Mahorfeus' Legacy of Fire (Inactive)

Game Master Mahorfeus

Battle Market 1st Floor
Battle Market 2nd Floor


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Gathering her courage, Marossa steps forward and tries to help her friends, shifting closer to Khasra, she stabs forward trying to distract the pugwampi from the taciturn man.

Maintain Inspire Courage. Aid Another to Khasra..
Attack vs AC 10: 1d20 + 1 ⇒ (7) + 1 = 8
Unlucky Attack vs AC 10: 1d20 + 1 ⇒ (14) + 1 = 15


Yeaaaah I'm never running pugwampis again after this. Simplifying my format a bit more so that I can post a little faster.

GM Rolls:

1d20 + 3 ⇒ (15) + 3 = 18
1d3 - 4 ⇒ (1) - 4 = -3
1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
1d20 + 3 ⇒ (4) + 3 = 7
1d2 - 4 ⇒ (2) - 4 = -2
1d20 + 3 ⇒ (7) + 3 = 10
1d3 - 4 ⇒ (1) - 4 = -3
1d20 + 3 ⇒ (5) + 3 = 8
1d3 - 4 ⇒ (1) - 4 = -3
1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
1d20 + 2 ⇒ (10) + 2 = 12
1d6 - 1 ⇒ (5) - 1 = 4

Round Three (cont.'d)

Thurrios attempts yet another attack on the pugwampi before him, but it avoids the blow a with nimble dodge.

The inquisitor barely notices the other pugwampi's (3) efforts to attack him, its next arrow bouncing off his armor ineffectually.

The unluck takes its toll on Sami as well, another of her rage-fueled blows being dodged completely. Rage 2/5

Thurrios' opponent (1) continues its attempts to stab at him, but its mundane weapon seems completely useless for the task.

The bad luck continues as Khatijah just barely misses the pugwampi king, the fat gremlin uncharacteristically nimble, or perhaps just fortunate.

Continuing to raise her allies' spirits, Marossa steps forward and attempts to lend support to Khasra by distracting his attacker, only to find her effort ineffective. Round 3/8

The pugwampi (4) that shot Khasra cackles at him and Marossa, tossing a rude gesture at them before firing another arrow in their direction. Its aim is far more sloppy this time, resulting in a complete miss.

The last pugwampi's (2) aim is not any better, its attack flying past Khatijah.

Finally, Khasra's next arrow is simply dodged by his mocking opponent.

Round Four

King Mokknokk, still recovering from a brief dizzy spell, launches another attack at Khatijah. She has no difficulty in dodging the spinning attack, prolonging their stalemate.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

Once more!

Light Mace Hit: 1d20 + 3 ⇒ (20) + 3 = 23
Light Mace Hit: 1d20 + 3 ⇒ (12) + 3 = 15
Light Mace Damage: 1d6 ⇒ 3


Status:
HP 12/12 AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +5 | W +2 | Init +3 | Per +8

Round 3.

Khasra once again lets another arrow at the same pug as before.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7

Unluck: 1d20 + 4 ⇒ (15) + 4 = 19

Damage: 1d8 ⇒ 4


Female Human Fighter 1 (HP: 9/16 NL:2 AC 16/11/15: F +4, R +1, W+2, Per:+1, Init: +1)

Power attack the king: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
Unluck: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9

Khatijah howls in frustration as she fails to hit the varmint again.


The pugwami's unlucky aura definitely was never made for PBP games, they don't seem particularly threatening either. Perhaps we could cut-scene this combat and move on DM? I think it would be more interesting for all of us that way.


I... am actually feeling inclined to agree. I thought my "nerf" to this encounter might make it go more smoothly, but it seems I vastly underestimated how annoying pugwampis can be. We might be here forever at this rate. If everyone else is in agreement, I would be all right with fastforwarding through this encounter to the tune of Yakety Sax. The leader is the only real threat, anyway.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

Concur


Female Human Fighter 1 (HP: 9/16 NL:2 AC 16/11/15: F +4, R +1, W+2, Per:+1, Init: +1)

Please. This is just getting ridiculous.


The battle goes on for several more minutes, prolonged by the pugwampis’ troublesome unluck aura. They continue to prove to be more of an annoyance to the warriors than a genuine threat, most of their attacks proving ineffectual at best, and slightly painful at worst. The only exception is the so-called pugwampi king - or rather, its oversized-undersized mace. Growing tired of the prolonged battle, Sami and Thurrios join Khatijah in her efforts to subdue the pugnacious gremlin. King Mokknokk fights until the very last, seemingly oblivious to the fact that his minions no longer had the advantage. Eventually Khatijah’s greatsword lands on its mark, reducing the fat fey to a smear on the ground. At once, the cheers and jeers in the chapel become screams of shock and horror. Their leader dead, the dozens of pugwampis up above scramble to leave, abandoning their injured and dead. Many leap out the broken stained glass windows, while others squeeze out through cracks in the stone wall. In a matter of seconds the five of you are left alone in the chamber, surrounded by deathly silence.

I'll add a bit more tomorrow, when I have the book in hand. I think I'll be cutting any future pugwampi shenanigans...


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

Woot!


Without the manyfold distraction, the horrendous state of the holy edifice comes into notice. Numerous pages of some holy script are strewn about the damaged altar, most of them smeared in excrement. Similar filth encrusts the altar itself, which up till now had apparently acted as a makeshift throne to King Mokknokk.

Mokknokk was wielding a small warhammer and wearing a tiny breastplate. Numerous other valuables were scattered around when the chandelier was destroyed. If it suits your fancy, a Perception check might uncover more treasure.


Status:
HP 12/12 AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +5 | W +2 | Init +3 | Per +8

With the pugs now dispatched, Khasra begins to look around the altar and the area surrounding it. He deftly steps around said excrement while doing so.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Not going to get much with that roll.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

I'm happy to take 20, but for a roll.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


A brief investigation of the chapel uncovers a number of peculiar trinkets amids the rubble and broken pieces of pottery. Deftly avoiding the pugwampis' filth, Khasra spots a small box tucked away beneath the altar.

The contents of the box (as well as treasure littering the room) are as follows:

  • a small, dirty ring with what appears to be a feather chased onto its surface
  • a tiny box affixed to a leather cord
  • an uncut garnet
  • loose coins valued at about 47 gp in total

You are essentially in "free roam" mode again at this point.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

Thurrios will use detect magic on the items. I can only detect auras, no Spellcraft here.


Surely enough, the ring, box, and small mace are all magical.

Spellcraft doesn't have to be a trained skill to be used, but admittedly, I overlooked the fact that nobody has it.


Marossa helps pick through the remains of the room with the others, "Hopefully we never run into those hateful little creatures again."


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

"Hopefully."


Bump. Everyone else still alive?


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

But of course.


Yep, Marossa is ready to go, just waiting for the next update. :)


The chapel is more or less clear, now that you've driven out the gremlins and found the unidentified loot. You can move to another room of the monastery at your leisure. Everybody should still have the map link in their PMs. It'd be a lot easier to just post it here, but I do not think I can do so legally. :(


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

Folks post them all the time though, I'd need to read up on their rules to check the legality I suppose.

We head to the room labelled "unguarded treasure"


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

We will move forward and check out (search) areas A1A and A1B on our way towards A2.


It seems rather quiet in the large chapel without the pugwampis around - and quite smelly, at that. Sami sweeps the valuables you found into a sack, to be distributed and identified at a later time. With no reason to linger in the chamber any longer, you leave to investigate the two side rooms you passed by before.

Not going to be too stingy with how you choose to explore these two rooms.

West Chamber (A1a):

You find that this chamber is littered with debris, some of which might have once formed a small wooden altar. Unlike most of the nave, the roof here remains intact, perhaps explaining why the huge statue here is so well preserved. The statue - a bas relief, to be exact - depicts a bald, muscular humanoid man gesturing toward a mountain in the background of the relief. The statue's detail is rather striking, its face a portrait of genuine concern.

Knowledge (local) and (religion) are applicable here.

East Chamber (A1b):

The east chamber has been similarly vandalized. It also houses a bas relief, but unfortunately, this one has seen better days. The image depicts the same bearded man from before standing before a congregation of pilgrims with his palms outstretched in a gesture of peace. The faces and the limbs of these pilgrims have evidently been the victims of erosion, though enough remain intact for you to tell that they range from beatific to horrified.

A crude stone monument stands here as well, relatively more recently, as it does not seem to match the rest of the monastery. On it is a surprisingly legible inscription:

Quote:
A ghost of unholy mien was purged from this place by Theodephus Estrovan, servant of Aroden, 4691 AR.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

For the west chamber:

Knowledge (religion): 1d20 + 5 ⇒ (7) + 5 = 12

I will detect magic on both chambers.

"Anyone heard of this Theodephus?"


Thurrios does not sense magic in either chamber.

Thurrios:
Even as a worshiper of the Dawnflower, you find yourself unable to identify the man that the statues depict, or his connection to Sarenrae. It is possible that his significance is more tied to this particular region than the religion as a whole.

The name Theodephus does not ring any bells, either.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

On to A2 as far as I am concerned!


A2 is the chapel you fought the pugwampis in. But if you want to fight more of them...


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

Oh, haha, A1 then!


Marossa looks around Thurrios' shoulder as she studies the crude stone monument, "Theodephus... Theo..."

Marossa's left hand rubs up and down her right arm in an obviously well worn motion.

Knowledge Checks:
Know Local: 1d20 + 8 ⇒ (8) + 8 = 16
Know Religion: 1d20 + 7 ⇒ (3) + 7 = 10


Marossa:
The name does not sound familiar to you. He may not have necessarily been notable.

However, you do recognize the mountain depicted in the western bas relief - it is Pale Mountain, the largest of the Brazen Peaks, and the site of many local legends.

Your return to the forgotten nave is unceremonious, as it is just as empty as before. Along the eastern wall you note the three wooden doors that you saw before.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

Ok, on to A13, but checking A16 and A17 on the way.


Marossa turns towards Thurrios as she follows him, "I'm sorry, I don't know Theodephus, but the mountains on the western bas relief are of the Pale Mountain, the largest of the Brazen Peaks. My teachers had many stories to tell of that mountain."


The wooden door swings open without any resistance, exposing a large but rather plain interior hallway. Like other parts of the monastery, the ceiling here is in rather poor shape, covered in several enormous holes. Towards the middle of the hall is a statue of a winged woman, exposure to the elements having no doubt taken its toll on it. Even so, it is easily recognizable as the goddess Sarenrae.

Looking through a doorless arc, you see that the first room to the north (A16) appears to be a large kitchen, complete with walls lines with shelves and cupboards, a huge central table, and an huge oven against the far wall. Everything in the room seems to be om disarray, it was struck by a tornado at some point. Several drawers and cupboard drawers are askew, and the floor is almost completely covered with broken glass, smashed pottery, bits of sharp stone, jagged bone, and discarded cutlery.

Opening a wooden door that is practically falling off its hinges, you see that the southern room (A17) was a mess hall of sorts. Three long wooden tables and dozens of chairs fill the room, but are in shambles, having mostly rotted away with the passage of time. The ceiling here is in bad shape as well, allowing sunlight to illuminate the room. You can see another closed door against the east wall of this room.


Status:
HP 12/12 AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +5 | W +2 | Init +3 | Per +8

Unless anything of value looks like it could be had, Khasra moves through and opens the next door.

Perception to observe the room: 1d20 + 8 ⇒ (5) + 8 = 13


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

On to A13 and aa15 then?


Khasra steps into the abandoned mess hall, sorting through the ruined furniture and shattered crockery with his eyes. There is nothing of value to be found, and any rotten food that might have been left here has long been scavenged, perhaps by the pugwampis or some other manner of beast.

The door on the east wall leads into an adjacent chamber filled with ten bunk beds, each of them in various states of disrepair. The roof here is, surprisingly enough, more or less intact, and there is an open arch against the north wall, leading back into the main hallway. Another open archway against the east wall appears to lead into a dark room, unlit by the light pouring through the windows.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

The "dark" room is A14? Let's have a look inside, I've got Darkvision.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

And then A18. We'll note there are steps going down, but we'll not take them until we've cleared the whole ground floor.


The dark room is the easternmost portion of A18. And careful - you don't actually "see" the stairway.

Thurrios has no trouble seeing in the dark - the small, southeastern room was evidently once the bottom floor of tower. Now, it appears to be the only floor. The wooden floors and ladder have long collapsed, leaving a jumble of even more rotten woodwork on the ground. The roof of the tower is evidently gone as well, as looking straight up, you can catch a glimpse of the blue sky. As far as Thurrios can tell, the dark nooks of the shaft are empty, save for the occasional cobweb.

Also in the dark room is yet another wooden door, against the north wall.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

No problem, we'll ignore the steps we don't "see"

As we go through rubble areas, I'll detect magic.

We'll check the north wall door.


Male Half-Orc (Sandkin) Cavalier (Beast Rider) 4 [Order of the Flame]
Quick Specs:
HP 48/48; AC 17, T11, FF 16, CMD 18; F+7, R+2, W+1; Init +3; Prec +0 (Darkvision 60’); Challenge 2/2 day;

.


All right, a lot of details here, so I'll leave them for you to gloss over.

With the troublesome pugwampis driven out from their lair, the exploration of the rest of the monastery proceeds smoothly. More or less. Most of the rooms in the southern halls end up being empty, save for a rather large spider gets the drop on Khasra. Upon its discovery however, it only takes a matter of seconds for the vermin to be hacked into pieces. The only room with anything of value proves to be the monastery’s library. Though the vast majority of the books crumble to dust at a touch, one is surprisingly intact, and in remarkably good condition at that. Called Courts of Stone and Flame, a cursory glance at a few of the pages reveals it to be a treatise on the genies of the elemental planes. The party stows the thick volume for later perusal.

Moving northward, the party enters the center of the monastery, a space taken up by a large cloister. The monastery’s courtyard had long been encroached upon by thick, overgrown weeds, making passage through it difficult. Khatijah took it upon herself to hack a path through the plants, only to happen upon what could only be a rather large nest, occupied a trio of watermelon-sized eggs. Its occupant was thankfully absent. The nest was left alone for the time being, and the party continued its search for potential threats.

On the walls of the cloister they happened across more bas reliefs, these depicting epic scenes featuring the same bald, bearded man depicted by the earlier statues.

The first featured him with four other bearded men, all of them wearing faces of triumph as they ride on the wind. One of the five warriors held a strange axe, while another wielded a broken staff. Though most of them are worn from time, the names of some of the warriors are plainly visible. The man with the staff was evidently named Davashuum and the one with the axe was called Kardswann. And the bald, bearded man, the one the monastery was apparently dedicated to, was named Vardishal.

The second bas relief depicted those same five warriors against the backdrop of Pale Mountain, locked in battle with creatures made of flame, as well as unidentifiable monstrosities. Above the mountain, two titanic figures lock in a deadly wrestler’s embrace. One is a large, demonic-looking man, while the other is a lovely woman.

The third display depicted three separate scenes. The leftmost one showed the familiar bearded man standing heroically, as his four companions from the previous reliefs leave him behind, taking off toward the heavens. As always, Pale Mountain was shown in the backdrop. The centerpiece then depicted the man fighting a creature that appears to be half-man, and half-snake. Wielding a spear, the snake monster had evidently impaled the other combatant. The last of these scenes, the one to the right, depicted the hero twice. One lied on the ground, transfixed by the serpent’s spear, as the other looked down upon it sadly.

The final bas relief showed the bearded man once more, this time being approached by robed men bearing holy symbols of Sarenrae. They appeared to be treating with him, as though to honor him. Of the statues, this one seems to have suffered the most abuse. Numerous writings were evidently once carved onto the bottom of the display, but many have since been chipped away, erasing the names once written there. From the looks of it, the vandalism was deliberate.

As the party went on to explore the northernmost rooms of the monastery, they happened upon yet another statue of the heroic man - this one however, was different from the others. Nabbed by the curiosity, they moved the statue out of the way, exposing a stairway leading down below. Deciding to be thorough in their search, they descended the stair, entering the the monastery’s crypt. The place proved to be a graveyard, and not just in the traditional sense.

The walls of the undercrypt contained scores of skeletal remains, doubtlessly worshipers of the Dawnflower. Many of the remains on the lower levels were carelessly tossed to the ground, and in time, it became evident that their bones were not the only ones filling the chamber. Signs of a great battle - or slaughter - were present. Robed skeletons lined the walls, many of their skulls having been bashed in with some kind of weapon. The carnage continued on, leading to a large, stone double door. With some effort the party shoved the door open, exposing a large stone chamber, that while dark and thick with dust, seemed completely empty.

Thurrios:
You were the first to step into the chamber, but despite taking a careful look at your surroundings, you found nothing of note. As you left the chamber and then the crypt, however, a strange feeling came over your mind. The sensation was subtle, but it felt as though you had brought something out from the crypt… you just couldn’t tell what it was. As the party passed by the courtyard on its way out, you got the strange impression that you should dig at a certain spot. You pushed the idea aside at the time, but it has been lingering since. Oddly, it felt as though the idea was not your own…

With the monastery seemingly cleared out, the party moved on to inform their employer that the deed was done. As they left the edifice through the arc they first entered through however, something seemed amiss. The red-armored Pactmaster guards seemed more apprehensive than usual, their weapons at the ready. There were evidently more people in the small camp now than when you first arrived at the Sultan’s Claw; Almah spoke with the newcomers heatedly as Garavel looked on placidly. Noticing your approach, he murmurs something to the merchant princess, who quickly turns to greet you.

”Ah, so you have returned,” she says with a small smile, seeming rather pleased at something - and not just with your apparent success, ”I trust that the monastery has been secured? Good. But it seems that our situation has changed some. Come, let us get settled in. I believe a few more introductions are in order.”

Loot:
The treasures your lot recovered from the monastery prove numerous. Zastoran is quick to assist you in identifying those that are magical.
  • the 47 gp found in the chapel
  • an uncut garnet
  • a ring of feather falling
  • a phylactery of faithfulness
  • King Mokknokk’s +1 heavy mace, suitable for Small-sized creatures
  • a mwk dagger, recovered from the crypt
  • Courts of Stone and Flame, a mwk book found in the library that improves Knowledge (planes) checks pertinent to geniekind by +4; further study might yield more information

Still time for everyone to settle in and update to 2nd level, this next part is mostly roleplay. I'll post the introductory post for the newcomers a little later.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

GM:
I'm never one to shy away from a plot hook, so where do I need to dig? Surely there is a nice spade or shovel around here somewhere.


The Reinforcements:

Taking up arms, you answered the Pactmasters’ call for warriors, mercenaries and adventurers alike. You hurried to the city of Solku, having heard that it was the last stop for the man rumored to be recruiting for the mission. As fate would have it however, you missed him by mere hours. Having scoured the city’s markets for Garavel, you learned that he had already departed with a handful of hirees in tow; you were left behind. Other warriors in a similar predicament simply counted their losses, leaving to find other work. The four of you however, were more persistent than that.

It seemed to by mere chance that you found each other, like-minded individuals that had no intention of missing out on this opportunity. Having found strength in numbers, you made the decision to make the trip to Kelmarane together, in hopes of catching up to Garavel. With the help of a crudely-drawn map (that costed entirely too much) and a few camels to bear the burden, you rode north. The week that followed was uneventful, to say the least. The first few days of the journey went smoothly enough. Even when a stray gust of wind blew your map away, it was easy enough to stay on course. Some rather large vultures circled over you for a while, perhaps expecting you to drop dead, but nothing ever came of it.

One morning, when you at last came upon the large tree known as the Sultan’s Claw (recognizable as a crudely drawn landmark on the lost map), you knew you were on the right track. Evidently, Garavel’s men had put minimal effort into hiding evidence of the camp that was once there. An empty, burnt-out wagon sat beneath the tree, with a grave nearby that seemed freshly dug. With plenty of daylight left to travel by, you continued onward, moving closer to Kelmarane. When you first saw the old monastery in the distance, it seemed a better place than most for the others to have encamped. Assuming of course, that the job had not already been done. As fortune had it however, some warriors were indeed camping right outside of the monastery. As you approached, you were quickly greeted - with drawn swords and suspicious glares. Before any fighting could break out however, a regally dressed woman stepped out from among them, her arms held out to her sides.

“Hold, Garavel! They are clearly not gnolls,” she ordered a rugged man with a lantern jaw, apparently the very man you had been searching for. ”Sheathe your blades!”

”They could still be allies of the Kulldis,” Garavel replied disapprovingly, his sword lowered slightly. He did not however, let you out of his sight. The woman merely shook her head and approached you, much to her disdain.

”Please forgive them. This mission is entirely too sensitive - they have reason to be suspicious. And yet, I do not suspect that you mean us harm,” she said, looking at each of you up and down.

”So tell us, why are you here?”

By the time the sun has started to set, the entire caravan has entered the monastery, coming to a rest within the littered but otherwise wide-open nave. Almah orders the mercenaries to clear out the monastery’s rooms, not of vermin as you already had, but of any offensive articles that might make inhabiting the place less pleasant. The first offenders were a couple of filthy mattresses that they promptly dragged out into the chapel and piled up. They were just about to light them on fire before being yelled at by Almah. They were quick to claim that they had simply piled them up so they get high enough off the ground to see out the window; an obvious lie, but surprisingly it was an idea that Almah agreed was tactically sound.

This is a bit of a free period where introductions are assumed to have taken place - you can revisit anywhere in the monastery at a whim.

When all is said and done, and the appropriate introductions have been made, Almah asks for everyone to convene in the chapel.

”Garavel’s misgivings are understandable, but I believe their story,” she says, gesturing toward the newcomers, ”They have already shown their dedication to our cause just by being here. Crossing the scrublands without a guide is an impressive feat in itself, and they appear to be seasoned warriors.” One of the mercenaries, Brotis, lets out a snort. He is quickly silenced by an elbow to his side, courtesy of his leader, Trevvis. ”Now that we are all settled in, I should tell you a little more about what we are getting ourselves into.”

Almah clears her throat before speaking again.

”Long ago, Kelmarane was was just one of several villages in the Uwaga Highlands of the Brazen Peaks situated around a battle market, a huge arcade that attracted merchants, gladiators, actors, musicians, and customers from throughout Katapesh and Osirion. Then, about 20 years ago… it fell, and the Pactmasters abandoned it to ruin. Rumors of plagues and evil curses abound, but in truth no one really seems to know why the village died. About 2 years ago, a pack of gnolls called the Kulldis tribe inhabited the battle market and claimed Kelmarane as its own. The Pactmasters want the village back, and it’s up to us to deliver to them.”

As her speech comes to a close, the merchant princess takes a step back, waiting for any questions you might have.


Male Human Oracle / 15 (AC: 22 [T: 9 FF: 22] | HP: 156/156(0NL) | F+17*, R+10*, W+15* | Init: -1 |Perc: +0 | Lifesense 30’)

Thurrios gives a knowing nod, "gnolls and pugwampis would certainly make it difficult to live here for the average type. I have no love for either of those vermin and will pledge myself to their eradication and the reestablishment of civilization in these parts."


Male Half-Orc (Sandkin) Cavalier (Beast Rider) 4 [Order of the Flame]
Quick Specs:
HP 48/48; AC 17, T11, FF 16, CMD 18; F+7, R+2, W+1; Init +3; Prec +0 (Darkvision 60’); Challenge 2/2 day;

Following merchant princess example, a half-orc in rusting, beaten and worn spiked banded mail, skin darked by many years in the desert sun, steps up and asks in a graveled voice, "I am not familiar with this tribe of mangy gnolls? What is known of them?"

He steps back after his questions, adjusting the weapons at this side and back, as he wedges back into the group.

Hearing the name pugwampis, Narkû spits in disgust and with a sneer to his voice, "Stinkin' little fate spinners."


"The Kulldis are just one of several tribes that serve the Carrion King," Almah answers, "They act on his behalf, so their occupation of Kelmarane does not bode well for the rest of Katapesh. I suspect there are a few dozen of them at most, but it is difficult to say. They have not been observed in significant detail for quite some time."

"Perhaps an advance scout should be sent out," Garavel suggests calmly, eyeing the group's rangers.

Almah considers the idea for just a moment before nodding. "Yes, that would fit nicely into what I have planned. Dashki, Khasra, are you up to the task?"

The two rangers' eyes meet, a brief exchange of disdain. Nonetheless, Dashki grunts in the affirmative as Khasra nods.

"Good. The two of you should get some rest, then. I want you both out after midnight and back before dawn. Keep your distance, but take note of any patrols, or anything else that seems suspicious."

She looks back to the rest of you before adding, "Anything that will make infiltration even slightly easier."

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