Path to Treasure Hoard of Dormu’s Peak

Finding the Way to the Treasure

The edge of the black shore…: Your visions have you walking west, then north along The Black Shore. The visions lead you through reeds and silt, pushing ever farther along the dangerous edge of the ancient shifting shore. A brutal day’s walk and you are seeing the mist shrouded peaks of Scar Flow to the west. Once you stop, and know the horde is due northwest, you realize you will need a boat.

Navigating scar flow…: You find yourself sailing into the treacherous waters of Scar Flow. Your visions are drawing you, but not showing you the safest path. The tides are not moving swiftly at all, and the flows have a strong push, causing you to be pushed in multiple directions. Scar Flow is very foreboding. As you parallel the Black Shore, and then are drawn out into the gap, warm fog coalesces off the surface of the water. The rotting vegetation of Dwindor fills your nostrils and you get uncomfortable… you swear you hear whispers in your ears – which you know to ignore.

Along the Black Shore

DAY 1
Navigator casting guidance

Dormu’s Peak is in the distance, it seems like each twist and turn leads you back to a heading.

DAY 2
Current stonger, wind blows boat. Seasick check
Earl:
Rocky (f) sanity; how dare you venture back into my domain (disadv SAN check duration)
DAY 3
a different voice, screaming winds of fast – womans voice

> IT WILL TAKE 4 DAYS to sail a half days time. This is normal to do this safely in the shallow drafts and buried peaks of Scar Flow.
> Hire a navigator; LRS? Who is available?
= Navy
> Witch of Dwindor Connection: Can double the time (“If only you had made different choices…”) or half the time (“My agents are guided by the safety of my vision…”)
– you find you boat being blown backwards

Whispers: Witch of Dwindor: Can double the time (“If only you had made different choices…”) or half the time (“My agents are guided by the safety of my vision!”)

Standard encounters in Scar Flow.

Random PCs;

As you leave the villa, you move through a sleight mist-veil of fresh, cold rain.

You can see a ship in the clear water where it drops 3m into the flow, clearing the mud around it. A ship, on its side the bow, can be made out.
DC 20 History
DC 15 perception check to know it’s Gwinnish.

As you reach a shelf, half way up the outcrop, you are startled by screams breaking the still air. Looking below, pale skinned figures are swarming the ship, coming from out of the water to clamber aboard and attack your crew.
Per DC 15: 10 figures, trying to rip chunks off the crew and eat them. Zombies!
One ghoul too. Feral.
All drowned ones, disadv to turn on boat or in water or rain.

Salvage: 1000 sc worth, enough to pay for sabotage DMG.
Persuade vs. cha to get a deal. 200sc profit.

Up top it’s just under the snow pack, which covers the last kilometer of the peak. It’s not much, but the cold is about 35 to 60 in summer. Farenheight. Cyclops have furs and layer of fat, plus a brazier that gets struck by lightning and stays warm for weeks.

You can see your breath.
The path is could and slick as you get about 2km up. Always seems clouds drifting overhead, coming from winds in unflet but blowing far overhead. Drizzle comes and goes constantly.

Treasure chest symbol for adv
Link adv to scar flow
The golden path celestials
The afterlife is what you make it. Rest, food, peace, and solace if you have earned it… but if you want more, the enlightened path of maat.

Ally with lich lords cold, rain, frost elemental water male.

All elemental gods are ones of passion. The Passion is deeply footed and makes them move from cause to cause, injurious and sometimes seemingly by whim.
Seven storms of God of cold are new. Waking forces long slumbering. All male, growing in power. PCs kill one reduce to six storms. Goddess of water also goddess of sleep.
Cold walker. A spirit of someone who died traveling, shivering in the cold. They are ghosts trying to finish their journey. Possessing someone makes them feel besides mind numbing cold drives them insane. Try and kill anyone they can blame, or run till they die if alone.

Pulses end, the god and spiritus invade the storm giants ruins and confront the PCs. Soliloquy to explain the lich lords. Drowned ones climb the peak, help from elancil. Connexion to negate the frost winds. Frost bite. Water try and send characters off cliffs. Winds blow them off cliffs, keep them there. “I will pick you off one by one, like leaves falling from a tree, most vulnerable when you have not the solidarity of a group. The spirit is adolescent, young, stupid, using only new found force. The seven were once priests in the south, aggressive and forcing rain in working with druids on XXX project… mention in soliloquy. The group should be able to research the movement and group. They swore to serve as the risen. This kept spirits bound. Taken and the rains stopped. Set to rest and it restarts. And spirits return to bodies of risen. They are all nature 7 to 11 level.