
Aurichalcum |

Almost as if magically timed, Aurichalcum swoops out of the roof of the ruins, clearly he had made a small 'dragons den' up there somewhere.
"I, Aurichalcum, am ready to accompany this gallant party upon their quest!"
The little Rajah flaps proudly, his thrust out chest mirroring that of Able.
He then flaps gently, hovering in place a few feet above Ables head...

Talahel Zstelian |

"We will not let you down Lady Almah." Talahel bows deeply. He then rises, turns to his compatriots and says, "Let us be off. We can follow the road while Auri flies above and ahead. If he sees anybody on the road he can let is know so that we can hide. We need to be as discrete as possible. Does that sound good to each of you?"

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Here's a map of the surrounding area - where would you like to go first?

"Able" Ablenaffener |

Able would probably want to investigate the old shrine, maybe turn it into a camp away from camp? And then begin our scouting from the far side of the river. Assuming they haven't posted guards on the east side of the river, we can see the edges of the town without exposing ourselves too much.

Aurichalcum |

"I can fly ahead, just not get too close to anything. I would be able to spot a safe crossing of the river maybe, and where guards or roaming bandits and monsters might be moving. Perhaps I can fly past Kelmarane and look from a distance and sight any movement? We are but a few brave souls, we must be cautious, and use every advantage we have..."

Aurichalcum |

Snapping out his wings, Aurichalcum begins climbing into the sky, furiously gaining height until he becomes a small glinting smudge.
From way up on high he admires the tableu laid out in front of him. The desert stretches for miles, with larger terrain features breaking up the golden yellow and red desert sands.
The wind at this height is cool, and he savours the refreshing change from the baking heat of the desert sands, and speeds through the deep blue of the sky...
Picking the interruption of the desert that is clearly Kelmarane, he dips one wing slightly and banks towards it, dropping significant height until he sits about two hundred yards in the air above the tallest of the places structures.
Lining up a clear path, he swoops past at his fastest speed before banking around and making a second pass of the place... then once clear he regains his height, checking for any following predators.
He then picks out the dark smudge line of the river, and follows it a while at his lower height, looking for a decent fording place, as well as anywhere that might be concealed enough on the ground to set up a basecamp...

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Lovely description, you small glinting smudge, you!
Flying over the ruins of Kelmarane, this is what you see. A few gnolls, most under arms, can be seen patrolling around. Some appear to be carrying food to certain locations. If you want to get closer, and ask about any of the building, feel free (but you may be noticed...).
You then head for the river. It looks like the best fording point is beside Kelmarane itself.
Sweeping round, two other structures catch your eye. First is the location marked as 'Old Shrine' on the area map. Here, the ruins of ancient walls sprawl along the eroded bed of a long-dried wash that leads to the river below. Two towering statues rise from the scree, their features sand-blasted into anonymity. Ruined they may be, but the walls are still some 20 feet high. It looks deserted.
The other is marked as 'Ruined Fort' and as you wheel through the sky you see a broken, heavily eroded statue of Sarenrae standing some 30 feet above a small clearing, her eyes cast in the direction of the old monastery. Nearby are the ruins of an old fort. Your keen eyes spot signs of life, a temporary camp it looks like. Maybe travellers, or bandits...

"Able" Ablenaffener |

Upon Auri's triumphant return, Able listens carefully, cataloging the information from the scouting mission.
"It sounds as though the best plan of action will be to head to the potentially deserted shrine, the better place to fortify ourselves and prepare for excursions to the other environs in the immediate vicinity. Perhaps next the fort, in order to free another bastion of the Sarenraen faith from the clutches of chaos and disorder?"

Talahel Zstelian |

Talahel also listens to Auri's description.
"I agree with Able, the deserted shrine is a good place to set up a second camp and gain more information about Kelmarane. Let's follow the trade route until we cross the river and then head northwest toward the shrine. Let's get enough provisions for 5 days so that we can scout for a while before returning. After we have gathered provisions let us be off."

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Somewhere about lunchtime everything is ready and Ablenaffener, Talahel and two laden donkeys set off from the monastery, heading due east towards the trade route. This turns out to be a well-trodden track, a route from ancient times, that wends its way through the desert. It doesn't actually cross the river, but parallels it for a while once they meet (sorry, that bit is off the map!) with both river and route bearing north... and out of the area of interest. To reach the shrine, you will have to leave the trade route at some point and get across the river.
Auri, whenever you are ready to join them, a quick aerial survey will enable you to catch up.

Talahel Zstelian |

Talahel and Able follow the route along the river. Talahel searches for a suitable crossing point in the river. When he finds one, he waits until any fellow travelers have passed and are beyond eyeshot. "Able, let's cross here. You can climb on top of the donkey and I will lead the two donkeys across the river here." Talahel takes off his armor, loads it up on his donkey and then proceeds to lead the donkeys and Able across the river.
Survival to find a good crossing point: 1d20 + 7 ⇒ (4) + 7 = 11
Swim check: 1d20 + 3 ⇒ (16) + 3 = 19

Aurichalcum |

Eventually managing to rise to the mornings light, Auri struts out into the warm desert sun and then decides to laze in the hot sand and soak up the glorious rays. After realising he has procrastinated quite enough, he slips on his banolier of equipment and launches himself skyward.
Snapping his wings out to set him on a steady glide, he follows the trade route along, eventually picking up his friends.
Landing on the far side, Auri finds a good spot to keep an eye out for danger as his friends undertake their crossing.
"A sleepy morning indeed, but you made good progress!"

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Avoiding Kelmarane, and the gnoll activity Auri reported there, Talahel pokes around the river banks, finding a likely spot where there's a ridge of rock creating a shallow path across. Loading his armour and Able onto a donkey, he takes its reins and leads it into the water. The donkey is none too sure, and follows reluctantly.
Half way across, everyone's attention is distracted by a glint of gold as a small pseudodragon swoops in, circling around in an aerobatic display before finding himself a perch on a rocky outcrop on the far side.
That's when Tal looses his footing... plunging into deep water, a sink-hole perhaps. He comes up splashing and blowing. The donkeys, still on the shallow ridge of rock they'd been crossing on, view this display with interest.
Just as well for that decent swim check... Tal is able to regain his footing, soaked through but otherwise unharmed, and the party reach the other side safely.

Talahel Zstelian |

"Nice of you to join us," grumbles Talahel as he pulls the second of the two donkeys to shore. After the donkeys are secure, and trying to maintain some dignity, Talahel spies a some low bushes, goes to them, disrobes, and sets his soaked clothing on some rocks to dry. He calls out to Auri, "Maybe instead of dive bombing your allies, and soaking them to the bone, you can make yourself useful and scout out a trail to the shrine. I'm sure my clothing will be dry by the time you return."

"Able" Ablenaffener |

Able waves his hands, casting his gnomish magics (Prestidigitation) to clean the water out of Talahel's robes. "There, comrade!," the little gnome chirps. "Your misfortune has been reversed by the precipitiousness of fate to gift me with that particular magick!"

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Aurichalchum fluttering ahead, you all make your way along rocky paths northwards and upwards towards the ruined shrine. Harsh winds whisper through the badlands, their cruel touch withering all but the hardiest of desert life. Dust and bits of debris dance across the ground, carried by the scorching breezes. Ahead, the ruins of ancient walls sprawl along the eroded bed of a long-dried wash. Two towering statues rise from the scree, their features sand-blasted into anonymity.
Crumbling after centuries of neglect, the ancient monastery's walls loom 20 feet high. Elaborate friezes once covered the battered limestone, but scouring winds have destroyed many of the ancient carvings. West of the temple, mostly buried ruins sprawl for hundreds of yards, mute testimonies to what once must have been impressive structures.
By the time you are getting near enough to make all this out, night is falling.

Aurichalcum |

"Well yes, I was a little late rising, you see it was the most gloroious morning - the coolness of the evening air was just dispiating, and the heat of the morning sun just creeping in and I just got into the most comfortable position it was almost impossible to arise from my slumbers"
Auri looks about at the closing darkness.
"Good idea about finding a cave... think I will refer to it as a 'lair' though"

Talahel Zstelian |

"Able, you found us shelter for the night. Good. I can take the first watch. Let's settle in quickly, we have a big day ahead of us tomorrow."
Res stands at the mouth of the cave as his friends, May he call them friends? Yes, given what they have gone through so far, he thinks they have become friends. sleep. He carefully watches for any intruders, and keeps his ears open for any strange noises.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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As you settle down and make your preparations for the night, Talahel sees a figure approaching along the same path you followed. It is a tall, thin man clad in tattered and filthy robes, looks a bit of a vagabond, wild-eyed and hair pointing in all directions. He's plodding along, staring at the ground at his feet, looking dejected.

Talahel Zstelian |

Talahel whispers to Able and Auri, "I see someone coming up the path. He does not look like a threat but hide yourselves just in case."
Once Able and Auri are in position, Talahel checks his longsword at his side and makes sure it is ready to draw at a moment's notice. He then steps out from the shelter and calls out to the stranger in a non-threatening voice, " Hail stranger. What brings you to this place on this blustery evening?"

Talahel Zstelian |

Sensing that Haidar is not a threat, Talahel motions for Auri and Able to come out of their hiding places and then answers, Haidar. "Gnolls and pugwampi lately. My friends and I have been journeying through Katapesh when we ran into a pack of pugwampi not too far from here. And we have heard tales from other travelers of gnoll activity around these parts. We thought it best to stay out of Kelmarane for now. That's how we ended up here. Unpleasantness? I'm not sure of what you speak?"

"Able" Ablenaffener |

Able has come forth from the shadows at this point, flipping through the pages of his tome in his excitement. The prospect of having an enigmatic hermit seems almost too much for him to bear, as he's given to squeaks of excitement every time the man gives a cryptic answer.