The Siege of Broken-Bridge Station
The once-strategic mountain pass of Broken-Bridge Station is now a death trap. A gang of desperate bandits, the Rusthook Freebooters, has learned to lure and armor the native giant rock crabs, using their massive carapaces as living siege engines to block the only viable mountain crossing. Their leader claims this is the only way to force the isolationist Stoneheart Citadel to share its vast food stores, lest the entire region starve. The Citadel, in turn, sees the bandits' manipulation of sacred beasts as a monstrous abomination and a direct threat to their ancient pact with the mountain spirits. With the crabs now behaving unnaturally aggressively, the pass is impassable, and a harsh winter approaches. Players are trapped in the decaying station, caught between two sides who both have a desperate claim to survival.
Chronicle Prelude
Players arrive at Broken-Bridge Station, a crumbling fort built into the cliffside overlooking a vast chasm. The single, massive stone bridge is shattered in the middle. The air smells of salt, rust, and crab blood. Haggard refugees from the surrounding lowlands crowd the station's makeshift tavern, The Guttering Lantern, while grim-faced bandits patrol the perimeter, their eyes on the canyon below where enormous, lure-studded crabs scuttle.
Environmental Traits
The immediate crisis is the blocked pass. The larger regional crisis is a creeping famine: the Rusthook Freebooters are starving and believe the Stoneheart Citadel's hoarded grain is their only salvation. The Citadel believes the bandits' 'corruption' of the rock crabs is a sacrilege that will bring the mountain's wrath down upon everyone. Winter's first snows are already falling.