GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
Roll20 Link
Treasure Log
New Map of Kelmarane


9,951 to 10,000 of 10,988 << first < prev | 195 | 196 | 197 | 198 | 199 | 200 | 201 | 202 | 203 | 204 | 205 | next > last >>

Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Minor retcon - rewind
As Otah eyes the area outside the Gate, the hairs on his beard seem to stand out on end. He turns to face the noble Marid again, a confused look on his face. He grins, as if prompted, before the Gate closes.

"Zen, huh?"

Fast Forward

Evening Time:

Otah takes the evening to bond with this new development, trying to understand it's capacity and limits. So distracted by Zenzirad, his journal lays untouched for the evening.

Does Zen reveal anything about itself over the course of an evening 'conversing'? Does Otah need to respond verbally, or can he mentally commune with it as well?


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Otah:

Your evening passes quite quickly, as Zen takes in every little detail of every answer to every question she poses to you, relating to the Time Before. She understands everything in the story of the Legacy of Fire since you were given Zenzirad by the Azer Artel. She understands nothing of your travels before this moment.

She converses with you through Telepathy, allowing you to speak with your mind. As she has no outwards ability to speak so that others may listen to you and her exchange words, you are quite sure that speaking out loud will be answered only in your mind. When you respond Verbally, your mind echoes the same Telepathically.

Zen is able to sense by both sight and hearing out to 60'. You learn this as you walk with her, and inquire as to how far out she's able to track the errant kobold on the grounds of the Villa.

She understands both Common and Ignan, as seems appropriate for having been crafted by an Azer.

This is what she conveys on her own, as it becomes understandable during your introductory conversation. More than this, you have yet to learn, though she certainly demonstrates a receptivity to your questions, as it earns her the 'right' to enjoin you with more questions of her own.

The conversation inevitably turns to your purpose, what you desire most in life, and what you intend to do in order to see your plans fulfilled. Zen is keenly interested in knowing this...

...

For the small downtime here, those who wish to remain in the Villa for the day are welcome to do so. Those interested in joining Aldebert on his foray may do the same, and those interested in venturing out into Katapesh on their own recognizance are certainly able to do so.

Aldebert's journey into Katapesh is pleasant enough, for the day's weather. The day is the 15th of Sarenith, 4714 AR. It is a Sunday.

The markets never rest, the churches enjoy their weekend's attention across the city, and the restaurants, taverns, street vendors all entice you to satiate your hunger in their establishments.

Aldebert spends the better part of the late morning in his inquiries.

Aldebert:

Over two weeks ago, roughly the same time you found yourselves sucked into the demiplane known as Kakishon, Katapesh had an unwanted bit of excitement, as a small army of efreet challenged the perimeter of the city, destroying several sections of the city wall, and slaughtering the city guard. Some say dozens, others decry hundreds of lives lost in the confrontation. All say that by the grace of the Pactmasters, further loss was avoided, as they parlayed with the efreeti leader, and an agreement was reached. The army departed, heading in the direction of the Brazen Peaks.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert stops in the church of Abadar for a loooong prayer just as soon as he can. Then he gets to work hunting for information. He doe so somewhat methodically, and double checks every rumor he hears for accuracy.

Eventually, after a few hours, Aldebert gets together with the party over a hearty lunch, er, somewhere. He fills them in on what he discovered in his morning search.

"So about two weeks ago - same time we left - a small army of efreet challenged the perimeter of the city, destroying several sections of the city wall, and slaughtering the city guard. Though there's some argument over the death toll, by the grace of the Pactmasters, further loss was avoided. They parlayed with the efreeti leader and an agreement was reached."

He leans into the party, "Now here's the important bit. The army departed, and they headed in the direction of the Brazen Peaks." he leans back, his point made. "That's useful information, that is. I wonder if Jhavhul has setup his camp there and is attacking nearby settlements for information, cash, magics, slaves, and who knows what else. We don't know what deal the Pactmasters made, and I doubt we ever will."

"But we follow that army, and we'll find our Jhavhul." he says with energy glad to be on the hunt, rather than fighting free of a prison. "Let's stop in Kelmarane and see what we can learn there as well. And then off to the mountains."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Y'all were probably waiting on me. I'm sorry. *faceplants* This week...

Mahdi wasn't about to head into the city proper at around midnight tot try and research, but come morning he will certainly see if their host's books avail anything. This task, however, is oft interrupted by having to see to his Skulk and the Muck.

Sighing, Mahdi goes to learn the first-hand joys of managing a (tiny) army.

"No, no, no," he says to the kobolds, and then repeats it in Draconic.

"If you have needs, ask them of me, my dragon warriors. Have I not promised you arms? Armor? Hold still, all of you, so that I can count you..."

Mahid muses on this logistic, and another sort: the notion that his kobolds, however resourceful and devoted, are likely to be so much chaff before the inferno that is likely to be Jhavhul. His brow creases as he considers that he would rather not lead the beasts to certain death.

Just to clarify, GM, are the kobolds in an OOC sense just, yanno, CR 1/4 kobolds? I know we're building an 'army' but Mahdi's not such a dick he'd want to lead them into certain death. It'd potentially be different if they had class levels and might be able to survive a stiff breeze. Also, just how many kobolds and azer do we respectively have? I may well spend some cash outfitting them with basic gear and having the numbers for my math would be good.

When Aldebert shares the news of what he's been able to find, Mahdi's brows arch with some interest. "Interesting. Well-discovered. It seems we certainly should set out in short order. And what was Ami yelling about, earlier, I could hear some definite excitement but not make out the words..."


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Amiamble will certainly accompany his brother to town. Well, not *in* town, but *to* town. He will range and run and scout and hamper and follow his brother, checking in before spurring Yeen on to run in the desert, in the sun, and in the wind.

He will wait outside the city for his brother, and the goat that he is sure his brother will remember to bring for Yeen. His brother would not forget that.

* * *

As Mahdi has asked, Ami will explain about Vardishal’s words. ”You see? We need to go to the monastery. Where your brother might be, maybe? I dunno.”


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Yes, quite." Aldebert will help fill in any gaps, adding, "We'll check the monastery on the way to Kelmarane. Then Kelmarane. Then to the Peaks - pending what we learn along the way of course."

"I figure we leave your entourage at the house though. Best not to have them underfoot, right?"


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

You've got yourselves a 15 Kobold Skulk, and a 10 Azer Mamluk Muck. For their storied history, let's say that your Skulk consists of Elite Kobolds, still CR 1. Given time, I'd certainly allow you to beef them up, but who knows what the future promises...

As for your Azer, they are classic Azer Warriors. All of them are equipped, and you even have 3 extra sets of armor, for several mamluks who weren't so lukky.

Mahdi wrote:
"If you have needs, ask them of me, my dragon warriors. Have I not promised you arms? Armor? Hold still, all of you, so that I can count you..."

Zrank sidles up to Mahdi, scaled hands kneeding themselves in anticipation. "Yesss, that is good. Better armor for me, to show them who is boss. Much better. When?"

...

Katapesh reminds you to protect yourselves from the heat, as the large white canopies of the marketplace shelter you from the direct sunlight, but only in sections. The noonday heat is quite avoidable, should you take up your midday meal inside the cool clay of basement bars.

You are left to your own devices for the entirety of the afternoon. When you return to the Villa, you find that Rayhan has company. Well, more than the Skulk and Muck. And certainly your resident fire mage aka fire marshal.

Kazim sits with Rayhan, sipping tea, nodding gently to something spoken quietly by the old sage. When you enter, she sets down her cup, and stands to greet you.

"It is good to see you again. We feared you might have been slain by that army. Now we know that to be untrue. Rayhan has done a superb job coloring your recent odyssey. I wanted to ask you myself, as I stand before you, once again, as a representative of the Pactmasters."

"What will you do next?"


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert bows slightly out of respect, "Kazim, it is good to see you as well."

"You may tell the honorable Pactmasters that we intend to hunt down Jhavhul and end his reign of tyranny and destruction. We have some good leads, and hope to bring the fight to him very shortly - pending the discovery of his location."

He grins, "At least that is my hope. I don't want to color our success too brightly however. He is a slippery fellow, and powerful. I only hope we are up to the task. Am I correct that this aligns with the Pactmaster's own desires in the matter? If so, can we expect any support from that quarter?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Amiamble nods to Kazim, maintaining some level of diplomacy with the member of Aldebert’s church. He doesn’t remember the Pactmasters acting too nobly when Rayhan was kidnapped, and worries about their motivations now. He idly nit-picks through Yeen’s fur (tossing any found nits into the fire) while he listens to the discussion. All in all, he thinks he’s being very polite and normal. For him.

He wonders if the Pactmasters will want to help them, or sell their whereabouts to Jhavhul.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Aldebert wrote:
"You may tell the honorable Pactmasters that we intend to hunt down Jhavhul and end his reign of tyranny and destruction. We have some good leads, and hope to bring the fight to him very shortly - pending the discovery of his location."

Kazim takes her seat, placing her hands on the table, listening attentively to the halfling's declaration. "This is good news. Very good news."

Aldebert wrote:
"Am I correct that this aligns with the Pactmaster's own desires in the matter? If so, can we expect any support from that quarter?"

Kazim hesitates, as Aldebert asks for support.

"Yes, and no." She turns to face Pent.

"For your work in supporting Almah in Kelmarane, you garnered the attention of the Pactmasters. When you went missing, they set a vigil on you for your return. We understand that in your absence, Kelmarane has fallen. This is why I'm here. The Pactmasters would like to offer you 10,000 gold to support you, as you supported our agent, in the event that you return to Kelmarane."

"As for the rest of you, I was not authorized to do the same for you, and for that, I am sorry. The Pactmasters have largely washed their hands of Kelmarane. We will pray for your success, should your hunt for Jhavhul lead you there."


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent's jaw drops just a skosh, as Kazim offers a decently large amount of gold, only to him. "That's awfully generous, while still being so stingy. We all supported Almah, in our own ways. I just kept within sight of her, and her paperwork." Pent looks at his friends, then turns back to Kazim.

"Well, I'll not decline the financial windfall. I'll have to think on what I'd invest it in, considering our next course of action. Thank you, all the same, Kazim."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert's world grows cold, "What do you mean Kelmarane has fallen? Were there survivors?!"

He seems to be holding his breath, waiting for a response. Haleen!


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Kazim nods sadly. "It's how we learned the town had been attacked. Several merchants with the means of travel slipped from their businesses in the Battle Market in the dead of night, and pushed their animals hard to arrive in Katapesh." She waits a moment, to let the initial shock wear off.

"Their warnings were dire. Strange magical creatures, the army of efreet. We didn't have much trouble associating Jhavhul's siege of Katapesh, and Kelmarane's woes. We were told the more aggressive citizens were shackled and dragged out of town."


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Zen Meditation:
Otah meditates on dwarves and caves, home and hearth, brotherhood in arms, acceptance among peers. Perhaps, if he can't find a place his own, he can be a part of something to make a home he'd be proud to live in. Kelmarane perhaps, a worthy niche of land. Dig out some caves below it for escape from the heat. Safe enough, but dangerous enough to keep the mind active.

Kazim wrote:
"Their warnings were dire. Strange magical creatures, the army of efreet. We didn't have much trouble associating Jhavhul's siege of Katapesh, and Kelmarane's woes. We were told the more aggressive citizens were shackled and dragged out of town.

Otah is surprised at the offer from the Pactmasters, but that emotion lasts very shortly as he heres of Kelmarane's fall.

The dwarf's face reddens, "It's like that bastard knew where to hurt us most! Rattle the wasp's nest will ya, you'll get the stinger." He pauses shortly to ponder, "Do we return and see the damage wrought, or seek out Nefeshti?"


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Amiamble:

At the dwarf's words, Vardishal bristles.

Seek Her out. Nefeshti will know how best to battle the minions of Jhavhul the Blackstain Cur.

Kazim waits to answer any further questions, then excuses herself, to Rayhan, and to you all, departing the Villa, and allowing the Knights Protectorate of Fallen Kelmarane to discuss dark things...

Early evening descends on Katapesh.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert’s resolve tightens, as does his jaw. ”Haleen is likely dragged away then. She’s not the sort to flee a fight, foolish creature.” he looks to his brother. ”Well then, we must make plans for our journey. We’re about 300 miles southeast along the coast, from Kelmarane, as the crow flies, and we’re not crows.”

”We should talk to Nefeshti at the Monastery. It’s also a good place to make a forward encampment.”

He looks over Mahdi’s followers. ”That lot will be slow, and we need to travel quickly. I doubt we can leave them here…” he trails off eyeing Rayhan briefly, but he continues without much delay, ”So we must bring them with us. That means two or three carriages, or even wagons. It’s the best we can do under the circumstances I think. We should try and hire some with drivers to take us near the Monastery. We’ll dismount there and walk the rest of the way sending the carriages back to safety. Mahdi, your forces should be able to make camp at or near the Monastery safely enough I should think. They’ll be out of trouble and no one should know they’re there.”

He waits to see if the party is in agreement before heading back out into the city to arrange transport.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent finds all kinds of dismay in the words of Kazim. He thinks on his harem, and his worries deepen for each individual in his gaggle. He doesn't know most of them well enough to gauge if they're one of the aggressives the Pactmaster rep refers to. He does know Hyami, and knows she would take the necessary steps to ensure the safety of the others, but that would be in the scenario of a mundane threat like raiders or animal scourges. This is a far different animal, an efreeti army with an axe to grind...

"I'm all sorts of ready to depart. If we can hasten our travel, so much the better. Mahdi, you got any suggestions for seeing us swiftly off?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami has mixed feelings when they are told the city of Kelmarane has fallen. It was an evil city and far too full of people, but they probably should not have all been kilt.

As Yeen’s ears perk up and a shrill yowl escapes Yeen’s lips, Ami leans down to listen to what the cat has to say.

”Brother!” Ami says, his head spinning to get his brother’s attention. ”Vardishal says ’Seek Her out. Nefeshti will know how best to battle the minions of Jhavhul the Blackstain Cur.

”See? That’s where we should go! I am ready.”


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Some of Mahdi's initial time back is taken up in cajoling and/or threatening his kobold Skulk into cooperation... At length he consents to allow Zrank to tag along with him into the city, albeit with dire warnings that Zrank is to do only as he says and just what he says or Zrank will shortly find himself spit-roasted... and besides, it's to get Zrank a suit of armor!

Thus, they return to the villa with Zrank proudly strutting his new stuff: a suit of very well-made studded leather armor in brightly dyed red with strips of stylized leather in flame-orange, per Mahdi's directions. Additionally the kobold has an expertly-crafted steel long spear-- around the shaft of which, Mahdi has fitted a ring that burns with heatless flame, much like the one on his own finger. It creates an illusion of the spearhead blazing brightly. Zrank also boasts a new dagger and a sling, and a pouch filled with slingstones.

The kobolds will only be able to ooh and ahh over the sight of Zrank in his new accoutrements before Mahdi orders the boxes of additional gear uncrated: each kobold receives his own suit of leather armor, a spear, a dagger, and a sling. If they're not as fine as Zrank's, well... that's a hierarchy for you, after all.

***

Mahdi remains busy with his own preparations and with occasionally, to his great amusement, overseeing little mock duels between the kobolds, and then.... the news of Kelmarene is broken to them.

Under his desert-born complexion, the mage grows slightly gray.

He rises from his seated position. "Hazim..."

For a few seconds Mahdi stares blankly into space, and then he stirs. "Master Rayhan. Do you have such a thing as a scroll of scrying in your library, that I may buy from you? If not, I must return to the city immediately. My brother-- my brother, and of course, Amiamble and Aldebert's sister-- may yet live, and if so, I can perhaps--"

Mahdi's voice breaks momentarily; he clears his throat, and then continues in forced even tones. "...can perhaps assess their state, with such magics."

A scroll of scrying and the accompanying component costs would be 1700 GP, which Mahdi still has. If that's a purchase I can make, I will do so, with the intent to use it immediately to try and scry on our survivors (well, on Hazim, since Mahdi knows him best).

At the question of whether or not he can speed their journey, Mahdi inhales sharply, his eyes alight with a new, dark determination. "I think that I can. Let me see the results of this scrying. Then we shall know more."

How far is Katapesh from Kelmarene? If I devote all my 5th and higher spell splots to transportation, I can actually get 26 creatures, not counting myself, to a location of our choosing in one day. Problematically, of course, we are just a few over that, heh. But if we left four of the kobolds behind I can shuttle that many of us up to 1300 miles.... barring mishaps. Depending how many days this would shave off our travel time, it might well be worth it.


2 people marked this as a favorite.
|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

For the land speed of a mundane camel, the distance from Katapesh city limits to Kelmarane is 210 miles, and would require roughly 6 days travel by desert caravan. The distance is shortened by 2 miles should you set your sights on the Monastery of St. Vardishal instead.

Rayhan's Villa currently hosts two halflings, one gnome, one dwarf, one human, fifteen kobolds, ten azer mamluks, a djinni, two pyrolisks, and a scorpion.

...

Zrank does as he's instructed, though before he is free to depart, he takes time with both yellow Snaurg and dull green Ugusk to keep watch over the others while he accompanies their Master. He promises them both suits of armor, though lesser suits, which prompts him to look beseechingly at Mahdi.

...

If one were able to describe a kobold which could emulate lizard humanoid and peacock at the same time, one would be able to describe Zrank, ranked of the kobolds. Several moments of every hour, any one of you catches sight of the kobold commander standing in the doorway of the various rooms of the Villa. He adjusts his longspear with small flicks, which subconsciously draws the attention of anyone's peripheral vision, which makes the kobold perk up and preen with the snagged set of eyeballs.

...

Mahdi wrote:
"Master Rayhan. Do you have such a thing as a scroll of scrying in your library, that I may buy from you? If not, I must return to the city immediately. My brother-- my brother, and of course, Amiamble and Aldebert's sister-- may yet live, and if so, I can perhaps... can perhaps assess their state, with such magics."

Rayhan waits until Mahdi finishes his request, before standing from his seat at the table, and heading from the room. He stands for a moment, to wait for Zrank to move from the doorway, then absents himself for a short while.

When he returns, he hands the fire mage a single scroll. "My collection is still intact. The abductors were unable to spend a grand amount of time when the kidnapped me, and failed to demonstrate any understanding of extradimensional spaces. Please, let this be a way for me to support you in your return to your home."

Mahdi is given a Scroll of Scrying.

"You should be able to use the small reflecting pool in the back courtyard, for your casting." No need to expense the spell casting.

Mahdi:

Automatic Success on Caster Level Check to Cast from Scroll

For a short while, you almost come to believe the spell failed, as the water seems to reflect a blackness that must be the depth of the pool observed through crystal-clear surface.

Then you see him...

For the space of ten feet, in dimness, you see only him, chained to a stone wall in the pose of a crucifixion, one arm extended fully to either side, manacles cutting into his wrists, tinged in both fresh and dried blood. He is stripped naked from the waist up. His skin demonstrates the same fresh and dried blood, with several criss-crossing lashes across his breast.

Then you see his face...

His jaw is grizzled with unshaven facial hair, and slack enough for you to see an opened mouth missing several teeth. Your gazes continues upwards, until your eyes come to rest on his.

You see only charred holes where eyes should be...


3 people marked this as a favorite.
CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Yessss re description of Chief Minion Zrank.

"Oh... very well," Mahdi agrees to the imploring draconic eyes.

Two more suits of studded leather, non-masterwork, for the Lieutenant Minions. *marks off cost*

***

Mahdi bows deeply to Rayhan at the proffered scroll, collects himself, and takes both his person and the scroll with him to the pool. There, he settles cross-legged before the waters... and focuses.

For long moments Mahdi breathes shallowly, his face growing gray, brow dotted with sweat. At length he stiffly unfolds and rises from his spot by the pool. He washes his face and hands with mechanical motions, and dries them as well, before finally coming back inside, his face utterly calm.

"I was able to see Hazim, my brother-- perhaps you remember him," he remarks distantly to the others. "He stayed in Kelmarene, of course. I saw him alone, I am sorry to say: I can say nothing of your sister..." this at the halflings, "or your... companions." That at Pent.

Mahdi stands still, a hand resting lightly on the back of a chair in the conference room. The air around him is increasingly warm, however, putting the recent returnees in mind of the Plane of Fire.

"He was in less than perfect health. I hazard the others about whom we are concerned are likely no better.

"I suggest we make haste. Come dawn, I can embark on a series of magical transportations of our persons over the intervening distance. It will deplete a great deal of my power for the day, but I can..." Mahdi closes his eyes briefly, performing mathematics, "transport ... twenty-six of us, as necessary, to the shrine. That will not suffice for all our people. Some of the kobolds will need to stay behind."

Mahdi delivers this all in matter-of-fact tones, as if the notion of taking the longer route was no longer even a matter of consideration. The chair underneath his palm begins to smolder, and, absently, Mahdi removes his hand.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"I'm glad your brother yet lives. We can only hope our sister does also," he looks to Pent, "And your wives."

He's clearly impressed by how many Mahdi can transport, "That is a veritable army to be sure. Shall we arrange transport for the remaining so they may follow as they can? Or we can make this a two day trip - lying low near the Monastery while you regain your spells?"

"Two days is far superior to a week!" he adds somewhat in awe. "As you'll transport fewer on the second day, you won't need to expend all your spells on it as well perhaps. Oh! And no need to transport Gretiem here. I can summon him when I arrive on the other side, so you may safely leave him out of your calculations."

He chats amiably with Gretiem in gecko, filing him in on the broad strokes of the plan. As usual Gretiem does not reply, or even look at Aldebert, though that doesn't seem to quiet his enthusiasm.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent heartens to hear how many Mahdi is able to convey in such a short time. He thinks a little about what he can do to help the herd, and decides that he has his own means of travel, too.

"If we pick a destination like... that tree... it had a name... the Sultan's Claw! Remember that? It's been a while, feels like years for all our travels, but it also feels like we've come full circle, in a way. By the Grace of Sarah, we came together at that monastery, you folk first, of course. Why don't we do this- those who can travel with Mahdi, should. I can ask Sarah to bring us there, by a different dynamic- travel by wind, in the light of the sun. I can grant the gift of flight, wind-style, which should get us there under three hours, if we're remembering the distance right. A little more than 200 miles left? A little less than 250 miles, right? Yep, that means that the speed we can spool should get us there under three hours, like I correctly calculated. So we should be able to bring us all into the region, before the high sun hits. Then we march a mile, and arrive at the monastery at the apex of Sarah's Light. Sound good?"

Wind Walk for 5 travelers, per casting. So a gaggle of 10, and we should have the flexibility of the mass exodus from Katapesh to the hinterlands...


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

”Well done Pent - ensuring we won’t be apart for long.”

He leans in to Gretiem and chats a little while. He coaxes a response or two out of the giant lizard before turning to Mahdi and Pent - the transporters. ”As much as he has a preference, Gretiem would prefer to be summoned rather than teleported or cloud-ified. So he’s still clear of your calculations."

”I say, if we may lean on Rayhan one more evening, we stay here tonight and descend on the Monastery at first light. Pent’s team will leave at dawn, and Mahdi can start casting nearly three hours later so the that team isn’t too early. I think the Mahdi’s team should be Amiamble, Otah, and Mahdi of course. I’ll travel with Pent."

"Mahdi, break up your people however you wish between you and Pent. We’ll meet at the rendezvous spot of the Sultan’s Claw. From there the party will travel on ahead to the Monastery, followed by your group Mahdi. Maybe a half hour behind us? That should give us time to deal with any traps or other impediments so they’re not put to undue risk.”

Aldebert looks to the party for confirmation of his plan, but he's happy with nearly any suggestion or change. Really, he’s just eager to be on the move again. HIs sword is so much better now, he’s eager to try it out on some nefarious outsiders.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

At his brother’s suggestion of travel at first light, Ami shifts on Yeen, waiting for transport by air or by magic. He is anxious to reclaim what Servants of the Beast have taken and to clean the sands of all the gnolls.

”Brother? Do you think we will be killing more gnolls? I hope we get to kill more of them, then it will be a good day, yes?”

He casts his magics to protect his brother and Yeen and is ready to go.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

With a general concensus reached, the Prodigal Sons of Kelmarane sleep their last sleep in Katapesh for the unforeseen future. Rayhan shares the day's haul of fresh foods from the Market, and the azer mamluks actually bring a bit of festivity to the courtyard, around a grand bonfire. Two of them went so far as to secure drum and pluck musical instruments from their own foray into the city.

The cool night's air is held off for many hours, before folk peel away to rest up for the first leg of the journey, in the morning.

...

GM Rolls:

1d100 ⇒ 6
1d100 ⇒ 81

The sun slowly rises, the sky still crystal clear. For the travel arrangements proffered by Aldebert, Pent gathers four kobolds and four azer mamluks, assigning an azer mamluk to be big brother to one of the lizard-men.

At the toll of the sixth bell, the lesser of the two entourages shares in Sarenrae's gift of flight as wind. The group shifts into smoky form, and soars off from Rayhan's Villa, in a northwesterly direction.

Wind Walkers:

You are only harrassed once, by a pair of dragonnes hunting by air. They are unable to keep up with your air speed and endurance, but it's enough to rattle the kobolds, who bolt perpendicular to your tasked path. You eventually wrangle them back.

At the toll of the ninth bell, the greater of the two entourages gathers around Mahdi, who engages his arcane prowess, and sees the collective immediately from Katapesh, appearing in the shadow of the Sultan's Claw in the blink of an eye.

A half hour later, the wind walkers arrive, and solidify to join up.

The grand march of a mile to the Monastery of St. Vardishal is uneventful. Within twenty minutes, you crest a desert hill, and lay eyes on the outpost.

Amiamble:

Yeen experiences intense piloerection. No words are forthcoming from Vardishal, but everything indicates a strong anticipation in arriving without delay at the Monastery.

How do you approach the Monastery?


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Since we had some time before starting the mad teleport-nanigans, I had ooooone more purchase, sorry: a potion of jester's jaunt, -750 gp. I'm also assuming Mahdi re-upped on all sort of cheap spell components. Including brass doorknobs. Since he's burning through several of those today. Mahdi will arrive at the rendezvous point having used all spell splots of 5th level and higher (except for fire domain spells that he's stuck with); let me know if you need any breakdown of just how the teleport/getaway shenanigans worked.

Spell prep, just for my own bookkeeping:

Wizard Spells Prepared (CL 13th; concentration +22)
. . 7th—delayed blast fireball (DC 28), getaway (6th level spell), Split Splot to get 2 more 5th level spells (teleport)
. . 6th—elemental body III, getaway, getaway, getaway
. . 5th—fire snake (DC 26), teleport (6)
. . 4th—ball lightning (DC 24), dimension door, enervation, locate creature, phantom chariot, communal protection from energy, resilient sphere (DC 24)
. . 3rd—dispel magic, fireball (DC 24), fly, haste, haste, lightning bolt (DC 23), communal resist energy
. . 2nd—burst of radiance (DC 22), communal endure elements, false life, glitterdust (DC 20), glitterdust (DC 20), resist energy, see invisibility
. . 1st—burning hands (DC 22), enlarge person (DC 19), expeditious retreat, grease, liberating command, mage armor, vanish (DC 19)
. . 0 (at will)—detect magic, mending, prestidigitation, read magic

Mage armor up for the day on myself, Yeen, and Gretiem. False life up on myself: 1d10 + 10 ⇒ (9) + 10 = 19

The pleasure Mahdi might have customarily felt at impressing his comrades is nowhere in evidence. He simply nods, and bids the others a good night, and says he must prepare his studies...

***

In the morning Mahdi takes a short trip to the market for the last few things he desires, and then for the rest of the time until the ninth bell, he paces. Endlessly. The desert around the mage crackles with a restrained heat. When the bell rings he jerks into action, and then for several long minutes Mahdi is silent other than to speak the words of magic, as he brings his allies to the withered old tree, in groups of four and six at a time. When it is is finally accomplished, the slender young mage is sweating copiously, but his eyes burn with determination.

"Let's be about our business, then. We enter. We find Nefeshti. We destroy anyone who stands against us. Yes?"

Mahdi is already walking forward.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

I've spent my entire life wandering from place to place on feet and saddle. In the last few months, I've flown, fallen into a scroll, rode a flying carpet and been sent across planes. What's one more teleport?

The dwarf looks anxious about the method of travel, but puts his trust in Mahdi to get the party where they need to go.

Mahdi wrote:
"Let's be about our business, then. We enter. We find Nefeshti. We destroy anyone who stands against us. Yes?"

The dwarf slides the haft of Zenzirad across both his shoulders as he paces alongside the fire-mage. "Alright."

Zen:
Anything helpful you know or see, you will share, yes?


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert solidifies, glad to see the others already waiting in the hot sun. "What a journey! I strongly recommend you guys travel that way at least once in your life. What a rush - such speed. I had no idea..."

Still grinning, he summons Gretiem and swiftly mounts his trusted steed, wishing it good morning in gecko. As usual there is no response, though you get a general sense of warming between the two of them. Perhaps Gretiem is unresponsive, but he's listening.

When Mahdi makes his proclamation, Aldebert nods in total agreement. "Perhaps you should leave your entourage here until we know the dangers and can plan a good camp site."

Either way, Aldebert draws his greatsword and rides with Otah at the head of the column toward the Monastery (though he suspects his brother will beat them all).


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami rushes up to Yeen, pointing at the cat’s poofy tail. Yeen’s hair, backside, and most of his fur is poofy. The cat oozes an anxious energy.

”Brother! Vardishal seems to think we need to go quickly! Look at Yeen’s tail!” Ami points to the very poofy cat. ”Yeen is poofy! We have to go!”

Ami and Yeen circle in place, wondering if they should wait for his brother or go charging on ahead as seems necessary.

Ami and Yeen begin to rush the walking Mahdi.

”MAH-DDEEE!!! We have go faster!”


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

The gnome can't help but observe Mahdi's disposition following the Scrying of Hazim. But there is no way, under Sarah's bright Sun that Pent sees a way to balance the egg which is Mahdi's new temperament, boiled, slightly cracked, possibly runny... the gnome waits for a time when the subject might be broached...

...

Pent thrills to the wind travel, hardly hampered by the scampering kobolds in tow. He takes in the landscape, this time from the air, and revels in the new perspective. Once, his lot was a chained one, grounded to the speed of a slave caravan. Now, Sarah's seen him fit enough to command enough communal magic to share among several of his companions.

When the Sultan's Claw comes into sight, the gnome takes several parabolic dips before arriving, and slipping back into substance.

"That must be enjoyed again. And again. Among many, no doubt. When times are no longer troubled. Yes, yes."


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Mahdi wrote:
Mahdi will arrive at the rendezvous point having used all spell splots of 5th level and higher (except for fire domain spells that he's stuck with); let me know if you need any breakdown of just how the teleport/getaway shenanigans worked.

I would delight in learning of Mahdi's gameplan castings. As for market purchases, consider them done.

Otah:

"Of course, noble Otah. My senses are at your disposal, as yours are mine."

The collective kobold/azer pack takes position at a distance, not so close as to be obvious to possible sentinals of the Monastery, but not so far that they could not be called into action, should it prove necessary.

The Prodigal Knights approach the Monastery of St. Vardishal, and are greeted by the sight of several janni guarding the entrance and west side of the Monastery.

None of them move forward to intercept you, only watch you as you advance.

Roll20 Map has been updated.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi nods a terse acknowledgement of Aldebert's suggestion, and with a few quick words in Ignan and Draconic orders the entourage to remain put until they hear him call.

Striding forward (though still out of melee range), he nods to the janni guardsmen with a barely-restrained patience. "Greetings. Do you speak the trade tongue common to this plane?"

Kn Planes on janni: 1d20 + 21 ⇒ (2) + 21 = 23

For GM:
Aight-- so with Split Slot I can convert a 7th level slot into 2 5th level slots, leaving me 6 total teleports. I can also always prepare a lower level spell in a higher level slot, so my other 7th level slot becomes Getaway, for a total of 6 Teleports, 4 Getaway spells prepped. First teleport gets me and 4 to the tree-rendezvous, I cast getaway, I Teleport back to Katapesh, I trigger Getaway and take 6 more back to outside-the-Monastery. Cast Getaway again, teleport back to Katapesh, trigger Getaway, six more back to OOM. Etc, rinse repeat til out of Getaways, then use the remaining teleports in bringing as many more as I can. I believe my math added up but if there's an issue let me know!


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Mahdi, Knowledge(Planes) DC 14:

These humanoids are Neutral Outsiders. The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. Some lore even casts the janni as the most “human” of the genie races, although most jann are quick to correct this insult, usually with the edge of a sword. A janni is human-sized, standing about 6 feet tall and weighing about 180 pounds.

Jann are physically strong and courageous, and do not take kindly to insult or injury. Most are quite prone to seeing insult even when none is intended by the speaker. If overwhelmed in battle, they escape using flight and invisibility, returning later with reinforcements.

Jann enjoy their privacy, preferring the solitude of the deep desert and isolated oases. They are usually suspicious of humans, but are often willing to give them the benefit of the doubt. Jann have a strong cultural tradition of hospitality, and will never turn away someone in need of food, water, or shelter, though they might expect payment in the form of a favor at some later date.

Among the other genie races, jann generally have good relations with both djinn and shaitans. While not actively enemies, jann dislike the proud and aloof marids. Jann have a distinct aversion to the efreet, who often try to enslave them or conscript them into their armies.

1 question for every 5 above 14

"Yes, of course. It would be rude not to speak the Common tongue, here on the Material. State your business. There is an air of purpose about you."

Mahdi:

Nicely done! :)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert doesn't know janni, but Mahdi seems to be making inroads so he remains quiet. He tries to non-obviously sheath his greatsword, but as the sheath is on his back, it's not un-obvious at all.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"Indeed," Mahdi says with another slight bow. "You are correct: purpose. We seek Nefeshti, to consult her wisdom. A colleague of hers has led us here. We come in peace, but we are in haste: a great danger is brewing. Can you help us, janni?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Not liking the looks of things, Ami buffs and magics himself, Yeen, and his brother.

Air Walk (Yeen), MCaE (Yeen), Barkskin (Yeen & Aldebert), MagVest (Aldebert), Resist Fire (Yeen).

Ami keeps quiet, moving with Mahdi, trying to keep his good friend safe.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent feels a little less aloof, so unrolls his Carpet, and takes to it, while Mahdi addresses the janni. He looks around the grounds, and enjoys it profoundly. The Monastery is a promise of Kelmarane, no longer abstract, right there in front of them, a tangible return to familiar territory.

Sarah, it's been a long road, but I couldn't be more grateful for Your company along the way!! If it pleases You, I look forward to seeing Your Light returned to this region, and a peace settle upon our home...

The gnome waits for the jann to open the doors... "Doors! There are doors now!"... so they can enter and gain audience with the leader here, which he hopes isn't Jhavhul. He's less certain, with the color of the jann...


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Mahdi wrote:
"Indeed. You are correct: purpose. We seek Nefeshti, to consult her wisdom. A colleague of hers has led us here. We come in peace, but we are in haste: a great danger is brewing. Can you help us, janni?"

The janni returns the bow with a nod of his head, then signals his partner guarding the door to open them, and allow you all through.

The Monastery is a bit different from your previous stay, lo these many months. There are new plants, new carpet, cleared rubble. It has been modestly restored to its former glory. You pass several encamped jann, all of them in various stages of preparation for war.

The jann at the door escort you down the central hall, then bring you to the right, where a large table stands in the middle of the room. The sunshine lights the chamber through the tinted windows.

On the other side of the table stands a beautiful, tall female djinni, translucent scarf draped across her face. As you enter, she lifts her gaze from the table to look down upon you. Well, not the gnome, as he hovers at eye level.

"You are a sight for sore eyes. I am very glad to meet you all. I trust your travel from Katapesh was uneventful? Good. I am Nefeshti, leader of the Templars of the Five Winds. You are the Knights of Kelmarane, correct?"

She looks down on the table. "As you are no doubt aware, Kelmarane is no longer a free city. Jhavhul has captured it, and his armies now occupy the town." She looks up as she continues to address you.

"My spies report that Jhavhul himself has returned to his hidden chambers below the House of the Beast under Pale Mountain, but he left someone behind to rule Kelmarane in his place. One of my own Templars turned against me— Davashuum. In recent years, Davashuum felt that the Templars should be a more active force in the region. I disagreed, and as they were mine to command, he was forced to comply. Yet recently, when Jhavhul escaped back into this world, Davashuum turned against me for the false promises of power offered by Jhavhul."

"He murdered my one remaining Templar, poor Pazhvann, and fled into the mountains while I raged in frustration and despair. I have since recovered my wits, only to find that treacherous Davashuum has named himself Amir of Kelmarane and is now general of Jhavhul’s powerful janni army."

Nefeshti's visage grows sorrowful. "The time of the Templars of the Five Winds has passed. This is clear to me now. Yet I will not let its legacy live on in mockery and corruption. If my time is to pass, so must Davashuum. He must fall, and his master must be defeated before I can let my legacy go. I have gathered a few dozen jann to my side, and they are loyal to me, but Davashuum’s troops still greatly outnumber us. I need an advantage, something to turn the tide of battle in our favor and make up for our lack of numbers. Your arrival is a fortuitous answer to my prayers, for you have as much reason, if not more, to avenge yourselves against Jhavhul. If you would free Kelmarane and defeat Jhavhul, I would help. Do you accept my aid?”

Roll20 Map has been updated.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert is deeply impressed by what the building has become. I mean sure, he worked on revitalizing the space, but when the finishing touches were put on. Wow.

He bows and dismounts Gretiem. "We hare honored to meet you as well. Indeed, our travel from Katapesh was amazing, though largely uneventful yes. Thank you. I am Aldebert. This here is my brother, Amiamble. That's Otah and Madhi and finally flying up there is good old Pent. We're very pleased to meet you."

"We have a common enemy in Jhavhul, and reasons enough to free Kelmarane, so joining forces with you is certainly worth discussing. We've had to sneak into Kelmarane before against a hostile force, though I suspect our methods may have changed. Certainly our resources have." he grins.

"What exactly did you have in mind?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami bows to Nefeshti, allowing Yeen/Vardishal to do their own greeting of Vardishal’s former (current?) leader.

He doesn’t want to contradict Nefeshti, but Ami does *not* consider himself a Knight of Kelmarane. In fact, if asked, he might opine that the entire stinking city deserves to be ground to dust. He does not offer the opinion aloud. Most cities should be split up into smaller encampments rather than stinking places with way too many people. Noththeless, he will follow his brother in whatever he decides is best.

Ami leans down to whisper to Yeen.

@Vardishal:
”Davashuum? Do you know him? Tell me about him!” Ami whispers angrily upon learning of the betrayal. His eyes are angry.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Nefeshti smiles in relief. "I can not thank you enough. Please, take a look here."

With a wave of her hand, the table in front of her becomes a topographical layout of Kelmarane, in model size.

Spellcraft DC 20:

The djinni has cast Persistent Image.

"This is Kelmarane as it stands today, as accurate as our spies in the town can make it. While it’s not walled, the town’s position on the bluffs makes it a difficult target. I want to keep civilian casualties at a minimum, so I cannot simply strike with my full force against the occupiers without fear they will retaliate against their hostages."

"Instead, the Lower Town must be secured and its inhabitants protected before we turn to the stronghold in the Upper Town. It is vital to seize and secure certain strategic locations to anchor our forces. We also need to strike swiftly, so that Jhavhul won’t have a chance to send reinforcements from the House of the Beast. What we need is a small but powerful band to infiltrate the town and carry out these missions, so our army can confront Jhavhul’s on equal terms and without a lengthy siege. I shall lead my jann into battle, but not until you have hit the enemy hard and distracted and wounded them. By striking such decisive blows against key points in the village, we should be all but assured of success.”

She looks to you all, and waits for you to respond.

Amiamble:

"Pazhvann... is dead...? No... He was the East Wind. He was advisor to Nefeshti... he was Reason. It is no wonder Davashuum sought to slay him. Davashuum was the Executioner. He was the Fury of All Winds."

Vardishal grows quiet. In an instant, both Yeen and you are energized throughout your bodies' frames.

Your Initiative is now +4 greater for the rest of the Book.

"Let me see Davashuum beg for mercy. I want him to beg, before you kill him."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"We are grateful for all the aid you can provide. I know we have the immediate priority of retaking Kelmarene, but even learning how you first defeated Jhavhul would be helpful, lady Nefeshti," Mahdi says.

He studies the map critically when it appears, partially favorably impressed with Nefeshti's easy conjuring of the image. "It seems so long ago we first approached," he muses. "Did we not come over some sort of rickety bridge? Of course, these days I might simply be able to use magic to bring us in... Though not today. Lady, do you know if Davashuum has sealed the area against any teleports? If not, I can easily get the small force you mention, in, and out.

"Speaking of an army," Mahdi says, and pauses. "We returned from the Plane of Fire with others in tow: they have reason to be loyal to us, and none to love Jhavhul, at any rate. Ten azer follow us, as well as... a number of kobolds... I know, I know, they are small creatures, but it did not suit me to leave them to enslaved by efreet. And we travel with a djinni, as well. By your leave, may these souls take refuge here? We left them about a mile back, unsure what conditions would be, here at the monastery.

"One other question: does Kardswann yet live? The last we saw of him, he said he came to report to you, Lady."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

Aldebert smiles as he gets it for a change and he considers Nefeshti's plan. He nods at Mahdi's abilities to insert us directly at the trouble spots, "I like this plan as it's shaping up. Mahdi, how many creatures can you take at a time? Can you take us all, just the party and Yeen and Gretiem if possible? I can summon Gretiem the next round, but it would be convenient - if we're in a hurry - not to have to."

"Nefeshti, what sort of targets do you want us to hit first? I think we'd be ready to move first thing tomorrow, when Mahdi is ready, we all should be I think."

He pours over the map, trying to memorize as much as possible.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami looks at everyone, his face furious beneath his face scarf. His eyes are pointed in rage, trying to match what Vardishal has said.

"Vardishal says that 'Davashuum was the Executioner. He was the Fury of All Winds,' and that we are to make him beg before we kill him. Make him dead and begging for more death," Ami clinches his tiny left hand and pounds into his right palm. "We'll give him the whatfor, we will."

Ami waits to hear back on Alde and Mahdi's questions.


1 person marked this as a favorite.
|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Mahdi wrote:
"We are grateful for all the aid you can provide. I know we have the immediate priority of retaking Kelmarane, but even learning how you first defeated Jhavhul would be helpful, lady Nefeshti."

"Yes, of course. The least I can do is provide you such intelligence." The tall djinni takes a moment to gather her thoughts, before speaking on Jhavhul's first defeat.

"I knew a deep love, once. His name was Andrathi. He was a strong wizard, but his power never diminished his humility. I found him fascinating, and I intrigued him. I spent my best years with him, traveling together, researching ancient wisdoms in ancient places." The djinni princess drifts off, as her eyes lose their regard of you, for better memories.

"He had no love of war, but he respected my duty, my vigilance, against Jhavhul, and his demon efreet. My Templars and my army were slowly losing to Jhavhul's hordes, and I couldn't keep my frustration from Andrathi." She continues, but takes small breaths to keep a gentle heaving in her breast to a minimum.

"Andrathi only wanted to help. He had been studying a powerful magical item called the Scroll of Kakishon, and speculated that he could use it against Jhavhul and his army. I have seen what my love was capable of, so I trusted him, trusted what he promised would result. I set an ambush, and Andrathi disappeared from my side, and into the midst of the efreet army. He commanded the Scroll to open, and open it did. A violent vortex consumed Jhavhul, a good number of his ranks... and Andrathi himself."

She pauses, her head bowing a moment.

"We slaughtered the remaining efreet, but we were too slow. Someone on the battlefield understood the importance of the Scroll, and was gone before we could finish the battle. I searched, for centuries, and was unable to discover it, my love, and Jhavhul, to know their fates. Until recently, when Jhavhul returned... and Andrathi did not."

She looks to Mahdi, hoping that this is enough to answer his first question.

Mahdi wrote:
"Lady, do you know if Davashuum has sealed the area against any teleports?"

"He has not. His army of jann is his web, and I hope that it provides him a false sense of security. We estimate that he has at least one hundred of them."

Mahdi wrote:
"By your leave, may these souls take refuge here? We left them about a mile back, unsure what conditions would be, here at the monastery."

"Yes, I have no objection to bringing your contingent here. I will see to their needs, until we engage the fell forces of Davashuum."

Mahdi wrote:
"One other question: does Kardswann yet live? The last we saw of him, he said he came to report to you, Lady."

Nefeshti looks uncertain for a moment. "Kardswann? He was one of my Templars. But he fell from my service, years ago. I have no recent memory of him seeking me out. I wouldn't fault him- I was no leader, for the years I suffered in my search for Andrathi. He couldn't tolerate my absence, and chose a different path."

Amiamble wrote:
"Vardishal says that 'Davashuum was the Executioner. He was the Fury of All Winds,' and that we are to make him beg before we kill him. Make him dead and begging for more death. We'll give him the whatfor, we will."

Nefeshti flinches upon hearing the name of yet another of her once Templars. "I must admit to my surprise here. I have kept in touch with my remaining Templars, Pazhvann and Davashuum, so have known of their activities more recently than Kardswann and Vardishal." She turns to address Amiamble.

"But you speak his name as one would of a close confidante, and you know about the Fury of All Winds. How do you know of Vardishal? Do you know his whereabouts?"

Aldebert wrote:
"Nefeshti, what sort of targets do you want us to hit first? I think we'd be ready to move first thing tomorrow, when Mahdi is ready, we all should be I think."

Nefeshti brightens to hear the planning of battle.

"Please, come closer. I trust my spies and the information they've gathered." She hovers over the overview map of Kelmarane, and begins pointing to various sections of the town. "As I see it, there are four places which would prove desirous should they fall to strategic strikes."

Please refer to the New Map of Kelmarane, in the Campaign Header.

"Here 1, at the North Bridge, there are five janni captains posted to watch over the comings and goings of the efreeti rabble that hail from the House of the Beast. This is also the most likely central point of command among the Lower Town guards—taking it out will hopefully disrupt communication among the town’s patrols, at least for a few hours."

"Now, the Lower Gate 2 controls the route from the Lower Town up to the Kelmarane Heights, and represents the division between the occupying force and the captured citizens. Seizing control of it creates a significant barrier to the janni and gnoll forces in the Upper Town, striking another blow to the occupiers’ morale and strengthening that of the captured citizens. We believe Jhavhul has posted a Retriever to deny anyone but Davashuum's forces entry."

"Above the Upper Town sits a Postern Gate 3, which connects to the bluffs. Davashuum has posted a small contingent of jann there, as well."

"Lastly, the Temple of Sarenrae 4. We believe that it has been reconsecrated to honor Rovagug, and it is the epicenter of the gnoll forces in the Upper Town. I highly recommend you wait until you've seen some success in the other parts first, before you focus your ire on recapturing the Temple."

"But I'll defer to your better understanding of Kelmarane, and your own strategies. What do you think? Where do you consider your strengths best applied first?"


1 person marked this as a favorite.
Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)
Nefeshti wrote:
”How do you know of Vardishal? Do you know his whereabouts?”

Ami looks at his brother, then Mahdi, trying to think how to explain that Yeen ate the Vardishal mold and now the battle janni now lives inside his cat. He rolls his hands over, nervously, trying to find the words.

”Well, uhm...” Ami rubs the back of his neck. ”Well, the spirit of Vardishal lives inside...inside...my cat, Yeenoghu, the Night Terror of the Gnolls. Please don’t be mad at him though...he didn’t know. He didn’t know that Vardishal lived inside the mold. No one knew. It was a mistake. I’m sorry.”

Ami offers a weak smile from under his face scarf that no one can see...but he’s trying.


2 people marked this as a favorite.
Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

"Inside Kakishon, we encountered a mausoleum and the remains of Venema... a brass dragon who was still waiting for Nex to rest there. He spoke of Andrathi, and that after spending some time there Jhavul found him. He died on it's steps."

The dwarf's eyes lower, saddened to be the bearer of bad news though the closure may be worth the pain.

Eyeing the map, Otah points at the Lower Gate "We should start here. A blow to..."

His eyes fall on Amiamble. "You ride upon an angry ghost?"


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision
Otah wrote:
"You ride upon an angry ghost?"

"Well, that would explain a lot of things..."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert listens closely to the story, and the plan. He smiles and nods, but keeps his trap shut until she is completely finished. As he's about to speak, his brother quips up. His heart goes out to his brother, but he watches him stand tall in the saddle and smiles. He waits for their conversation to finish before returning to the map.

"I agree Otah, that's an excellent place to start. Hit them there, and hit them hard - push 'em on their heels. Then we can work our way up."

He looks at the map and considers what he knows of the gatehouse. "Mahdi, can you plant us behind them? So we won't have the gate between us and them? Take away their 'higher ground' as it were and even the playing field."

1 to 50 of 10,988 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Rat Sass's Legacy of Fire - Gameplay All Messageboards

Want to post a reply? Sign in.