| Hazreem Al'Shakar_1 |
"Yes, but I want every one of those damned infernal genies wiped out! Those bastards kept me prisoner for too long!"
Current HP 153/160.
| Ohrmizd |
Ohrmizd smiles at Hazreem "I share your thoughts. I was taken by gnolls when I was just a small kid. They took my family, or so I think, for I have never seen them again. It just felt good when we managed to wipe them out here and in Kalmerane"
"Anyway, seems it is time for us to go" the Keleshite points to the eastern exit "All the way to the entrance, I guess"
"Leviosa!"
| Hazreem Al'Shakar_1 |
We may be able to outrun (or outfly) these horses, it depends on whether we want to leave them running loose in these caves or not. If we do decide to outrun them then we can detour through areas D6 and D2. I wonder if these horses would try to bring Jhavul back to life or if they would simply stay put and make their lair here. Would definitely keep the lower level beasties (and characters) at bay.
.
PS: We could try talking with/intimidating them? Maybe convince them to flee or be destroyed?
| Omari the Landless |
NE outsiders, int 16... The trick will be getting them to stick around long enough to kill them, because they can plane shift and stuff like that...
| Foxy Quickpaw |
[dice=Knowledge(Planes) DC27]Black tentacles are no SR no save, so that is a plus. As you probably have no time to do a binding circle or something like that, you can only hope that the horses from hell get grappled and then fail their concentration checks for any magical disappearance. Otherwise they disappear to the ethereal plane.[/spoiler]
| Ohrmizd |
K. planes DC 27: 1d20 + 21 + 2 + 2 ⇒ (17) + 21 + 2 + 2 = 42
Ohrmizd straightens up, his expression grave as the divine fire of Sarenrae shines faintly in his eyes "Their kind are not mindless beasts. They are cruel, cunning, and born of Hell's flames. They can shift planes at will, but even so, they despise humiliation. If we trap them with force and flame, they may fight to the death rather than flee. And if they flee... so be it, for their presence here will trouble the world no more"
He rests his hand upon his scimitar, then looks to his companions "Black tentacles will hold them. Strike swift and without mercy, burn their bodies so they cannot return to plague these halls again, Heshan"
| Heshan Antar |
"Your wish is my command," Heshan replied with a grin. "Just... be wary of the tentacles as we pass by." With a flourish of his hands, the sorcerer unleashes many pillars of tentacles to grab a hold of the horses.
Greater Black Tentacles CMB: 1d20 + 14 + 13 ⇒ (14) + 14 + 13 = 41
Damage if successful: 4d6 + 13 ⇒ (4, 4, 2, 3) + 13 = 26
| Foxy Quickpaw |
Everything in the area that sticks from the ground, every moss, every lichen and every fungus that clings to dear life in this hot environment grows to gargantuan proportions and grabs for everything. After Heshan got in place to see the evil horses and threw the magic the whole area from where Heshan stands through the next cave as far as you can see gets covered in those grappling vines. Even the cave walls start crumbling under the attack. The cauchemars are caught by surprise and are held tight in the grip of the spells result.
Heshan: 1d20 + 4 ⇒ (12) + 4 = 16
Omari: 1d20 + 6 ⇒ (16) + 6 = 22
Hazreem: 1d20 + 0 ⇒ (20) + 0 = 20
Cauchemar: 1d20 + 6 ⇒ (14) + 6 = 20
Cauchemar: 1d20 + 6 ⇒ (14) + 6 = 20
Ohrmizd, Omari <--
Cauchemar(26), Cauchemar(26)
Hazreem, Heshan
| Omari the Landless |
Khedron bugles and charges at the closest demon-horse...
Khedron - charge, 100'
Khedron Horns Charge, To Hit: 1d20 + 9 + 10 + 1 + 1 - 1 - 3 + 2 ⇒ (17) + 9 + 10 + 1 + 1 - 1 - 3 + 2 = 36 vs Grappled target
+9 bab +10 str +1 enhancement (AoMF) +1 Heroes Feast + 1 Weapon Focus (Gore) -1 size -3 PA +2 charge
Khedron Horns, Damage: 2d6 + 2d6 + 15 + 9 + 1 ⇒ (1, 5) + (6, 2) + 15 + 9 + 1 = 39 Magic, Piercing
+2d6 powerful charge +1.5*(+10) str + 9 PA +1 enhancement (AoMF)
CMB Grapple check - Impaling Charge: 1d20 + 9 + 10 + 1 + 1 + 1 - 3 + 2 + 1 ⇒ (1) + 9 + 10 + 1 + 1 + 1 - 3 + 2 + 1 = 23
+9 bab +10 str +1 enhancement (AoMF) +1 Heroes Feast + 1 Weapon Focus (Gore) +1 size -3 PA +2 charge
Omari, trying to catch up with the action, hustles forward from his tail end charlie position.
Omari - Double move
| Ohrmizd |
"Leviosa!" Ohrmizd commands the flying carpet to surge in the air on a charge to cut through the first horse in line, helping himself with the help of Khedron.
Zenzirad-PA+bane+HR+DP+outflank: 1d20 + 20 - 4 + 2 + 2 + 5 + 4 ⇒ (9) + 20 - 4 + 2 + 2 + 5 + 4 = 38
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (3) + 8 + 8 + 2 + (3, 3, 1, 5, 1, 4) + (2) + 5 = 45
HP 143+15/143 AC 36 TAC 17
bane 6/15 (swift)
judgement 1/5
divine power (+5)
shield of faith (+4) 15 min
greater magic weapon (+3) 15 h
magic vestment (+3) 15 h
keen edge 150 min
bloodhound 150 min
clay skin 150 min (DR 5/adamantine 35/50 hp)
heroism 150 min
heightened awareness 150 min
| Foxy Quickpaw |
Unimpeded by the tentacles, Khedron rams his horns into the fiery horse. Ohrmizd does a fly by cutting.
But the cauchemar is not put down that easy. They fight back and their breath fills the space with sulfurous smoke.
The cauchemars have concealment in the smoke. DC 24 Fortitude save or take a –2 penalty on all attack and damage rolls
@Khedron
Hoof: 1d20 + 23 ⇒ (7) + 23 = 302d6 + 10 ⇒ (1, 2) + 10 = 13
Hoof: 1d20 + 23 ⇒ (3) + 23 = 262d6 + 10 ⇒ (4, 5) + 10 = 19
Bite: 1d20 + 18 ⇒ (1) + 18 = 192d6 + 5 ⇒ (3, 1) + 5 = 9
@Ohrmizd
Hoof: 1d20 + 23 ⇒ (9) + 23 = 322d6 + 10 ⇒ (4, 2) + 10 = 16
Hoof: 1d20 + 23 ⇒ (7) + 23 = 302d6 + 10 ⇒ (3, 4) + 10 = 17
Bite: 1d20 + 18 ⇒ (14) + 18 = 322d6 + 5 ⇒ (1, 4) + 5 = 10
Cauchemar(110), Cauchemar(26)
Hazreem, Heshan, Ohrmizd, Omari <--
| Hazreem Al'Shakar_1 |
| 1 person marked this as a favorite. |
Hazreem shakes his head here, "No we can't have that...let me clear the air here..." He then transforms into a swirling mass of air and flies above the nightmares, sucking the noxious smoke away!
Assume Whirlwind shape and fly above the Cauchemar. The plan is not to engulf them but to draw away the smoka, thus clearing the air (removing the Concealment) for the others to attack cleanly.
| Omari the Landless |
Fort, Khedron: 1d20 + 8 + 4 + 3 ⇒ (18) + 8 + 4 + 3 = 33
+8 animal HD+4 Con+3 Resistance
@Foxy, the smoke from the cauchemars is not on the map; I am assuming it hasn't spread far enough to reach Omari, 60+ ft away
| Omari the Landless |
Unaffected by the smoke, nor the flailing of the Cauchemar, Khedron meets the challenge head on!
Khedron 5' step - upwards, air walk for height advantage
Khedron - full attack on the one he attacked before (pink)
Khedron Horns, To Hit: 1d20 + 9 + 10 + 1 + 1 - 1 - 3 + 1 ⇒ (9) + 9 + 10 + 1 + 1 - 1 - 3 + 1 = 27 vs Grappled target
+9 bab +10 str +1 enhancement (AoMF) +1 Heroes Feast + 1 Weapon Focus (Gore) -1 size -3 PA +1 higher ground
Khedron Horns, Damage: 2d6 + 10 + 6 + 1 ⇒ (5, 2) + 10 + 6 + 1 = 24
+10 str +6 PA +1 enhancement (AoMF)
Khedron Hoof A, To Hit: 1d20 + 9 + 10 + 1 + 1 - 1 - 3 - 2 + 1 ⇒ (6) + 9 + 10 + 1 + 1 - 1 - 3 - 2 + 1 = 22 vs Grappled target
+9 bab +10 str +1 enhancement (AoMF) +1 Heroes Feast-1 size -3 PA -2 secondary natural attack+1 higher ground
Khedron Hoof A, Damage: 1d4 + 5 + 3 + 1 ⇒ (1) + 5 + 3 + 1 = 10
+5 0.5*str +3 0.5*PA +1 enhancement (AoMF)
Khedron Hoof B, To Hit: 1d20 + 9 + 10 + 1 + 1 - 1 - 3 - 2 + 1 ⇒ (7) + 9 + 10 + 1 + 1 - 1 - 3 - 2 + 1 = 23 vs Grappled target
Khedron Hoof B, Damage: 1d4 + 5 + 3 + 1 ⇒ (3) + 5 + 3 + 1 = 12
@Foxy, no action for Omari yet, I need to know if Hazreem cleared the smoke successfully; if not, they will have total cover, so shooting won't work to well...
| Hazreem Al'Shakar_1 |
Fortitude Save DC 24: 1d20 + 13 ⇒ (3) + 13 = 16
The smoke does indeed irritate his airy lungs but he considers this a small price to pay...
| Omari the Landless |
With the view cleared, Omari takes a step forward and, in a well practiced maneuver, starts shooting past Ohrmizd...
5' step
Full attack on blue
to hit A, Omari: 1d20 + 11 + 5 + 3 + 1 + 2 - 2 ⇒ (17) + 11 + 5 + 3 + 1 + 2 - 2 = 37
+11 bab +5 dex +3 enhancement (GMW) +1 Heroes Feast +2 GBoA -2 Rapid shot, no cover penalty for shooting past one person (deadeye bowman)
Damage A, Manyshot: 2d8 + 4d6 + 6 + 4 + 2 ⇒ (1, 5) + (5, 5, 4, 6) + 6 + 4 + 2 = 38 (magic (bow), cold iron (arrow), good (holy)
manyshot, 2d6*2 holy +3*2 enhancement +2*2 str +1*2 BoA, Greater
I have clustered shots feat so damage is added up and DR is applied only once.
To hit B, Rapid Shot Omari: 1d20 + 11 + 5 + 3 + 1 + 2 - 2 ⇒ (2) + 11 + 5 + 3 + 1 + 2 - 2 = 22 vs grappled opponent
+11 bab +5 dex +3 enhancement (GMW) +1 Heroes Feast +2 GBoA -2 Rapid shot, no cover penalty for shooting past one person (deadeye bowman)
Damage B: 1d8 + 2d6 + 3 + 2 + 1 ⇒ (3) + (4, 2) + 3 + 2 + 1 = 15 (magic (bow), cold iron (arrow), good (holy)
+2d6 holy +3 enhancement +2 str +1 BoA, Greater
To hit C Omari: 1d20 + 11 + 5 + 3 + 1 + 2 - 2 - 5 ⇒ (1) + 11 + 5 + 3 + 1 + 2 - 2 - 5 = 16 vs grappled opponent
+11 bab +5 dex +3 enhancement (GMW) +1 Heroes Feast +2 GBoA -2 Rapid shot, no cover penalty for shooting past one person (deadeye bowman) -5 iterative
Damage C] 1d8 + 2d6 + 3 + 2 + 1 [/dice](magic (bow), cold iron (arrow), good (holy)
To hit D Omari: 1d20 + 11 + 5 + 3 + 1 + 2 - 2 - 10 ⇒ (4) + 11 + 5 + 3 + 1 + 2 - 2 - 10 = 14 vs grappled opponent
+11 bab +5 dex +3 enhancement (GMW) +1 Heroes Feast +2 GBoA -2 Rapid shot, no cover penalty for shooting past one person (deadeye bowman) -10 second iterative
Damage D: 1d8 + 2d6 + 3 + 2 + 1 ⇒ (1) + (6, 1) + 3 + 2 + 1 = 14 (magic (bow), cold iron (arrow), good (holy)
| Ohrmizd |
Ohrmizd fights ensemble with Khedron, blades above on below, focusing his attacks on the less harmed horse.
Zenzirad-PA+bane+HR+DP+outflank: 1d20 + 20 - 4 + 2 + 2 + 5 + 4 ⇒ (18) + 20 - 4 + 2 + 2 + 5 + 4 = 47
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (2) + 8 + 8 + 2 + (2, 6, 5, 2, 1, 5) + (5) + 5 = 51
Zenzirad-PA+bane+HR+DP+outflank: 1d20 + 15 - 4 + 2 + 2 + 5 + 4 ⇒ (17) + 15 - 4 + 2 + 2 + 5 + 4 = 41
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (2) + 8 + 8 + 2 + (6, 5, 3, 5, 4, 2) + (1) + 5 = 51
Zenzirad-PA+bane+HR+DP+outflank: 1d20 + 10 - 4 + 2 + 2 + 5 + 4 ⇒ (3) + 10 - 4 + 2 + 2 + 5 + 4 = 22
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (2) + 8 + 8 + 2 + (4, 3, 3, 2, 4, 4) + (2) + 5 = 47
Critical?: 1d20 + 20 - 4 + 2 + 2 + 5 + 4 ⇒ (6) + 20 - 4 + 2 + 2 + 5 + 4 = 35
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 5 ⇒ (2) + 8 + 8 + 2 + 5 = 25
Critical?: 1d20 + 15 - 4 + 2 + 2 + 5 + 4 ⇒ (18) + 15 - 4 + 2 + 2 + 5 + 4 = 42
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 5 ⇒ (4) + 8 + 8 + 2 + 5 = 27
With the first attack, he unleashes a forceful strike.
Force damage: 10d4 ⇒ (1, 1, 1, 1, 2, 2, 1, 3, 3, 4) = 19
Free Bull rush to knock it prone vs CMD: 1d20 + 15 ⇒ (11) + 15 = 26
Fort DC 18 halves damage and negates the bull rush
If the less damaged one falls, he switches targets to the more damaged one.
HP 143+15/143 AC 36 TAC 17
bane 5/15
judgement 1/5
divine power (+5)
shield of faith (+4) 15 min
greater magic weapon (+3) 15 h
magic vestment (+3) 15 h
keen edge 150 min
bloodhound 150 min
clay skin 150 min (DR 5/adamantine 35/50 hp)
heroism 150 min
heightened awareness 150 min
| Hazreem Al'Shakar_1 |
Hazreem decides to send the remaining Cauchemar back to the Heels from whence it spawned!
Cast Chain Lightning on the Cauchemar (no Secondary targets). Electrical damage: 15d6 ⇒ (1, 4, 3, 5, 1, 3, 5, 6, 5, 4, 6, 2, 2, 4, 2) = 53, Reflex save DC 23 for half.
| Ohrmizd |
Ohrmizd goes for the last horse with a wide arch of a strike followed by another two!
Zenzirad-PA+bane+HR+DP+outflank: 1d20 + 20 - 4 + 2 + 2 + 5 + 4 ⇒ (7) + 20 - 4 + 2 + 2 + 5 + 4 = 36
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (4) + 8 + 8 + 2 + (5, 4, 5, 6, 1, 2) + (2) + 5 = 52
Zenzirad-PA+bane+HR+DP+outflank: 1d20 + 15 - 4 + 2 + 2 + 5 + 4 ⇒ (17) + 15 - 4 + 2 + 2 + 5 + 4 = 41
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (3) + 8 + 8 + 2 + (3, 1, 3, 6, 6, 1) + (4) + 5 = 50
Zenzirad-PA+bane+HR+DP+outflank: 1d20 + 10 - 4 + 2 + 2 + 5 + 4 ⇒ (18) + 10 - 4 + 2 + 2 + 5 + 4 = 37
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (3) + 8 + 8 + 2 + (4, 3, 5, 3, 6, 1) + (5) + 5 = 53
Critical?: 1d20 + 15 - 4 + 2 + 2 + 5 + 4 ⇒ (11) + 15 - 4 + 2 + 2 + 5 + 4 = 35
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (3) + 8 + 8 + 2 + (1, 2, 6, 2, 5, 2) + (5) + 5 = 49
Critical?: 1d20 + 10 - 4 + 2 + 2 + 5 + 4 ⇒ (13) + 10 - 4 + 2 + 2 + 5 + 4 = 32
Magical/Slashing damage+PA+bane+frost+acid+PS+DP: 1d6 + 8 + 8 + 2 + 6d6 + 1d6 + 5 ⇒ (1) + 8 + 8 + 2 + (5, 2, 3, 6, 1, 4) + (6) + 5 = 51
HP 143+15/143 AC 36 TAC 17
bane 4/15
judgement 1/5
divine power (+5)
shield of faith (+4) 15 min
greater magic weapon (+3) 15 h
magic vestment (+3) 15 h
keen edge 150 min
bloodhound 150 min
clay skin 150 min (DR 5/adamantine 35/50 hp)
heroism 150 min
heightened awareness 150 min
| Omari the Landless |
Khedron declines to get red mush all over his hooves for nothing...
Omari searches:
Perception: 1d20 + 15 + 4 + 7 + 1 ⇒ (3) + 15 + 4 + 7 + 1 = 30
15 rank +4 wis+7 racial +1 guidance
| Foxy Quickpaw |
Ref: 1d20 + 11 ⇒ (15) + 11 = 26
The horse resists most of the lightning only to be reduced to shreds by Ohrmizd.
Cauchemars have no pockets and this 'stable' also offers no valuables.
Moving on through the eastern passage you find a river of lava flows ten foot below. Eight Janni Captains are on guard duty in the cave beyond the lava. So far they only pay attention to each other and the eastern entrance.
| Ohrmizd |
"It is done my Jani friends. Khavul is no more. Pack your stuff and go back home!" Ohrmizd yells flying over the lava on his carpet "Unless you want to meet the blade, arrow and magic that was its doom"
Intimidate: 1d20 + 29 + 2 + 2 ⇒ (18) + 29 + 2 + 2 = 51
| Hazreem Al'Shakar_1 |
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"This is your only warning," Hazreem rumbles in an ominous tone, "No quarter will be given should you wish to fight."
| Foxy Quickpaw |
| 1 person marked this as a favorite. |
The Janni see that scary guy on the flying doormat and ponder their options. If he tells the truth, fighting and dying would be stupid. If he is lying and Jhavhul is still alive they might be in trouble too, as that guy comes through the stable and that doesn't bode well in regards to the horses that they should guard.
One of them feels the need to argue that their boss is called Jhavhul and that they are actually at home here but the others silence him and drag him along as they all poof out of existance (on the material plane).
| Hazreem Al'Shakar_1 |
Hazreem grunts in satisfaction as the Janni flee the area, "Good riddance!" He then flies around the cave searching for any valuables or other items of interest.
Perception: 1d20 + 23 ⇒ (20) + 23 = 43
| Ohrmizd |
"Good to see those genies still have some sense of self-preservation" Ohrmizd flies over and gets through the eastern exit "Seems we have opened our way back to the entrance. Our job here is done. It is time to make it back home"
| Omari the Landless |
"Agree. We may need to return to better secure the remains of the Firebleeder, and to undo Javhul's work, but for now, we have done what we can... Back to Kelmerane, where we can begin picking up the pieces..."
| Hazreem Al'Shakar_1 |
"Yes it will be good to see my homeland," Hazreem nods, "Whatever changes may have occurred it is still Kelmarane in spirit."
| Ohrmizd |
Ohrmizd nods to Omari and grins to Hazreem and Heshan "Back to our homeland then. It is time we have a real talk with the Princess and put an end to this huge adventure of us"
With that, the Keleshite starts tracing back the stairs that will lead the party outside.
| Foxy Quickpaw |
Even though it takes a while the walk to Kelmarane is scenic and otherwise uneventful. When you arrive you find Nefeshti and her small army have mopped up what little was left of Jhavhul's followers and gnolls.
You meet Garavel there and the other prisoners as well as Seriyle. The princess is not there though.
As you arrive you are quickly surrounded by the locals and they cheer for you having freed them once more. They feel like celebrating. And so, after initial greetings and questions about your well being, they disperse to get what little they still have or can loot from the tower in the center of town to set up a buffet for the spontaneous festivities.
| Hazreem Al'Shakar_1 |
Hazreem nods gratefully to Seriyle, "Thanks you once again for assisting us in our battles, and for seeing our friends to safety." Turning his attention to the others he smiles sadly, "While returning here fills me with great peace I know the shaow of Jhavul is still out there. His grave cannot be allowed to be violated...there must be guardians left there to watch over it...forever if need be."
| Ohrmizd |
Ohrmizd explains Garavel and the villagers about their legendary fight with Jhavhul and all his villain minions "It was a nest of evil genies and demons"
He does nod to Hazreem "Indeed it is as good to be back as terrifying the idea of guarding that place for the rest of our lives, but it is the task we will have to do"
"I think we earned an audience with the princess, and some funds from the Pacmasters to ensure we shut down that place!" he states completely sure of their future success.
"But yeah, let's have some good drinks and dance for today is a day of victory and celebration" he pads Heshan, then Omari and Hazreem "Friends, we earned our place in the annals of story!"
| Omari the Landless |
"Indeed, we need to make sure that what Javhul was trying can never come to pass... But we owe tidings to both Princess's Almah and Shazathared. Although Seriyle was with us for most of the journey, let us tell her the rest of tale, so she can carry word to Princess Shazathared. Tomorrow, we can wind walk to Katapesh, and bring the good news to Princess Almah. But for tonight, let us celebrate!"
| Heshan Antar |
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"We can worry about preventing whatever that genie was planning later. Celebrating on the other hand is something I am more than happy to provide," Heshan grinned, turning his head towards his friends before gazing at the crowd before him.
| Foxy Quickpaw |
| 1 person marked this as a favorite. |
The celebration last late into the night.
The next day the reality of a badly damaged town is back. But the heroes of Kelmarane achieve significant progress there. The tower in the middle of town is a magical artifact and with Jhavhul gone it is up for grabs.
Entrance is now possible for everyone, but in its current form it is not helpful for people that can't fly. And definitely not usable for a market. After a while of cursing and kicking at the useless building Ohrmizd manages to activate it and it shrinks to teapot size.
Nefeshti can be persuaded to offer a wish as a guesture of her gratitude and with that the original battle market is restored. This boost the morale in Kelmarane greatly and with only some private houses in need of repair and the temple are left to be restored to their former 'glory'.
| Foxy Quickpaw |
| 1 person marked this as a favorite. |
Two weeks later there is not much left that can be done without influx from out of town. Travelling merchants are needed to establish trade again. On one side to get much needed goods into town, on the other side to earn money.
It falls to the heroes of Kelmarane again to fix that and so an expedition to Katapesh is made. With high level magic available this time it is a short excursion to inform Princess Alma.
The princess manages to arrange an agreement with the Pactmasters to give Kelmarane another chance to become a trade hub towards Osirion. The heroes pay Rayhan a visit to let him know of the outcome of everything and enjoy his hospitality for a few days. Meanwhile the princess organizes a trek of merchants with charm and persuasion skills and by ordering quite an amount of goods paid half in advance.
| Foxy Quickpaw |
| 1 person marked this as a favorite. |
This has indeed the intended effect. Goods are traded, the word spreads and some normalcy returns to Kelmarane. As some of the inhabitants left after the genie invasion and some didn't live to see the end of it there are some buildings unoccupied and free for people who want to join in the enterprise of makin Kelmarane a trade hub.
The administration takes care of deciding who gets to move in and at what price. And administration means mostly Garavel with some consultation of Princess Alma. Of course the heroes get their choice of home for free if they wish to settle here.