| GM BrOp |
You have been traveling together for almost a week, making the long trek from the capital city of Arkleton to the border of Kakhabad in the north. The beginning of the journey was uneventful, and involved trekking through miles of farmland dotted with small villages where you stopped at the end of every day to sleep and restock your food and water. Eventually the land became hillier and drier, and the farm towns before fewer as you moved to the road, really little more than a wide trail known as the Northern Passage that would take you to the only easy means to travel through the Great Shamutanti Wall Analand built to keep out the raiders from Kakhabad: the Cantopani Gate.
Yesterday the Wall came into view, stretching through this hilly country from horizon and horizon and dotted with massive watch towers. The Northern Passage then turned northeastward until you glimpsed the Cantopani Gate in the fading light of the day, the only easy way to access the chaotic lands of Kakhabad. A small outpost town had grown up around the massive Gate in the past few years, supplying the need the Sightmaster Warriors who guard the Gate and the Wall. A servant of the Warriors who had been expecting you, led you to a small hut with a dirt floor where you spent the night.
You awake at sunrise. After dressing, you breakfast on bread and goat's milk and collect your belongings. Outside, the settlement is stirring, the villagers emerge to wash and prepare their meals as the day's guard takes over.
Eyes follow you as you leave your hut and walk toward the Shamutanti Wall. The frontiers people are well aware of your mission and a small crowd of well-wishers follows some distance behind you.
Before you stands the Cantopani Gate. Guarded constantly by Sightmaster Warriors, chosen for their powers of telescopic vision, the Gate is the final doorway between Analand and Kakhabad. Once more you check your pack.
Satisfied that your preparations are complete, you nod at the Sightmaster Sergeant. For the last time he glances at the look-out atop the gate, who signals the all-clear. The Sergeant orders the bolt to be withdrawn. A doorway opens in front of you, and you get your first view of the Shamutanti foothills, the first stage of your journey.
The Sightmaster Sergeant strides over to grasp your hand to wish you well on your journey.
| Kadan, Future King of Thieves |
A lightly tanned young man stands eagerly, a mop of tousled black hair on top of a grinning head.
Kadan waves enthusiastically back to the villagers and guards, and turns to face his companions.
"I have never been so far from the city, it is a glorious sight and a glorious day! What of you my companions?"
| Brother Kendram |
Kendram shakes the Sargeant's hand and says "Thank you. We will do everything within our power to succeed."
Turning to Kadan, Kendram says "It is a fine morning. let us hope that the weather holds!"
| GM BrOp |
The Sightmaster Sergeant nods at Kadan and Kendram's comments.
"It is indeed a glorious sight, and one that has protected our land from the Kakhabad incursions for a few years now. "
He then looks out across to the horizon for a few minutes, surveying all around him.
"It looks as if the weather will hold for a few days, if my sight holds true. Your travels should at least not be fouled by rain or snow."
After shaking your hands, he steps back and grows more serious.
"I will not wish you a safe journey, for the way ahead will not be safe. Kakhabad is a treacherous land inhabited by devils. But this you already know."
| Kuhl Stripewolf |
Kuhl snorts, though not in any particular direction, nor in response to any comment. He just...snorts.
Something in my nose...damn flowery weeds!
Kuhl nods, though he is somewhat disagreeing with Kazan.
"Cities are dens of ini...inik... ah... vice and weakness. The further we can get from Arkleton the better. Too many confined spaces, and that's just the streets!" The warrior snorts again for good measure.
Hopefully an apothecary will cross our path...Damn nose!
| GM BrOp |
"Kakhabad will be a challenge. But we are game for it! Any recommendations for the journey?"
The Sightmaster Sergeant nods at Kadan's question.
"Take the path ahead to Cantopani, a small settlement of traders (although most are rogues and thieves) which you should reach within the hour. From Cantopani onwards there are three routes through Birritant, Kristotanti, Urrustanti, and Torrepani to Kharé, a cityport on the Jabaji river. From Kharé you must cross the Baklands, which are unknown, even to us. It is said that day and night in the Baklands are controlled not by the sun, but by supernatural forces. Also bear in mind that from Kharè onwards your progress will be watched by the Archmage."
| GM BrOp |
Once the Sergeant shakes your hands you move through the gate and pass from Analand, perhaps for the first time in your life. The face fo the folk watching your departure reveal the hopes that rest with you and with the success of your quest.
The early morning air is crisp and the rising sun paints the hills in colours of natural beauty which conceal the devilry ahead.
Setting off determinedly, you follow the path. Your quest has begun!
Turn to 178.
| GM BrOp |
The path past the Cantopani gate winds through fields of wild scrubland. The countryside is deserted and an eerie silence is broken only by the cawing of an occasional crow. The birds appear to pause in the air to examine you as they pass and you feel uneasy in their presence.
Barely an hour beyond the Wall, the air begins to grow foul. The Shamutanti Hills are infested with the pestilence of the Baklands. Its saps the energy from your body, leaving you feeling nauseous and weak.
Make an Intelligence check (i.e. roll a d20, you a successful if you roll beneath your Intelligence).
| Brother Kendram |
Intelligence: 1d20 ⇒ 6
"So these were the vapours I had read about. Quite fascinating."
Save vs. Poison: 1d20 ⇒ 17
| GM BrOp |
Having adjusted to the foul air, you take out the map of the Shamutanti Hills given to you by the King of Analand and realize that a choice lies before you: you can travel east through the village of Cantopani or travel north cross-country to bypass the settlement and perhaps save yourself some time.
| Kuhl Stripewolf |
Intelligence: 1d20 ⇒ 16
Death Ray or Poison: 1d20 ⇒ 4
Coughing mightily, and supremely indignant that he has heard nothing of the miasma, Kuhl blusters his way through.
"Yes! The famous miasma. Were it not for my sinuses, I might feel the worse for wear. Bless' be Libra that she gifted me with naught but 'flu, ere to ward off the famous Bakish miasma!"
Looking at the map, Kuhl nods.
"Though I need not rest, learning the lay of the land may be wise. Onward to Cantopani!"
| GM BrOp |
You forge ahead down the path, and pass over a small hillock. From the top you can see that the trail continues downward into a small settlement of huts at the base of the Shamutanti Hills. From the distance it is hard to make out much about the town, except that it must be desperately poor. The fields on either side are brown and caked with mud, and the few penned animals are thin and wizened like thirsty vines.
As you approach the village, noises and voices indicate that it is populated. The round huts are made of a hard-baked, bright clay with thatched roofs. As you pass the first of them, eyes appear in dark doorways watching your movements. Suddenly a villager appears from one of the dwellings and stands before you. He is five feet tall with thick-set arms and thighs half-clothed in tattered breeches. His eyes are wild and his long red hair and beard stand out in a wiry tangle.
"Halt strangers!" he commands. "What business have you in Cantopani?"
| GM BrOp |
Turn to 198
The red-haired man nods and motions on ahead, telling you that you will find the village inn shortly on the right.
"You'll find the inn in the centre of the village. It's run by Amella. There isn't much there, but you'll get something for your belly."
| GM BrOp |
The man seems a bit taken aback by your friendly response, but steps aside to let you pass.
You stride on into the very centre of the village. There are a few larger houses here–even Cantopani has its nobility, it seems. But the only spot of interest to you at the moment is the inn, which soon appears on your right.
Heading inside, you see that the place is just a low table and a black iron pot above a stove. A woman watches you with wide, fearful eyes.
| GM BrOp |
Kadan. You've only been walking for a few hours. If you woke around 6 AM, it's only 8 AM or so :)
| GM BrOp |
The woman nods. "One gold piece for the stew," she replies in a thin, hungry voice. "But perhaps you want to take some food with you, seeing as how you're a traveler?"
| GM BrOp |
The woman sizes you up, and then seems to decide that you are trustworthy.
"I can give you bread and cheese for two meals," she says. "Two Gold Pieces." And she lifts a cloth from a small table behind her, revealing the stack of food.
| GM BrOp |
Kendram and Kadan hand over the money, which she tests between her teeth before slipping it into a pocket of her tunic. Then she wraps some provision in a dirty-looking cloth and hands it to them, with something that perhaps is meant to be a curtsey.
"Good travels," she wishes.
Brother Kendram and Kadan have gained two more days rations of food each.
EDIT: Whoa, you ninja'd me there, Kadan! Had to update the post to include you.
| GM BrOp |
Kadan hides away his bread and cheese and eats his stew with gusto.
Oh, I didn't realize you wanted some stew as well. You can get one day's ration for 1 gp and the stew for another gp if you like, or you can get as many rations as Brother Kendram and the stew for 3.
| Kuhl Stripewolf |
Hpw much more does she have? If there is more available, Kuhl will also bey/eat stew and purchase bread'n'cheese for the road.
If none is left Kuhl will grumble, scratch himself inside his shirt and then attempt to find more food elsewhere, possibly looking for an animal to buy and butcher on the road.
| GM BrOp |
The woman has no more bread and cheese, although she seems to have an endless supply of stew.
| GM BrOp |
I'll just keep things moving ...
You leave the "inn" and head out of the village of Cantopani. Striding past the outlying huts, you send the villagers rushing indoors to hide. Then, at the edge of town, you pass a large boulder. At once six rough-cut villagers spring out with swords drawn.
Bandits.
"Two against one," the first one declares.
"You're lost!" calls another. "So hand over your things, come on!"
They are waiting for you to respond.
| Kadan, Future King of Thieves |
Kadan beams at the rough villagers.
"I think it is you who are lost, my fellow. Though you count well! We will be on our way and want no fuss, so let us by."
While he speaks, Kadan keeps a watchful eye over the six. And carefully notes how best to draw any of his own weapons should the need arise. His scimitar in particular.
| GM BrOp |
The first Bandit edges forward, a sword tickling at Kadan's chest. "Running you through? No fuss at all. The packs."
| GM BrOp |
Well, initiative first.
Players' initiative: 1d6 ⇒ 4, Bandits' initiative: 1d6 ⇒ 5, bandits go first! BTW, Kadan, your AC is 6 (7 for the armor and -1 for your Dex, in D&D, the lower AC the better)
The two Bandits facing Kadan get the drop of thief, giving him two nasty slices: one on his left arm and the other on his right leg. (Bandit #1 and #2 attack Kadan (THAC0 19): Bandit 1: 1d20 ⇒ 16, hit! Damage: 1d6 ⇒ 6; Bandit 2: 1d20 ⇒ 19, hit! Damage: 1d6 ⇒ 6)
The second pair go after Kuhl, and even though he doesn't have his weapon drawn, he is able to avoid their blows. (Bandit #3: 1d20 ⇒ 13; miss! Bandit #4: 1d20 ⇒ 7, miss!)
The last two bandits seek out Brother Kendram. He blocks the first attack with his shield, but the bandits flank the cleric and slice him across his calf. (Bandit #5: 1d20 ⇒ 17, hit! Damage: 1d6 ⇒ 3; Bandit #6: 1d20 ⇒ 6, miss!)
Total Damage Taken:
Kadan: 12
Brother Kendram: 3
The party is up!