It’s been a rough week.
After almost four years of preparations, you didn’t think you’d ever be in such a rush to get to Broken Point. Maybe a call would go out at some point, when a few of the tougher or crazier survivors - yourselves included, of course - gathered and thought they were completely ready. Heck, the way things have been going for most of you, that day probably wouldn’t have even been very far off. But of course, things don’t always go according to plan.
As far as any of you could tell, Broken Point had kept to itself entirely ever since the massacre. It had its share of shady or mad immigrants over the years - cultists of some kind, usually - but nothing ever seemed to come out. But nine days ago, the temple of Irori in the nearby town of Stoneburgh was robbed, violently, and the details of the attack sounded a bit too familiar to you. For starters, most of the assailants were locals who had no business attacking anyone, much less a temple of a good god. If you had to put your finger on it though, it would have to be the fact that the attack was spearheaded by Darien Farquhar, the former captain of the guard in Broken Point, a very distinct man that you know for certain is dead.
The four of you got to Stoneburgh on the same day, searching for answers. The priests there confirmed the story, and pointed out the attacker’s apparent escape route - practically a straight line to Broken Point. While they took everything of value in the building, their target must have been the dangerous relic the temple was charged with protecting, a dark jewel of vast and mysterious power known as the Penumbra Phantasm. The gem has a long and often bizarre history, but found its way into the monks’ protection after being at the center a number of villainous plans to use its control over shadowstuff to bridge planar boundaries, bathe the lands in darkness, summon legions of hungry shadow beasts, and so forth. Whatever the current inhabitants of Broken Point want it for is unlikely to be good news. Worse, its power would be peaking in a matter of days, when a lunar eclipse will occur very close to the upcoming winter solstice. The priests and local sages theorized that whatever they were planning was probably going to happen on that night, what was at the time seven days in the future.
It’s been five now, and you’re set to leave Tillery. You’ve prepared as best you could in the time you've had. Unfortunately, the tiny handful of other people you know that are crazy enough to want to help you with this are too far off to be of any assistance by that deadline. It’ll just be the four of you on this. A journey to Broken Point by the normal routes with your all current equipment takes about two days, and looks like it’ll get you there sometime in the evening of the day of the eclipse, which doesn’t leave you a lot of time at all to deal with whatever’s going on in the city. What’s more, it’s not unlikely that the forces of Broken Point are watching or guarding the passes, or even that they may have damaged or trapped them, if the robbers were actually concerned about being followed.
A faster or more surreptitious journey would be preferable, but none of you are very familiar with the lay of the land out here. Ellie is aware of some caverns and ruins that are said to cut right through the mountains, but nobody has ever gone through them to confirm these rumors. According to Vance, these would be dwarven ruins, most likely of a mine or city, unlike the those at Broken Point itself, which are thought to have been made by human hands for ritualistic purposes - apparently it’s a good site for that sort of thing, which doesn’t make any of you feel better about the Penumbra Phantasm ending up there.
Other than the cave option, you suppose you can either strike out into the wilderness and hope there’s a semi-direct route you can find, or you can just take the normal passes and deal with whatever’s going to stand in your way. There are two such routes: a lower and easier one that goes through the rugged woods, which was mostly abandoned generations ago when the trolls and goblins and beasts became more of a problem in those reaches, and a higher and rockier route for those more willing to deal with natural hazards than monster attacks. You're not sure how the elements have left it at this point. In any case, your journey will likely go faster if you travel lighter, but that carries its own dangers.
The sun continues to rise on the first day of your journey, and the mountain air is cold and clear, at least for today. Tillery's completely unnecessary gate stands at your back, and you can just about see the fork in the road ahead. How do you wish to proceed?