GM Gristle |
The chest gives off no traces of magical powers whatsoever. The other four objects are a different story.
The ring presents an aura of protection.
Ring of protection+2
The belts both display the same magical power as an enhancement of strength.
Belts of physical might +2
The silvery headband shaped like a stylized barb suggests to Verrin that it is an enhancer of intellect.
headband of intelligence +2
Khartelosch |
They are aids, yes. But let's not rely on them. Others already made that mistake. he adds, reflecting on the irony of finding these items in the gullets of the worms.
This belt of bone would probably support me more than most and more than the other items. He slips it on.
GM Gristle |
Ibrah finds nothing else of significance in the remains. The journey to the outpost is hot, dry and rather uneventful. The caravan stops before a sort of descent into a valley where the circular outpost can be seen. It is almost a small city rather than an outpost, however, the entirety of the city is enclosed in a sort of makeshift cage composed of parts of metal, wood or stone fastened together. The connections appear very crude, but the space is generally only bid enough for an eagle to fly through and gradually decreases in width until it becomes a very solid wall at the base of the half-dome.
GM Gristle |
NPC Captain Valarious |
Conscripts, scout ahead and make sure our unannounced arrival at the outpost is a welcome one and if they will assist us in our journey to Alkenstar.
Thaane, if they let us in, you tend to the mounts so you have time to think about shooting out in the desert, drawing danger upon the caravan.
I would have you drawn and quartered, but we are a little short-handed at the moment. again, a fault of yours.
Thaane |
I could have fallen in with a worse lot. These creatures must be supernatural. They have excellent martial skills as well as other talents.
Thaane runs up close to where Khartelosch is riding and whispers quietly to him.
First chance we get, let's open that chest!
Khartelosch |
The enigmatic Khartelosch listens to his urging and, without revealing whether he agrees or disagrees with Thaane, and without raising his voice, he asks in his low bass voice.
Do you know what to expect inside?
Khartelosch |
I agree with you there. The value of the box alone! On the other hand, there are stories of things in boxes one should not release. Let's make sure we're not caught on our heels, just in case.
Khartelosch |
I'm not sure that I follow, Ibrah. Did you leave something back there? Is it following us? Do you mean for the purpose of privacy?
As they approach, Khartelosch looks for an obvious gate or doorway in the solid foundation of the strange desert outpost.
I have heard of this outpost but never before had reason to come here. It's... curious.
Verrin Kord |
Yes, lets get somewhere that isn't within reach of giant venomous waste worms.
It is hard to tell with his strange coloration, but he seems a bit pale after ingesting some of the poison.
Thaane |
I agree that we should get to Kilm. I don't want to get into anymore trouble with the captain though. Living in the stables is punishment enough.
Suddenly it occurs to Thaane that the captain wasn't aware that he disliked beasts so much.
GM Gristle |
The party descends slightly as the elevation difference is meager and finds themselves in a flat sandy valley. The gates to the city can be recognized about one thousand yards away. There is a dried up river bed running in front of it about 300 yards from the entrance of the half-domed, circular city.
The gates appear to be large massive affairs of giant scraps of metal.
The outpost is laid out like the burning man festival grounds. Decisions, descisions.
Khartelosch |
About how big is this chest? I'm imagining something the size of a jewelry box but it's sounding more like something the size of a pirate horde. If the latter is true, and it's too big to hide, then I have to change my mind. Khartelosch would definitely agree to make a detour to open it in private.
GM Gristle |
The group of scouts advances towards the gates to gain permission to enter. At about 300 yards the size of the caged dome and it's solid gates becomes apparent.
As they approach even closer they notice that the portcullis is sealed off by some extremely thick metal doors. The doors are intricate consisting of interlocking metal gears and levers that create a maze of inter-connectedness. Amongst the menagerie, you can notice a hole, the shape of the one holding the glowing blue stone in Yasserian's chest at Kilm, but this one is without the blue stone.
The wall supporting the cage also supports ramparts and battlements peppered with roguish looking guards with piecemeal armor and what looks to be piecemeal weapons as well. Some crossbowmen patrol the wall as do some men carry a type of guisearm.
As the party gets to the door they get the idea that they had been noticed a ways off.
Nice steed you have there Orc, are you friend or foe?
A lead guard inquires of them.
Khartelosch |
We are more than friends. We herald the arrival of a caravan carrying much needed supplies for Alkenstar. We would welcome temporary lodging and the chance to catch you up on the going ons of the Wastes... And the Keep.
GM Gristle |
The guards, of which no two look alike call back to Khartelosch. Sounds interesting. We will send word to the Mayor to see if he will allow your entrance.
GM Gristle |
About ten minutes later, a loud clang, followed by a sharp clink signals the opening of the gates. The gears begin to spin simultaneously and the levers begin to turn slowly as the gates slide gently apart.
The group sees that there is another set of gates at the end of a small courtyard that are attached to the inside caged dome. Those doors begin to slowly slide apart next as the dust ofthe desert floor is stirred up by the commotion.
The odd crew is asked to enter the city where they are greeted by the Mayor.
Hello! Welcome to the outpost. Please be our guests and enjoy our hospitality.
The mayor is a tall man with a shiny silk copper jacket and a black stove-pipe hat upon his head.
When will your caravan arrive? He inquires.
Khartelosch |
[b]Actually... Your very watchful guards should spot them in the next ten minutes. We thank you for your invitation. I'm certain the sergeant captain will hope you'll dine with him tonight.
Verrin Kord |
Good sir, I realize the mana wastes tend to be rather mutable, but are attacks by large poisonous worms normal in this area? We killed the three that attacked us but we have a number of members of the caravan that may need treatment for the poison.
GM Gristle |
The Mayor's eyes widen at the mention of the sand worms.
The sand worms have been awakened?
He poses the question more in disbelief than inquiry.
The Mayor collects himself and nods to an elderly man who is rather quick to stride up next to him with a small adamantine , exactly like the party's, but smaller scale. He reaches into the chest and hands Verrin a glass bottle containing a potion that he urges Verrin to drink.
[ b] Let us go to the Great Hall and nourish our bodies as well as our spirits. Come, the stable hands will fetch your mounts and clean and store your tack and gear. [/b]
Verrin Kord |
Not that I'm paranoid, but... I am. In GM spoiler so even i don't know the result.
Unused to such concern for his health, Verrin looks at the potion suspiciously.
GM Gristle |
Thaane heads off to the stables with the stable hands as the rest of the group enters the great hall. They begin the feast with ale and stew. The Mayor's table is the largest and situated along the back wall. The crowd appears rough and experienced. Some are playing cards. Others are drinking. Some are eating and a few have fallen asleep despite the up tempo melodies coming from the stage.
A very seductive woman makes her way towards the conscripts with a decanter of strong red wine.
Would you creatures care for some stronger drink?
Verrin Kord |
The Mayor is somewhat taken aback by this and asks.
What? You don't trust us?
My apologies, I am unused to such benevolent treatment.
Drinks the poison err i mean potion. next roll for the lady
Perception: 1d20 + 10 ⇒ (12) + 10 = 22