Legacy of Fire (Inactive)

Game Master dinketry

The sands of the desert are unforgiving, and those who show weakness rarely survive.

Kelmarane Regional Map

The Mountain's Maw

The House of the Beast


Cast of Characters, Howl of the Carrion King:
  • Almah Roveshki - Human merchant-princess and your boss; loyal to the Pactmasters of Katapesh
  • Garavel - Human major-domo to Almah; gruff exterior and crusty underneath that
  • Father Zastoran - Human alchemist and faithful to Nethys; healer for the crew
  • Dashki - Human expert tracker, guide, and adopted member of the Three Jaws Tribe; exiled from New Kelmarane for conduct unbecoming
  • Hadrod and Hadrah - Human older couple responsible for tending the animals and filling the bellies of the expeditioneers
  • Fixx, Keldon Burtwarden, Podarn, and Vodrave - Human personal bodyguards to Almah hired by the Pactmasters; efficient, professional, obedient
  • Trevvis, Utarchus, Dullen, Kallien, Brotis, and Yesper - Human hired mercenary guards; prone to cursing, gambling, and drinking
  • Eloais Czaplicki- Human fortune-teller, now dead; you never met him/her
  • Loran Farseer - halfling sorcerer and desert walker; party deserter now returned to Solku
  • Nishv Nilara - Vudrani monk; injured and returned to Solku
  • Rafyyk Halfmoon - fiery half-orc oracle; disappeared
  • Korum Scratcher - half-orc wizard and freed slave; apprentice to Father Zastoran and inactive party member
  • Oxvard Eddelberg - Human male cleric of Abadar; survivor of the Lions of Senara adventuring band and Pathfinder
  • Narg - Male gnoll and deputy of the Three Jaws tribe, presumed dead
  • Hargk - Male gnoll commander of the Three Jaws gnolls in the Pale Mountains, presumed dead
  • Undrella - Female harpy witch and part-time lover to Kardswann
  • Uzma Mahdi al-Kalid - Male human druid and sometimes-conduit to the possession of Vardishal, the North Wind; runaway; murdered by Kardswann
  • Alaf-laha - Male shedu oracle and spiritual wanderer; saviour to the party twice over
  • Kezurkian - Goat-headed demon (schir) outsider and guardian of Kelmarane; defeated and banished from the Material Plane
  • Felliped Brambleson- Human male bard; survivor of the Lions of Senara adventuring band and Pathfinder
  • Kinaul LeFitte- Half-elf male rogue; member of the Lions of Senara and Pathfinder; killed; you never met him
  • Andrus Stoltz- Male human fighter; member of the Lions of Senara and Pathfinder; disemboweled by the Kulldis gnolls
  • Haleen - Female warrior, former member of the Lions of Senara, half-sister to Drael; reportedly betrayed the group to the Kulldis gnolls; missing
  • Jank - Male goblin rogue and greeter to the Battle Market of Kelmarane; killed by Haleen
  • Hurvank the Strangler - Male ogre Battle Market enthusiast; killed by Drael in battle
  • Ugruk - Male flind warrior and deputy in charge of the Kulldis tribe; slain in combat by Rab-rab
  • Kardswann - Jann warrior; self-proclaimed ruler of Kelmarane and Herald of the Carrion King; former Templar of the South Wind; defeated in battle by Haleen
  • Juluce, Gorundal, Kalyx - Male merchants of varied reputation fighting for capitalism within Kelmarane's battle market
  • Kurella - Female hobgoblin bartender, Cayden Cailean faithful, and iconoclast
  • Halruun - Former elder priest of Sarenrae in Kelmarane's cathedral; later risen into undeath as a huecuva, slain by Drael
  • Xulthos - Glomeray daemon and servitor of Szuriel, the archangel of War; main villain and subjugator of occupied Kelmarane; killed by Drael and Razif
  • Howl of the Carrion King Cast of Characters slideshow

    Howl of the Carrion King Timeline:
  • Act I, Scene 1, Intro: The Sultan's Claw We meet the gang on the way out from Solku, hired by the terse major-domo Garavel for an expedition led by Almah Roveshki, merchant-princess of Katapesh. Almah's mission is to liberate the city of Kelmarane from the gnolls and scum currently using it as their playground, as commanded by the mysterious Pactmasters that rule Katapesh.

    Kelmarane from a distance

  • Act I, Scene 1, Take 1 (8 Abadius 4719, Toilday) The gang comes upon a mess as they meet up with the caravan - one of the wagons ablaze and pack animals strewn all about. Once they help to calm the fracas, it is revealed that Eloais, countryman and personal fortune-teller to Almah, has been killed - or murdered - in the fire. Almah asks the newcomers to discretely investigate her hirelings for leads - or suspects - allowing the gang to introduce themselves and learn a bit about their expedition members.

    The Sultan's Claw

  • Act I, Scene 1, Take 2 (8 Abadius 4719, Toilday) The group determines that none of the expedition members are directly responsible for Eloais' death, but Dashki keeps going on about something called 'pugwampi' and claims to be able to track them, along with the missing goat Rombard. The gang heads out into the desert, finding their way to a cactus field where they encounter the mischievous rat-faced creature who had kidnapped the goat for some purpose. The gang ends the threat, rescues Rombard, and Dashki claims the thing's head as a gross trophy.

    Cactus Field

  • Act I, Scene 2, Take 1 (8 Abadius 4719, Toilday) Almah responds to the gang's triumphant return by promising gold (and freedom, to some) in return for taking the lead for the expedition in clearing an old Sarenrite monastery one mile northwest of the Sultan's Claw as a base of operations for their reconnaissance and ultimate assault on Kelmarane. She informs the group that the monastery has been uninhabited by monks for 20+ years, but that doesn't mean that nothing lives there.

  • Act I, Scene 2, Take 2 (9-10 Abadius 4719) The gang explores the monastery and comes directly up against a stalwart nest of irritating pugwampi in the balconies above the main chapel. After two forays into the nest with nothing but dozens of arrow wounds to show for it, the gang regroups and decides to explore a different area of the monastery, once they determine that the pugwampi are too dim or too cowardly to pursue them. Nishv, injured in the battle, returns to the base camp while Loran and Rafyyk desert the gang's efforts in the night. Drael Kapernos, suli bloodrager, and Layaali Twice-Born, oracle of Vildeis, meet up with the gang and pledge their renewed efforts to Almah and to clearing the monastery. Razif al-Akkuya, a desert ranger, arrives on the scene seemingly from nowhere to round out the gang.

  • Act I, Scene 2, Take 3 (11-12 Abadius 4719) The gang discovers the undercrypt of the monastery and the skeletal remains of a desperate final battle between the Sarenrite monks and invading forces, but all is not still in the dark. A hideous slime beast, infused by unknown mystic forces, attacks from hidden positions in an underground laboratory, ambushing the party. After the battle, Uzma finds himself the residence of a strange new tenant: the spiritual essence of Saint Vardishal, or so he believes. Incensed by the memories of the ancient past, the druid makes haste for the open courtyard of the monastery, and digging maniacally with his hands while raving about defeating Rovagug's armies, unearths Tempest, the long-lost weapon of his phantom companion, or so he believes.

  • Act I, Scene 2, Take 4 (13-14 Abadius 4719) Confident in their power to cleanse the former holy place of Sarenrae, the gang takes to the chapel once more to end the stain of the pugwampi once and for all. An epic battle ensues between the gang and the remaining pugwampi led by their chieftain, King Mokknokk. Through gruelling effort and no small amount of luck, the gang emerge victorious from the literal rubble of the chapel and the pugwampi nest. Before leaving the soon-to-be-newly-claimed base of operations for Princess Roveshki's keen plan to regain Kelmarane, the gang, led by Layaali, dedicate anew the temple to Sarenrae.

    The Old Monastery

  • Act I, Scene 3, Take 1 (15 Abadius 4719, Toilday) The conquering heroes return to Princess Roveshki and report that the monastery is ready for occupation. Korum deactivates himself from duty, preferring to remain in camp and work with Father Zastoran. The siblings Bunnisbeldar join the party, injecting energy, levity, and arcane strength to the fighting force.

  • Act I, Scene 3, Take 2 (16-17 Abadius 4719) The gang head out into the desert hinterlands of Kelmarane on a surveillance mission to scout Kelmarane and the environs. They encounter an undead cadre lead by a curiously-powerful skeleton and a puzzle of a journal entry. Later, they come upon a former temple to Nethys, the god of magic, and rid the upper chambers of a spider infestation before being turned away by a secured trapdoor.

  • Act I, Scene 3, Take 3 (17-18 Abadius 4719) Returning to Princess Roveshki, the group is rewarded with a key from Almah's posessions that might open the Nethysian temple's under-chambers. Before they can return, they all witness the gruseome execution of a prisoner in the desert by the hands of the entrenched gnoll forces from Kelmarane. The next evening, the gang intervenes upon a further similar execution in order to rescue the Lions of Senara cleric Oxvard, but themselves are intervened upon by a massive desert-dwelling monster, achieving a too-close victory as some of the gnolls from Kelmarane flee the fracas.

  • Act I, Scene 3, Take 4 (19-20 Abadius 4719) The gang learn of the gruesome fate of the Lions of Senara from Oxvard and decide to track the remainder of the Kelmarane gnolls back to the city, only to find those gnolls intercepted and cut down by a second tribe - the Three Jaws - just outside the city walls. A tense truce is drawn up, brokered by the presence of the tracker Dashki who calls the Three Jaws friends. Upon returning to the monastery, the adventurers meet mixed reaction and frank racism from Garavel and Almah. The princess secretly asks the adventuring band to abide by the truce but kill the Three Gnolls upon the liberation of Kelmarane. The group have mixed reactions as they return to the city under nightfall.

  • Act I, Scene 3, Take 5 (21-22 Abadius 4719) The gang return to the Kelmarane streets as the Three Jaws gnolls attack with suicidal vigour. The group encounters the harpy witch Undrella in her laboratory; Undrella pronounces her attraction to Drael and parlays with the party in exchange for the murder of her former lover, Kardswann. Uzma loses touch with reality and abandons the group in favour of vengeance as the Templar of the North Wind takes over his mind. Within the hinterlands north of the city, the gang makes the acquaintance of the benevolent shedu Alaf-laha who imparts the tales surrounding the Templars of the Five Winds. Once again in the city, the party runs afoul of the guardian demon Kezurkian, defeated only through sheer luck by Rab-rab, but not before Layaali seemingly dies. Vardishal, the Templar of the North Wind, re-animates the aasimar oracle, making Layaali Thrice-Born as she returns to life. Undrella comes to the aid of the group, bringing them back to Alaf-laha's magical mansion for recuperation. Once more into the city, the group finds the bard Felliped (formerly of the Lions of Senara) and brings him to safety in the monastery, reuniting him with Oxvard.

  • Act I, Scene 3, Take 6 (23-24 Abadius 4719) The gang head back into Kelmarane, noting the increased foot traffic of human, gnoll, and other vigilante-types camping in and around the upper city. A battle with a demon-tainted boar goes well, but an infestation of centipedes in the narrow fortified passage leading from the lower to the upper city forces them to flee and deal with the envenomation and paralysis of both Min and Drael. Undrella comes to the aid of the group again, and this time accompanies them back to the monastery. Princess Almah gifts the harpy a magical cap that disguises her monstrous visage as that of a female halfling very much in love with the bloodrager Drael. The group spends a well-earned whole 24 hours healing and resting.

    Kelmarane City Maps

  • Act I, Scene 4, Take 1 (24-25 Abadius 4719) The gang returns to the oddly-quiet upper city of Kelmarane and determines the reason for the relative-peace: they are expected. The goblin Jank beckons them follow into the heart of the battle market where they are addressed by the herald of the Carrion King himself - Kardswann. In short, it does not go well and Kardswann calls for the interlopers' heads. A frenzy breaks out as wave upon wave of gnolls and their allies attempt to overwhelm the adventurers, but to no avail. Despite their victory, Layaali is gravely wounded and survives only through the bravery of Undrella and the assistance of the spirit of Vardishal. The team takes refuge in abandoned stalls off of the main battle market stage as chaos engulfs the upper city of Kelmarane.

    Determining their best route forward (and securing much-needed stabilisation for Layaali), the gang press upwards into the battle market tower, scouring their way ahead of gnolls and finding evidence of another who seemed to have passed in the same direction. It isn't long before Razif comes face to face with Drael's half-sister Haleen, a fearsome sword master whose motivations are truly her own. She offers assistance, of a sort, then disappears into the fracas once more.

    The team climb to the second level of the battle market tower and Undrella unveils her prized contraption - the Infusium - granting each of the heroes a varied and temporary blessing for their battle ahead. She then leaves them to it with a fond gaze at Drael and the gang climb to the third level, encountering Kardswann's personal guard as the last hurdle before engaging the Templar of the South Wind himself. At his side fights his flind advisor and number two - Ugruk. The battle goes poorly for the heroes at first, but with the suli sorely pressed in and the aasimar spent for healing, the reappearance of Drael's half-sister Haleen turns the tide of battle, and first Ugruk, and then Kardswann fall.

  • Act I, Scene 4, Take 2 (25 Abadius 4719, Fireday) The nearly-mortally wounded adventurers reap their plunder from the fallen forms of Ugruk and Kardswann and flee the collapsing Kulldis hive for the relative safety of the monastery and their companions. They present their report of victory in Kelmarane to Garavel and Princess Almah and receive perhaps the best reward for which they could ask: rest. Upon waking later that night, the team finds their colleagues busily breaking down their near-fortnight in the monastery. Garavel charges the team, once healed, to return to Kelmarane under cover of night to clean up any stragglers and make the way clear for Princess Almah and her retainers.

  • Act I, Scene 4, Take 3 (25-26 Abadius 4719) The desert scrub around Kelmarane has a different plan for the band of adventurers as a dire lion tears into them from the cover of darkness. The team nearly falls to the ferocious intent of the raging beast, but the mighty axe that Drael repurposed from Kardswann proves superior, though the cost is great as Min comes within inches of death. The team scramble for the relative safety of the now-desolate remains of Kelmarane, encountering only a few non-malevolent squatters within the battle market: the merchants Juluce, Gorundal, Kalyx, and a hobgoblin bartender who speaks Celestial but not common: the enigmatic Kurella.

    With dawn comes the arrival of Princess Almah and her entourage to Kelmarane. The mood brightens considerably as the mission seems won, but surprises remain as Garavel and Keldon, one of Almah's personal guards, encounter an undead presence in the cemetery near the cathedral - the same cathedral that the princess forbade the adventurers from exploring previously. Unfortunately, Keldon falls to the creature - a huecuva - and Princess Almah charges the nearly-spent team with the important task of defeating the huecuva and preventing Keldon from its same fate.

    The team encounter the hideous former high priest of Kelmarane - Halruun, now risen as a life-hating huecuva - and rid the cemetery of its presence. After a bit of confusion, the team return Keldon's remains to the princess and get more rest.

    Kelmarane Crypts

  • Act 1, Scene 4, Take 4 (27 Abadius 4719) The team descends into the sealed catacombs beneath the accursed cathedral of Kelmarane, the denizen of the extraplanar villain, Xulthos, a glomeray daemon and fanatical worshipper of Szuriel, the angel of desolation (the Horseman of War). Enrobed in illusory terrain akin to its homeland, Xulthos tears into the party, intent upon its destruction, but finds the team too stout to bear. The tides of the battle shift slightly as a dominated and revived Kardswann appears and charges into battle in time to allow the daemon to possess his form as his chitinous insectoid form falls under the onslaught from weapon and spell alike.

    With two warring psyches in one monstrous jann form, Xulthos fails to enact venegance, chased down and executed by Razif and Drael. In his death throes, a clear-headed Kardswann resurfaces, comforted by the shade of his brother Templar Vardishal cohabitating in the psyche of Layaali. Kardswann dies, and yet, as seems to be par for the course with respect to Templars of the Five Winds, death seems to not keep for long, and Kardswann spontaneously revives. Embarrassed and puzzled (and somewhat joyous), Kardswann apologises for his actions and excuses himself from the team, eager to seek out his princess (Nefeshti) and restore his good name.

  • Act 1, Scene 5, Take 1 (27 Abadius 4719) The triumphant heroes return to the scoured Battle Market, the building taking on the enlightenment brought via Princess Almah and her team. The debriefing complete, the team are given leave to rest and recuperate in advance of a fete in their honour later that evening.

  • Act 1, Scene 5, Take 2 (27 Abadius 4719) The heroes attend the formal party in honour of the re-taking of Kelmarane, with many surprises punctuating the event. Princess Almah acts as master of ceremonies for the celebration of New Kelmarane, bestowing honours and justice to a gathered dozen luminaries sharing the stage with her. Their former teammates Nishv Nilara and Korum Scratcher are given formal positions in the nascent Kelmarane government. The former Lions of Senara Felliped the bard and Oxvard the cleric are also given positions, as well as licence to establish a formal Pathfinder lodge in Kelmarane. Undrella the alchemist is named as a full citizen of New Kelmarane, and awarded the Infusium as her personal possession if she would stay on as High Chemist to the city. The tracker Dashki is rewarded for his infamous cowardice and dual allegiances during the campaign via a merciful dismissal from the princess' company.

    Before the gang of adventurers can reap what is owed them, a disturbance in the ceremony occurs as a strange religious figure stands a professes his disdain for the pomp and circumstance on display. He identifies himself as Zayifid, and warns of the great unmet danger of the Carrion King within the Pale Mountain to the north. He urges against complacence; Almah responds by taking him into custody, though this arrest does not abide for long, and before the ceremony even ends, it is reported that Zayifid has escaped - his motives and actions remain a mystery.

  • Act 1, Scene 5, Take 3 (27 Abadius 4719) Finally, the heroes are called forward. Each one is rewarded monetarily and given the title of Knight-Protector of Kelmarane. They are all, as a group, gifted the wharfmaster's harborside mansion in lower New Kelmarane as their residence and promised attention to their own specific aims within Kelmarane, as can be managed by Almah and her team. They are then toasted by the gathered citizens of Kelmarane as the wine corks are popped!

  • _____________________________________________________________________

    Cast of Characters, House of the Beast:

  • Zayifid - Troubling stranger and curmudgeonly messenger; disappeared after the christening of New Kelmarane only to re-surface with words of warning concerning the Carrion King
  • Torre-telis - Male iruxi from Katapesh; Layaali's #2 at the small temple to Vildeis
  • Pippi and Ruby Cheswick - Twin girls orphaned by the unexplained gnoll ambush and arson of the town mill
  • Jilayne Aramosh - Aunty to the twin girls and formal guardian; city guard of New Kelmarane
  • Beshvi - nixie sorcerer and (recent) sole occupant of Pale River Falls
  • Jawcracker - duplicitous leucrotta squatter; exterminated by Min and Layaali
  • Andgronakraks - earth mephit seneschal to the salamanders of the Coils of Flame; a glutton for gemstones
  • Lesaar - thaumaturge salamander of the Coils of Flame; slippery ally?
  • Kelmarane Regional Map

    House of the Beast Timeline

    Act 2, Scene 1, Take 1 (26-28 Calistril 4719, Toilday):
    We meet the heroes New Kelmarane once again. Unfortunately, we also meet gnolls again as a war-band burns down the Cheswick Mill and murder most of the resident family, leaving the Cheswick twin girls orphaned. The team takes on a guard shift after fighting their way out of the fire, only to get called to Princess Almah's quarters the first thing the next day! There, Zayifid has returned with a dire warning for the Knight-Protectors regarding the Carrion King and his amassing army! The team rest as best they can, then hit the road north out of Kelmarane the next morning.

    Act 2, Scene 1, Take 2 (28 Calistril 4719, Toilday):
    The first job set for the party is to explore the nearby Pale River falls and the report (from Razif) of tentacles engulfing a hapless gnoll coming from within the splash-pool (spotted by him and Brotis on local patrol). Min has suspicions regarding what might truly exist there - suspicions that are proven correct as the team encounters a nixie hermit named Beshvi. She adamantly defends her right to the domain of her falls, but admits that she could help the party if they could guarantee her continued privacy. The team accepts the extermination job from Beshvi of a problematic leucrotta named Jawcracker from the caverns behind the waterfalls. Once the job is finished, Beshvi gives the team a map to a location on the eastern slopes of Pale Mountain known as the Mountain's Maw. She explains that a community of salamanders live there along with their seneschal, a creature known as Andgronakraks. She also provides clues that Jawcracker was recently working with a creature named Zakhan as well as the Three Jaws gnolls. As Beshvi takes control back of her caves, the team return to New Kelmarane to report their findings, warn against further exploration of the Pale River Falls, and make last-minute purchases. With this completed, the team makes an afternoon departure from the city once more up into the Uwaga Highlands.

    Act 2, Scene 1, Take 3 (28 Calistril - 3 Pharast 4719, Sunday):
    The party experiences a peaceful first 24hrs on the high mountain trail that ends on their second night due to the attack of a wailing undead spectre - an edimmu. Dispatched with ease, Min senses the spirit was only set back for a time and not truly slain. The next evening landed the team in deeper trouble along the massive canyon known as the Chalk Cliffs as the pale-skinned gargoyle horde invested therein set upon the heroes. With the assistance of a new hero arrived to the scene - the crimson-skinned kobold known as Yantuk - the group was able to squirrel themselves away long enough to evade the seemingly-unending gargoyle hunting party. And then they were six. After experiencing a disconcerting and fiery dream about a Rovagugian priest named Ulumanesh, the team made a full-day's push closer to the looming peak of Pale Mountain. The last night on the trail featured the reappearance of the vengeful edimmu, and despite summoning a cyclone, it was defeated once again.

    Act 2, Scene 1, Take 4 (4 Pharast 4719, Moonday):
    The party arrives at the location on Beshvi's map: the cleft known as the Mountain's Maw. Descending into the caverns below, the team feels the heat of volcanic activity and meets the rocky seneschal Andgronakraks. After some debate (and bribes), the curious being agrees to introduce the party to the salamander tribe and request safe passage through their tunnels.

    Creature Identification (Knowledge Check) Rules

    GM tools:

    Initiative Macro
    [dice=Drael Initiative]1d20+3[/dice
    [dice=Layaali Initiative]1d20+1[/dice
    [dice=Min Initiative]1d20+2[/dice
    [dice=Rab-Rab Initiative]1d20+3[/dice
    [dice=Razif Initiative]1d20+3[/dice
    [dice=Yantuk Initiative]1d20+7[/dice