Setting: Town of Arinelle
Cast: Elle, Party
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The party continues up the road towards Arindelle, which is located along the river Eldinore on a low plain that occasionally floods. The fields are mostly covered with small farms, all of which seem to be deserted as the party approaches. A high wind keens through the deserted buildings, and dark angry clouds blot the sky to the south.
In the distance they can see the town itself. Fifty or sixty small buildings are ringed by a ten foot wooden palisade. There are three visible holes ripped in the wall, each wide enough for two Orokh to pass through. The town exhibits no more signs of life than the farms.
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Events
- The PCs will get a DC 15 perception check as they approach the town. Success shows a mass of figures running in their direction. It’s not hard to guess that it’s a tribe of Orokh plainsrunners, and they are moving swiftly towards the party. They will be there in under an hour, and there are at least fifty of them. It’s not clear whether they have seen the PCs.
- If the PCs take the cart into Arindelle they will find a number of barns, stables and even a few small warehouses to store it in. They have plenty of time to seek shelter before the Orokh arrive. There are no visible survivors in the town, and plenty of signs of struggle from when the villagers were taken.
- The town square is soaked in blood, staining the muddy earth a deep crimson. It’s clear this is where the villagers were killed.
- After the PCs take shelter the Orokh will arrive in town. The sun has nearly set and they are beginning a systematic sweep of the town. Find out if anyone speaks Orokh. If they do they will hear a chieftain yelling, “Find them. They will pay for their crimes. Tonight we feast on their bones!”
- Let tension build as the Orokh search. They won’t start off close to the PCs hiding place, but as time passes will get closer and closer. A fight will break out with a group of Orokh just after the sun sets. The PCs can easily hold the door to whatever structure they choose, but not forever. More Orokh will begin rushing to the building they are in. It looks hopeless.
- Ghostly wailing will begin throughout the town, though it’s not immediately apparent what’s causing it. Begin the Séance track 17 from Darklore Manor album. Let it run it’s course with silence from the group.
- After the soundtrack has had it’s effect describe the shrill shrieks coming from the Orokh. The PCs are able to hold the door as the ghosts of the villagers slaughter the Orokh invaders.
- When the slaughter ends the ghost disappear, leaving the PCs in peace.
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Encounters
- Orokh group of six. Then they come in waves of six.