A16: Why Can’t I Remember
🌿 A16: Why Can’t I
Remember — Into the Spine of Sotek
The moss came first.
Lord Finrian called it a test—Nurgle’s latest attempt to
perfect the creeping death. It devoured cities, corrupted flesh, and left only
madness in its wake. Fire slowed it but never cured it. “If you touch it,”
Finrian warned grimly, “cut that hand off.” Quettza had already fallen,
overrun by skaven and worse. The Cauldron of a Thousand Poxes was no
longer legend—it was a warning.
Even the orcs, once defiant and proud, came to the elven Citadel of Dusk gates seeking sanctuary. Their numbers had thinned, their shamans desperate.
Moss had no allegiance. It consumed all.
⚔️ The Broken Sword and the War
of the Defiled
Before the moss, there was prophecy. A lizard hero once
wielded the sacred blade Witherbane in the War of the Defiled,
where lizardmen and skaven clashed beneath the chaos gate. But when the
alliance fractured, the hero shattered his own sword in defiance of fate. He
refused to believe the land would fall.
It did.
🏞️ Across the Plains to
the Mines of the Bearded Skulls
Lord Finrian joined our quest with 20 elven warriors.
For five days we crossed the plains in silence, the wind whispering through
golden grass. At the foothills, the elves departed—bound by treaty with the
Lizardmen never to cross the mountains. Then came the chameleon skinks, silent
watchers in the trees. Once Ranulf spoke of the Slaan’s great plan, the skinks
agreed to guide us into the Spine of Sotek where the mine was located.
🐝 Trials in the Mountains
The climb was brutal. Drago, ever unlucky, stepped on a
rotted log and unleashed a swarm of wasps. Smoke and torchlight calmed them,
but not before his skin bloomed with welts. We pressed on.
On the third day, we reached a cauldron valley. A hundred
orcs chanted around an altar where one of their own was being sacrificed.
Lemmy’s spyglass revealed moss-infected warriors and corpses strewn near a
dwarven gate. But it was the granite veins—subtly flawed—that led us to a
hidden entrance.
🛡️ The Singing Skulls and
the Ghost King
Inside the dwarven mine, we followed the sound of ancient
song to a chamber of stacked bearded skulls. We sang in reverence, and the
Dwarven King appeared on his throne. Lemmy held up the map etched in ancient
runes that revealed directions to Quettza—but the words faded from memory,
protected by a lizard spell.
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Only a gem in the dungeon could anchor the translation.
Guarded by ghostly skaven wights, the dungeon tested our resolve. Lemmy
retrieved the gem and tossed it to Krueger, who fled through the spectral
swarm. The wights did not attack unless provoked or passed through. Back in the
throne room, the ghosts retreated at the presence of the dwarves. While the
rest sang along with the dwarves, Lemmy fashioned a device to hold the gem
before his eyes—memory preserved.
🌊 Riverbound and Ley-Line
Guided
We slipped past the orcs and reached the river. A raft
carried us for three days through mist and shadow. Where the ley-lines pulsed
strongest, we came ashore. Two more days north, following the magical veins of
the earth, and we would reach the crater. Would we find Quettza? Legend and the
Slaan “Great Plan” said so.
NEXT SESSION: A17 – The Final Reckoning

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