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Giuseppe on a milk run to Gimmelwald. |
Sever is not the only one with exciting downtime actions. After session #71, Giuseppe and his men undertook a journey to Gimmelwald. After the successful battle against the forces of the Master of Winter, Giuseppe set off from the Ice Castle with his troops and henchmen to take the prisoners and freed thralls--some of whom may have been from Gimmelwald--back to that troubled Bandit Mountains town. It turned out not to be as easy as he suspected.
Saturday, June 28th.
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)with henchmen Bishoy (F6) Tawadros (F6) Steelvien (F4) and Rhoikos (M4) Symeon (C2)
Summer should warm the Bandit Mountains, but an unnatural chill grips the pass, a narrow trail pinned between two towering peaks, their cliffs looming on both sides. You guide Bonecrusher forward, the grey clouds hanging low above. Behind you the troops and prisoners shuffle, with Bishoy and Tawadros bringing up the rear. Rhoikos, Steelvein, and Symeon, ride with you.
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X marks the spot |
A sudden roar shatters the silence. A White Dragon dives from the clouds above, its icy breath engulfs you and Bonecrusher. A lithe figure in white boots astride the dragon raises a Wand of Frost; an ice wall materialises as she flashes past, cutting you off from your troops. Beyond the wall you hear the sudden screams of your men, and the prisoners. Yeti descend from the cliffs, their fearsome gaze and claws ready.
A second dragon flies in from the rear of your line, having completed a strafing run, readying another breath. Rhoikos and Symeon are gone, dead or alive you don't know. Steelvein looks grim but ready, Bonecrusher stamps defiance. Bishoy’s shouts fade from beyond the ice wall. The Master of Winter’s trap is sprung—what will you do?
You yell your orders, "Steelvein, to the cliffs! Take cover from the dragon's breath!"
Thoughts course through your mind; "Charge the yeti, make them pay. Gain cover and create space for Matthias to escape and race to Gimmelwald. But first Matthias has to take a one in a million (1 in 20?) shot at the magic-user with his crossbow."
Declaration turns to action.
"Giuseppe...wake up. GIUSEPPE!" |
The next thing you know Matthias is shaking you awake, his voice urgent. “Sir, get up," he shakes you again, "Giuseppe!” he pleads, face grim. You stir from darkness, an icy blast the last thing you remember. Instinctively you turn your head, Bonecrusher, your loyal steed, lies splayed out unnaturally nearby, frost coating his flanks. There's something you should be doing, but what?
"Use your lay on hands sir, quick!"
You sit up to try, unsure if you can.
“I don’t know what happened to the others,” Matthias began. “Maybe the dragon fear sent their mounts fleeing, maybe they're safe," he shrugged. "That spellcaster in white boots, I shot at her—missed, but I got her dragon. It didn't like that, they flew off. I couldn't see the Yeti with the Wall of Ice there, but I could hear. It was horrible. No one's alive in there.”
Your Dragonslayer sword lies a few feet away, its glow dimmed with the dragons gone. For a moment you turn to the Wall of Ice, then shake your head; having been reduced to unconsciousness, you're in no shape to go over it, much less fight anything. Matthias scanned the sky, tense but resolute. His hand drifted involuntarily into a ration pack. “What now, sir?” he asked, taking bite.
Your head spins as you crawl to Bonecrusher, to see if your steed yet lives. You find a powerful pulse. Your thoughts return to your henchmen, "Rhoikos! Symeon!"
Mathias was the only one there.
Giuseppe gasped out, "We have to get word to Sever and the Pegasus Corps. Take us to Gimmelwald and pray there is a patrol in town."
Bonecrusher lived, yes, but could not be ridden. Matthias put Giuesseppe on his own warhorse, and they travelled in that manner. Later they found Rhoikos and Symeon compelling their draft horses back in towards them. They were chagrined but otherwise ok.
You are completely spent by the time you arrive in Gimmelwald, and you don't remember much about what happened next.
Days pass. July 6th
Wounded and weary, you lie in a modest cot within Gimmelwald’s stone-walled infirmary, the summer warmth barely easing the unnatural chill that lingers in your bones from the Bandit Mountains’ ambush. The narrow pass’s horrors—ice walls, dragon breath, and Yeti slaughter—haunt your dreams, but a week’s rest has mended your flesh, your strength returning. Bonecrusher, healed by your Lay on Hands after Matthias roused you, stands ready in the stables, his strength renewed. Your Dragonslayer sword rests in its sheath.
As you prepare to depart for the Ice castle, Staadman Krellard approaches. His weathered face softens with respect as he clasps your shoulder. “Giuseppe,” he says, voice rough but warm, “you’ve faced the Winter’s wrath and lived. The town owes you for freeing those prisoners, even if they fell. Your heart’s strong, and that blade of yours still hums for justice. Restored, you’re a terror to that frozen tyrant. Go give him hell, and know Gimmelwald’s prayers ride with you.”
You nod in appreciation. The road to the ice castle looms, treacherous and cold, but your resolve burns brighter. Bonecrusher snorts, eager to charge. The Master’s trap failed to break you—now, it’s time to strike back yourself.
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