are chasing them; one of their number is a sorcerer schooled in divination. They travel as quickly as they can, but their armor (which they refuse to discard) severely limits their speed.

In order to slow the heroes down, they left their campsites in plain view and set traps in each one. While these traps are potentially deadly, the Knights merely want to slow the heroes down enough to keep them from interfering in the mission. The Narrator is free to make these traps of whatever simple design he chooses; two examples are provided below. Each hero should attempt a challenging Perception action upon entering a camp. If he succeeds, he spots the traps; if not, he may trip them.

- Trip wire: Simple trip wires are attached to trees, which have been prepared to fall at the slightest disturbance. Whoever triggers this trap must make a successful challenging Agility action to avoid being crushed by the tree for 10 damage points.
- Pit trap: A small hole has been dug and covered over with a thin layer of leaves and dirt. Whoever is first to walk over this pit will fall in it unless he makes a successful daunting Agility action. Falling in causes 5 damage points, and the hero must be dropped a rope or otherwise helped out of the pit. (Note: The Narrator may make this pit more deadly by adding wooden spikes set at the bottom of the pit, causing 15 damage points to whoever falls on them.)

If the heroes decide to travel by night in pursuit of the Knights of Takhisis, the Narrator should make it very difficult for them. They are unfamiliar with the territory, the night is so overcast they can't even see the mountains in front of them, it is beginning to snow lightly, and they are tired from a hard day on the trail. Their scout must succeed at a challenging Perception action in order to keep them head- ing in the direction they intend; none of them have a clue if and when they begin to go the wrong way.

Characters

Gilthanas: Qualinesti adult male, capable demeanor, Legend, 4. Ag 8C, Dx 6A, En 7C, St 6B, Re 7A (49), Pe 8B, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -3 (chain mail), also missile weapons (long bow/+6), acute eyesight, sorcery (divination, enchantment, aeromancy), Amulet of Healing Hands.

Outcome

Unless the heroes have run into extreme difficulties and find themselves forced to return to Castle Eastwatch, the adventure continues with Scene Three, where they make their way into the frigid heart of Gellidus's realm.

Scene Two: Across the Frozen Wastes

Crossing the mountains, the heroes see more signs of the Dark Knights and eventually seem to overtake them.

Overview

The Last Gaard Mountains mark the beginning of the territory that Gellidus claims as his own. Moving through the snow is difficult, but the heroes seem to gain on the Dark Knights. Just as they are nearing their goal, the Knights' trail leads off in the wrong direction. The heroes should be able to beat them to Foghaven Vale.

Getting Started

The Narrator should preview the sidebars in Act Three that provide information on Foghaven Vale and Dragon Mountain.

First Impressions

The difference between the western shore of Southern Ergoth and the main region east of the Last Gaard Mountains is as broad as night and day. Literally, the best daytime conditions in the frozen mountains are more life-threatening than are the worst nighttime conditions in the west. Without the full winter survival gear you got from Castle Eastwatch, you know that many of you likely would die of hypothermia.

The Story Continues

The ground is covered with ice and snow, often a foot or more of loose powder. The heroes can clearly see the Dark Knights' footprints leading up the mountain trail, so tracking them is no longer a problem. Occasionally, the weather obliterates the tracks for a distance, but since there is nowhere else for the Knights to go other than along the path or off the mountain, the heroes can feel reasonably certain they have not lost their quarry.

At the highest points on the path, the wind is so strong and cold that joints on metal armor may freeze, frostbite is possible for any flesh exposed to the wind for even a few minutes, and the heroes' eyes may burn to the point that they cannot continue. (Anyone with metal armor has to wear furs both below and on top of the suit in order to avoid painful freezing.) At the lowest points, the fog becomes so thick that the heroes may have to slow their progress to mere yards per hour until they clear the fog bank.

It should take about three days of travel through the mountains to arrive at the point on the map where Foghaven is supposed to be. Gilthanas says that much has changed since he was here last, but the way seems familiar nonetheless. He is confident that the party will be able to find Foghaven without any great difficulty.

On the final day of the journey, the heroes pass a campsite occupied only by a half-dozen thanoi corpses. Soon after, they actually see the Dark Knights ahead of them, struggling along the snowy trail toward a foggy valley. As the heroes descend into one of the thickest fogs they've been in yet, the white seems to blot out the entire world. Their voices and footsteps echo back at them loudly, and occasionally they catch the sounds of others talking - the Dark Knights up ahead. However, their words are indistinct and fade as soon as they're noticed.

Through this thick cloud of white, the heroes may catch sight of the Stairs of Foghaven, the entry to the Vale marked on the map. The most discerning among them might even detect something to make their hearts soarthe Dark Knight group seems to have passed beyond the stairs and is continuing up the path out of the valley. The heroes can beat them to Huma's Tomb after all!

Atmosphere

The race to Foghaven Vale is in its final stage. The heroes' excitement at being so close to their goal should be tinged with the fear that the Knights will get to the Tomb first. The heroes are still chasing the Knights but have them literally within sight. The tension in this scene should be almost crushing. The cold is numbing the heroes' limbs, but adrenaline keeps them going.

The heroes' desperation and fear as the Dark Knights get closer and closer to their goal should only be outdone by the relief and joy they feel when they find the Stairs of Foghaven and see the Knights heading off the wrong way.

Actions

The Narrator might wish to have the heroes succeed at challenging Endurance actions to keep from succumbing to the cold. This is probably appropriate only along the highest points of the path, when the heroes are exposed to the direct blast of the wind. In other areas, the heroes will prevent the cold from affecting them if they succeed at an average Endurance action. Failing at either of these actions means that all subsequent actions become one degree more difficult than normal for a hero (a cumulative penalty).

When the heroes reach the bottom of the fog-filled valley, they should all make Perception actions. Anyone who generates a challenging result or better notices that the ledge of the path is no longer rocky and irregular. It is now carved and polished into a flat, smooth surface which is slick with condensation from the fog. They have found the Stairs of Foghaven!

Anyone who generated a daunting result or better on the previous Perception action also sees that the Dark Knights, at extreme visual range, have failed to notice the stairs and are continuing their quest in error.

Characters

Gilthanas: Qualinesti adult male, capable demeanor, Legend, 4. Ag 8C, Dx 6A, En 7C, St 6B, Re 7A (49), Pe 8B, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -3 (chain mail), also missile weapons (long bow/+6), acute eyesight, sorcery (divination, enchantment, aeromancy), Amulet of Healing Hands.

Outcome

Should the heroes begin to ascend the Stairs of Foghaven, the adventure continues with Scene One of Act Three.

If, however, the heroes fail to notice the stairs - or choose to follow the Knights instead - they are going the wrong way. After about twenty minutes of appearing to gain on the figures in black armor, the heroes see the Knights simply disappear along with all hints of their passing. No matter how hard they press, they can find no sign of their quarry. This is because the Knights they were following were illusionary, created by a Thorn Knight spectramancer who also disguised all sign of the Knights' progress toward the stairs. (Although it may appear that these Knights killed the thanoi guards of the Vale, they actually met their end at the claws of the gold dragon Sunrise.)

Heroes who turn around quickly can still interrupt the desecration of the Tomb and find the dragonlance before it is too late by going back to the stairs and entering Foghaven using the background offered in Scene One of Act Three. The action begins for them in Act Three, Scene Two.

If they do not turn around within a few hours, however, the Knights will have found the artifact they seek and left the valley unhindered. The heroes can still visit Foghaven Vale (described in Act Three, Scene One) and Huma's Tomb (Scene Two), but they have no encounters of significance there. The artifact they were sent to find and keep safe - Huma's own dragonlance - will already have fallen into the hands of the enemy. The adventure moves on to Act Three, Scene Three.

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