We've wiped DLA2's slate and established in Thenol a base for player-characters. You'll note I even brought back the ogres. But I haven't established the hurdu. Here we explain why they're not a thing in DLA2:
So, the player-characters start in their nice (by Thenol standards) little county, near where mountains meet swamp. They learn of a missing silver Othlorx dragon, and signs point to the bakali. The bakali admit to the Ancient Enemy: fellow reptilians who used to live here but fell into worship of Erestem, conducting foul rites of dragon sacrifice and torture. The true bakali invaded ~250 AC and drove their cultist cousins north, and now live in their lands. So the bakali informed Amracar.
Since this is a dragon related issue, the Dragon Knights and Othlorx cannot involve themselves in 350 AC. They CAN offer information. If only they had a band of secret agents to investigate for them...
Steamwall fun follows. The village encounters (redone) are themed around hunchbacked and cloaked reptilian saboteurs. Some lizards have pit 7 and 8 against one another. Others have taken over a slig tribe and with that, are raiding 10 and 11. Jajaj in 14 is in negotiations with them but can be convinced (probably bribed) otherwise.
Worst is what the reptiles did to 29, using a hobgoblin force as catspaw. The battle against this hob clan is climax of the Steamwall part of this adventure. Even Ahhar's ghosts might join in.
Then the PCs hear of the silver island. One of the other islands (not B) in the Indanalis rift channel is riddled with caverns. This is the holy island and home base of the hurdu. In the caverns, are laboratories, and evil tomes in Draconic with sketchings of Sivak Draconians. Down here roam young mutant para-sesk, and a scattering of true but immature sesk as DLA1 detailed them.
At the bottom is a large central cavern, in which a young female silver dragon has recently been chained. Older but still silvery shells of dragon eggs are strewn about. Here, hurdu and sesk are about to succeed in the Corruption Ritual, ensuring perfected forms of the sesk race. (The hurdu plan an intense orgy when it works.)
If PCs stop this: the sesk ability to reproduce is much hindered. Those hurdu who repent can return to the swamp; hobs can merge with other villages. All are forbidden to approach Ahhar again. Ahhar's ghosts are mostly at peace but insist the site be maintained, and taboo.
The hurdu (and sesk obviously) are not Erestem's agents. The Oath stands unbroken. But the good Othlorx are now actively questioning the chain of events. Draconians are on the march in Ansalon, and these are deadlier and loyal to Erestem.
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