|||

Play Report 19: Horse Execution

Warning for some gore, animal harm, and talk about dissection in this one.

Please enjoy this art by my friend Kai, who plays Almuund, based on the events of this session.



The party plans the route to the nightmare, and decides to return down the trail on 0406 and then take the small path they spotted on their journey their into 0306. They suspect that even if that isn’t the exact location, they should be able to pick up on signs that will lead them to the entrance. They trundle down the hill, tuck themselves out of the wind for the evening, and head to sleep.

The party awakens in the dark hours of the morning to the sound of a large creature approaching the campsite. Almuund watches in horror as a huge horse with a rider” wearing gray rags and wielding a longsword emerges into the dying glow of the campfire. The cultist waves, and in response the intruding horseman considers the campers disdainfully, and steps forward with sword raised as if to strike. Almuund just barely has time to cast Immobilize Monster, and the spell misfires slightly — the spell is corrupted and in addition to the wanted effect, a second unintended spell is released onto the nearby Cleo, who finds it disorienting.

Almuund scrambles away and maintains the spell as the rest of the camp comes to their senses. The horseman is stuck with its sword raised. Almuund asks it if it will do them harm if he releases it, and the horseman answers that it will. Hant draws a pistol and shoots the horse in the head. The human portion of the horseman screams and tries to staunch the bleeding but it is too grievous a wound, and the whole creature falls down and lies still. There is some silence, and then Cleo steps forward, invoking her contractual right to first pick when harvesting trophies beasts defeated, and intending to perform an autopsy on the monster. Hant is curious to watch, though he makes it clear that he will not eat any meat from this creature, for fear of spiritual harm. He is reasonably sure this is the same horseman that menaced him previously — it seems identical.

The autopsy reveals that the horse and man portions of the horseman are in fact one continuous unit. It could eat, breathe, and see through either head, and it would all end up in the same place — though, Cleo notes, the man portion is much more vestigial than the horse. The skull is filled with a solid that is distinctly non brain like, and there is little in the way of organs in the human torso, which relies on the horse organs to provide for it. Its stomach contents are primarily loam from the woodland.

Cleo keeps some meat for her own purposes, and eats a handful raw when nobody is looking. Hant keeps the sword, taking note of it being in the style of pre-wall antiques from Catage, and the motif of birds slaying snakes engraved on its hilt.

The next day the party hurries down the woods trail into 0306. They smell wood smoke from up ahead, and cautiously approach what turns out to be a cabin with a small yard cleared from the brambles around it. A figure chops firewood in this clearing, but when Almuund calls out to them, they choke out an astonished hello!” before running inside. A new person comes out to talk, while the wood chopper peers out a window nervously.

The party makes their intention to hunt the nightmare known, and the cabin dweller, though still guarded, directs them further south to 0307 where various strange changes have overtaken the woods. They say that, while out gathering plants for some un-shared purpose, they saw strangely manicured trees and a cluster of long tailed hunched beasts eating a deer carcass.

The party ventures to 0307, and finds a ring of carefully spaced trees with an arched entryway. They prepare to set up a camp from which to venture into the nightmare,

Up next Play Report 18 - Further Kite Developments Play Report 18: Further Kite Developments Akela’s player could not make it, so I played out some scenes in the Northmost Collaboration with Hant Play Report 20 - The Throwing Of Runalt Play Report 20: The Throwing of Runalt The party delves into the nightmare, deciding to venture in at night this time. The tree-hands pass lanterns
Latest posts Play Report 36.1 – Hiatus and The Cast 1d8 Bird Memories Some Thoughts On Some Books I Read This Year Play Report 36 – Jellunculus Play Report 35 – What’s In The Closet 0414 – The Village of Buckets Gardens 0407 – The Vault Of A Kingdom’s Citizens Play Report 34 – Orb Incident Gardens 0506 – Runalt’s Castle Gardens 0806 – Satyr Garden Heart Gardens 0309 – A Captive Author Play Report 33 – Workshop Play Report 32.1 – Some Ongoing Concerns Play Report 32 – Basement Freaks An idle observation Play Report 31 – Worlds Dampest Physician Gardens 0603 – Subterranean Tidepools Play Report 30 – Holy Water 0506 – Runalt’s Watchtower Thickets Campaign Adjustments to Micah Anderson’s The Black Manse Firmament 0213 – Synthetic Signal Fire Play Report 29 – Now Again I Climb Firmament 0212 – Transcendentalist Refuge Village 1211 – Prospector’s Campsite Firmament 1310 – Furnace of the Sky Firmament 0203 – Metallic Skeletal Giant A Game of Toilet Skeleton Play Report 28 – Days of Rest 0612 – Fort Cygne Gardens 0711 – Monastery of Dying Fire 0203 – Memorial to the River Queen