Issi Flamehair
|
Issi takes the hat and examines it for a moment before bowing to Teacher Zuma. "Thank you Teacher." She says politely before departing and giving the hat a thoroughly unimpressed look.
"The magic is useful." She says grudgingly, "But it looks awful. I'll ask Noxolo if there's anything she can do to make it look... not so ridiculous."
The sisters walk a little further before Issi speaks again, frustration leaking into her voice. "When will this get good Sad? When will we be done being stupid dogs-bodies for the teachers and their pet projects? When do we get to do things that matter? What's the point of being here if all we're going to be asked to do is gather bugs and "just sit still and focus"?"
She kicks at a nearby tree, uncharacteristically frustrated and then sits down with a sigh. "Sorry sis. I'm... sorry. You should go. Go see your boyfriend, have a good time. Don't need to listen to your baby sister whining."
| Sadiki |
Sadiki moves behind her sister and wraps her arms around her. ”It’s okay to be frustrated, sis. Every great mage or Druid has to start somewhere. These tasks seem small now, but they are the foundation for our great careers.
“We need to do something to raise your spirits. What sort of mischief should we get up to, Issi?” Sadiki gives her sister an impish grin.
Issi Flamehair
|
"Not today sis." Issi says with a smile. "I'm not feeling creative. You go have fun, I'm going back to the dorm to read. I'm just a bit under the weather - it'll pass."
Issi's word prove prophetic, although not entirely accurate and the next day she's got a raging temperature and is having trouble keeping food down.
"Knew I shouldn't have had the 'cooks surprise'." She jokes during one of the more lucid periods. "Hey Sad, can I have some water? I'm really hot."
| Sadiki |
Sadiki tends to her sister's needs, conjuring water into the basin and applying some to her forehead. "Come on, Issi. You have to fight this. Take your clothes off, let's keep you cool."
The sorceress does her best to help Issi fight off the sudden illness. "I wish you were feeling better," she says.
Medicine, Treat Disease, Wish for Luck: 1d20 + 6 ⇒ (12) + 6 = 181d20 + 6 ⇒ (8) + 6 = 14
Issi Flamehair
|
With her sister's care Issi recovers after a couple of days of bed rest. Noxolo comes to see her, bringing the snabble whose antics make Issi smile. Tzienwe drops by with her boys, bring a small stuffed spider toy that the boys made specially for her. Issi promptly names it 'Happy' because of the lopsided grin it sports and makes it clear to the younglings that it is now her most treasured possession.
Weakness lingers for another couple of days afterwards and Issi sits out of combat classes, choosing instead to watch and observe the fighting styles of her companions.
| DM Brainiac |
A couple more months go by as you apply yourselves to your studies. Before you know it, your first year at the Magaambya is coming to a close, and the time approaches for your First Masking ceremony. To advance to the rank of attendants, initiates must craft a mask during their First Masking ceremony. This ceremony involves genuine and often lengthy work, as the students each craft a mask under the eye (and sometimes the aid) of their teachers. There’s one blank mask present for each initiate going through the ceremony. Although made of plain wood with simple eye slits, the masks have magical transformative potential. Containers of cloth, beads, feathers, and metals are all nearby, and incorporating these materials along with shaping the wood allows an initiate to focus their experiences and aspirations into the mask’s final form, magically shaping it beyond what mere craftsmanship can produce.
You aren't the only ones attending the ceremony. Every initiate from the Spire Dormitory is making their first mask, and several teachers will be present to guide their work. The upcoming ceremony is all your fellow initiates can talk about, so you have plenty of time to consider what shape and type of mask you want to make. Animals are the most typical shapes for Magaambyan masks, but other shapes (particularly celestial objects or supernatural beasts) aren’t uncommon.
The day of the First Masking is an exciting one for all the initiates in the Spire Dormitory. They prepare their finest attire, aware that the ceremony starts off somber before turning joyous only once they’ve all completed their masks.
The ceremony takes place in Tireless Hall, the building named for Golden Snake, a serpent-person also known as the Tireless Guide. Tireless Hall is often the site of lengthy rituals or ceremonies, as popular rumor holds that participants are less likely to become exhausted while within its walls. Teachers whose classes are reputed to be dull sometimes arrange to hold lectures in Tireless Hall, hoping to make their students less inclined to sleep through class.
Tireless Hall’s principal auditorium is the site of the First Masking ceremony. This large, wood‑paneled auditorium can seat more than a hundred people. It’s located on the building’s ground floor, with its southern end below ground to accommodate the ranks of benches that ascend to the north. To provide even more seating, a wide balcony overlooks the auditorium, above the lower rows of benches.
In addition to teachers you have met (Takulu, Koride, Zuma, and Mafika) and the Spire Dormitory initiates, the auditorium holds many friends, family members, and other well-wishers. Several of your own family and friends may be in attendance if you have decided to invite them! Once everyone has assembled, Takulu Ot begins the ceremony with a short speech.
"Today you will make your first true mask. Each student’s mask is an embodiment of their learning and a reminder of the idea that, over time, people gain other names and faces. Although a mask is worn over the face, it is a reflection of who a person is underneath as well as a visualization of who the person hopes to become. The person beneath a mask has flaws, as all people do, but they also have hopes, dreams, and memories that define them.
“We shall work together to make your first true mask, the expression of your spirit face within. What you do with this mask is up to you. Some wear it proudly and at every opportunity, a sign of who they have become, with their souls writ plain upon their faces. Others choose to keep their mask secret and safe, cherished and shown only to those they trust most in life. Many find somewhere to fall in between.
“The ceremony itself will be conducted in several parts. First, the initiates will come forward with their cohort and will begin, with the teachers, the rituals necessary to mold and create one of these plain masks. The task is an artistic one, of course, for painting a mask or adorning it with beads or feathers is an artistic task, but your hands will be guided by your spirit—its final shape is what you will it to be.
“You will then hold your mask, meditating upon its meaning, as the rest of your cohort completes their masks. Your mask may change shape in your hands as you meditate; this is not unexpected, and it means your mask is attuning itself to you.
“Then, at my signal, all in your cohort will don your masks as one. You see the urn there—it is a receptacle for your beads, if you wish. You need not wear them any longer, for when you don your mask you cease to be an initiate and become an attendant of the Magaambya.
“Esi Djana, come forward with your cohort.”
Anchor Root, Chizire, and Esi are first; then Ignaci, Okoro, and Tzeniwe; then Haibram, Mariama, and Noxolo. Each group takes about half an hour to make their masks and don them before returning to their seats. All the teachers actively help the students shape their masks, particularly Takulu. However, Koride reserves her aid for those students she likes, including Anchor Root, Chizire, and Haibram.
Chizire: Chizire picks a lion as a mask. Covering all of the head, most of it is uniformly painted dull earth tones, but the eyes are wide and vividly coloured. These are actually decoys, as the eyeholes are hidden lower down (to help naps).
Esi: A noble cape buffalo, carved with shocking realism. Humbly sized, but with grand multicolored patterned horns. She chose this to represent her determination after a conversation with Teacher Ot. Covers the face.
Haibram: A somewhat abstract phoenix; a sharp cone covering his face, with fiery-colored feathers pushed back away from the tip. This represents his fascination with wind and fire magic.
Ignaci: Somewhat resembling a black fox, with asymmetrical black silk fur in fashionable patterns. Covers half the head. The eyeholes magically enhance the blue in his eyes.
Mariama: An abstract red bat, somewhat mechanical in nature featuring metal and wood, covering just the eyes. Wide black-and-red bat wings. The eyes are glass lenses that can be refocused without touch.
Noxolo: A nosoi psychopomp with an intricately carved white beaked mask, etched with a faint crocodile pattern. Wild black feathers extrudes behind. Sits fairly forward on the head, allowing for many hairstyles.
Okoro: A rhinoceros with several horns, covered with charming colorful patterns. The muzzle extrudes quite far, and leaves mouth free.
Tzeniwe: A colorful peacock spider. A bit stereotypical, she decided to choose this for her children's comfort. Masterfully carved to stay stable between spider/hybrid/human forms.
Finally, it is your turn to step forward and create your masks...
No check is required, as the teachers guide the ritual with practiced ease. Please describe your mask!
Issi Flamehair
|
Issi looks up at the assembled crowds, feeling a momentary pang as she sees the friends and family of her cohort cheering, smiling and waving as the students complete the ceremony.
She hadn't told Sadiki but she did send invitations to their parents, hoping that the gesture might help repair the rifts that had sundered their family. The notable absence of her mother's colourful abaaya's or her fathers large earrings told her that any repair was a product of nothing more than wishful thinking.
All my family is here with me. Issi reminds herself, grasping Sadiki's hand for a moment. That's all I need. All I want!
Keeping that thought at the front of her mind Issi shoots her sister a swift grin and sets to work on her mask. Swift strokes lay lines into the mask, filled with strips of bright metal which stretch down and back as Issi extends her magic to tease the stiff material into fluid waves. She finishes the work with a flourish and takes her seat, studying her mask intently.
Metal for strength, the strength that Sad gives me. Flames for the fire inside, determination and for the Sun Mages. Simplicity because I don't want to hide who I am. It's time to live with who I am, not who others wished me to be.
As she watches the stark white of the mask shifts, colour pouring across its surface from her finger tips and stain it blue, green and black. Issi gasps softly and then smiles. Perfect. Who's to say that fire has to be red or gold? I can imagine a green fire and who can tell me I'm wrong!
In defiance of tradition she leaps up once more to gather scraps of gold wire and press them into smooth curves around the eyes of her mask. I choose what I see and how I value it. Now and always.
Placing her mask on her face is a strangely liberating experience for Issi and her exposed lips sweep naturally into a wide smile. The metallic filaments thread their way into her hair as though they've always been there and she turns to look at her sister, wanting to see the visible symbol of Sadiki's rebirth.
| Sadiki |
Sadiki’s creates a mask in a traditional Zenj style, a stylized woman’s face in blue and yellow. Small flourishes depict comets and stars in the background, a hint of the cosmic powers she might one day master. Wave motifs decorate the edges, and tears are painted beneath the eyes—tears of sorrow for what she has lost, but more so tears of joy for what she has gained. She smiles at her sister before donning the mask with pride.
| DM Brainiac |
Takulu Ot nods in approval as each of you completes your mask. "Well done, all of you. Now, don your masks and take your place as attendants of the Magaambya."
As you place your masks over your faces, Raknar's keen ears pick up on a strange grinding noise coming from within the walls of the auditorium. Just a few moments later, the auditorium walls explode inwards with the weight of several giant beetles scrambling over one other! A flood of bugs follows them, a clicking, chittering, writhing mass that flows into the auditorium and throws the crowd into chaos!
"To arms, attendants!" Teacher Ot shouts. "Defend yourselves!" Your teachers and fellow students begin to fight against the swarm of insects as a giant goliath beetle lumbers across the stage towards you!
Issi: 1d20 + 4 ⇒ (7) + 4 = 11
Sadiki: 1d20 + 6 ⇒ (15) + 6 = 21
Beetle: 1d20 + 10 ⇒ (11) + 10 = 21
The beetle trampled over you!
Trample: 1d10 + 3 ⇒ (4) + 3 = 7
Both sisters take 7 bludgeoning damage (basic Reflex DC 19).
Issi Flamehair
|
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
"Every time I get dressed up!" Issi yells in annoyance. Luckily the beetle is right there so she swings hard at its legs, shoving her anger through the blade as crackling electricity!
Spellstrike, Lucky: 1d20 + 7 ⇒ (2) + 7 = 91d20 + 7 ⇒ (20) + 7 = 271d10 + 3 + 2d12 + 3 ⇒ (9) + 3 + (6, 2) + 3 = 23
| DM Brainiac |
Issi’s wish for luck is granted, as her electrified blade slices through the beetle’s neck! Its head rolls free as its body falls, thrashing and shuddering before lying still.
With the biggest threat quickly dispatched, you help the other students and teachers defeat the remaining giant insects. Mafika and Zuma dart into the tunnels to finish off a few fleeing insects, while Koride examines the dead ones left behind. ”Very curious. These different types of insects don’t work together naturally. They must have been compelled to attack.”
Takulu ensures that your injuries aren’t too dire. ”Well fought, initiates—or attendants, I should say!” he corrects himself with pride. ”You should ensure everyone made it to safety outside the auditorium before heading back to your dormitories to rest and recover from your wounds. I can assure you that the instructors and more experienced students of the Magaambya will conduct a full investigation into the cause and extent of this strange attack. We will get to the bottom of this once and for all!”
Everybody is now level 3!
Issi Flamehair
|
"Good riddance!" Is Issi's only contribution to the discussion regarding the beetles. She has clearly taken the assault on what was meant to be her second big day at the Magaambya personally, as evidenced by how brutally she annihilates the various bugs and beetles.
Takulu's pronouncement breaks her funk however and she preens with obvious delight for a moment before coming back to the situation at hand. "Teacher, I would like to assist in the investigation. My sister and I have already been party to a number of odd occurrences to do with insects, we should be involved to help draw the disparate incidents together. I can assure you sir that it will not affect our studies."
| DM Brainiac |
Takulu nods. "Of course. Allow us to get things organized now, then check back with me tomorrow."
***
As the dust settles and those injured during the First Masking ceremony recover, the Magaambya’s instructors begin the precarious balancing act of investigating the strange activities of the insects on the grounds, calming the students, and making sure the unusual attacks don’t extend into the city of Nantambu. The faculty’s first order of business is to explore and clear the meandering passages and recently carved tunnels beneath the campus. Relying upon trustworthy students is vital, since quickly exploring as much ground as possible may help prevent another attack.
Once you are fully rested, you are summoned to the summon the steps ascending to the imposing entrance of Archhorn Library. Teacher Ot and Teacher Ulawa stand on the wide stone steps. While Takulu carefully reviews a sheaf of papers, Koride looks annoyed, the corner of her mouth in a sneer. “How good of you to finally arrive,” she says. “The two of you are far from my first choice for something so critical to—”
“Koride, please,” Teacher Ot says softly, but firmly, then turns to you. “After your services to the Magaambya during your First Masking, we feel you are ready for an important task. Something is going on underneath Tireless Hall, and indeed beneath more of the Magaambya than we first realized. We are sending groups of students into the tunnels we have discovered in an effort to map them as thoroughly as possible. You will be one of these groups.”
Teacher Ot points across to Tireless Hall. “There is where the attack occurred. But in the lowest levels of all these buildings,” he waves to the buildings around it, including Archhorn Library behind him, “we’ve found more tunnels. Many lead to old cave networks, now connected together by recent digging."
Koride picks up the explanation. “I sent some students into the basement here in Archhorn Library, to explore and map the caves. It rapidly became obvious that this would be a more involved task than we originally anticipated. I withdrew that group, and you will be going in; you may even manage to make it back out in one piece.” She chuckles grimly. “We’ll at least wait and see how you manage before sending in the inevitable help.”
Takulu steps aside and gestures to the library building. “The first group’s notes should still be in the basement. We can hope that Koride’s handpicked students were... comprehensive before learning that their feet might get muddy and then pleading for a different assignment.”
Koride shrugs. “Their skills were needed elsewhere, Takulu. It’s up to your motley band of novices to pick up where they left off.”
Takulu adds, “We’ll be making our own explorations beneath Tireless Hall, where we believe the danger is greater, should you need to draw us away for anything. But your task is before you, as ours is before us.”
Issi Flamehair
|
"I'm sure we'll be fine." Issi says with a smile for Teacher Ot, before turning an arch gaze on Koride. "A little mud and darkness doesn't bother us. Besides, I'm sure there were some very important mushrooms to be smoked or something equally vital."
Teacher Ulawa may be popular but it seems that she and Issi are destined not to be friends...
Without giving Koride a chance to retort Issi heads immediately for Tireless Hall, leaving her sister to run to catch up.
"Sorry Sad." She apologises, once out of the teacher's earshot. "Ulawa just really gets my goat. Blatant favouritism and not a bit of respect for someone who doesn't... urgh! Let's crush this job and show her who the really capable ones are!" She winks. "It'll be like sneaking around the Old Market at night-time. No torches allowed!"
| Sadiki |
"No need to apologize. Koride's the jerk, not you," Sadiki says. "Let's do this! Time to try out the new magic we've mastered..."
| DM Brainiac |
You make your way into the Archhorn Library, heading to the staging room that Koride's first group used for their expedition into the tunnels. The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps.
The books and scrolls on the desk are some texts about Archhorn Library; Koride’s initial team hoped they might give some information or schematics, but the infested caverns don’t appear in these old books and so aren’t of any use.
The papers tacked to the walls provide sketches of the nearby passages. One passage in particular has a portion of the wall circled with a question mark.
A few minutes after you enter the room, an intensifying drone begins to emanate from the passage in the center of the south wall...
"Bees!" Sadiki shouts.
You may each take one round worth of actions.
| DM Brainiac |
You take up positions near the tunnel, a few moments before two enormous bees emerge! Each insect is four feet long, with bristles that resemble fur.
Sadiki Hydraulic Push: 1d20 + 9 ⇒ (16) + 9 = 253d6 ⇒ (5, 5, 5) = 15
Twin blasts of pressurized water hit the first bee, knocking it out! The other bee scuttles forward and stings Issi!
Stinger: 1d20 + 11 ⇒ (15) + 11 = 261d6 + 4 ⇒ (5) + 4 = 9
9 piercing damage to Issi.
Issi Flamehair
|
Issi yelps and lashes out at the bee, her blade appearing out of nowhere and carrying with it the icey cold of winter.
Spellstrike+Ray of Frost: 1d20 + 9 ⇒ (4) + 9 = 131d10 + 4 + 1 + 2d4 + 3 ⇒ (1) + 4 + 1 + (1, 3) + 3 = 13
Irritated at missing she recharges her spellstrike to try again!
| DM Brainiac |
Electric Arc: 1d20 + 9 ⇒ (11) + 9 = 202d4 + 4 ⇒ (2, 4) + 4 = 10
Sadiki zaps the bee with a bit of electricity. It buzzes angrily and stabs at Issi again. But Sadiki fulfills her sister's wish for protection. With a flourish, Issi vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later and causing the bee to miss!
Stinger: 1d20 + 11 ⇒ (16) + 11 = 271d20 + 6 ⇒ (8) + 6 = 141d20 + 1 ⇒ (2) + 1 = 3
Genie's Veil: 1d20 ⇒ 4
| Sadiki |
Issi doesn't need the second strike, as the magus's burning blade cuts down the second bee!
"Yikes! You okay, sis?" Sadiki asks. She tends to her sister's injuries--luckily, the bee's stinger isn't envenomed.
Treat Wounds: 1d20 + 9 ⇒ (7) + 9 = 162d8 ⇒ (6, 8) = 14
Issi Flamehair
|
"Much better thanks to you." Issi replies, pressing a kiss to her sister's cheek in thanks. "So, do you think the last group had all run by now?"
She flexes a few times to make sure there's no lingering stiffness and then peers into the tunnel beyond. "Well, this should be fun, grab that sketch with the question mark and we can go!"
| DM Brainiac |
"One way to find out what happened to them. Onwards!" Sadiki says.
The tunnel opens up into a large, irregular cavern that has moisture dripping down the walls. A large, blue, glowing mushroom faintly illuminates the space. The mushroom is roughly the size and width of a dwarf, and it has plainly been gnawed at. Sadiki recognizes that the mushroom is not harmful.
The portion of wall here marked with a question mark on the map proves to conceal a secret door--a thin sheet of stone that rotates on a hidden peg. The room beyond it is jammed with hammocks, blankets, and bedrolls, all heaped into makeshift nests for little creatures. Discarded bits of food, twisted lumps of metal, and bits of stone litter the floor.
No creatures are present in this room, but you find an assortment of trinkets worth--
Value: 2d10 ⇒ (6, 8) = 14
--14 gp in total.
You can hear high-pitched voices arguing from beyond a tunnel to the south. You creep forward to peer into the next chamber.
A table bearing a large cloth map pinned down with heavy rocks along the edges occupies much of this room. Though dirty and tattered, the aged map provides a detailed view of the Magaambya campus. Drawn atop the map are several caves and tunnels, creating a connected web of passages between the buildings.
Three gremlins are trying to decipher the instructions on the map in this room. They appear to be arguing as to how best to take action. The gremlins include a blunt-snouted and pugnacious gnagrif and a gangly jinkin. Also here is the pugwampi that attacked you during the initiation ceremony! There’s a fourth gremlin here who isn’t part of the planning: a lice-infested grimple. She's currently trying to scrub insect entrails off of a knife in a corner of the room.
The gremlins are absorbed in their argument and do not notice you spying on them...
| DM Brainiac |
Sadiki nods. "On three. One... two... THREE!"
Issi: 1d20 + 5 ⇒ (6) + 5 = 11
Sadiki: 1d20 + 7 ⇒ (4) + 7 = 11
Gremlins: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Despite your sudden charge, the gremlins quickly react to your arrival! The pugwampi shrieks orders to her companions, moving back, drawing her bow, and shooting at Issi. The other two rush into melee, attacking with hammer and sword.
Shortbow vs Issi: 1d20 + 10 ⇒ (9) + 10 = 19
Light Hammer: 1d20 + 8 ⇒ (19) + 8 = 271d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7
Shortsword: 1d20 + 7 ⇒ (4) + 7 = 111d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 - 2 ⇒ (4) - 2 = 2
15 total damage to Issi.
Issi Flamehair
|
Issi gives herself a moment to guide her blade and then lashes out at the hammer wielding menace.
Spellstrike, RoF, Guide: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 111d10 + 4 + 1 + 2d4 + 3 ⇒ (8) + 4 + 1 + (4, 3) + 3 = 23
Hero Point: 1d20 + 10 ⇒ (8) + 10 = 18
| Sadiki |
Sadiki fires off a barrage of scorching rays! She misses the gnagrif, but she incinerates the jinkin, taking it out, and she burns the pugwampi!
Scorching Ray (Gnagrif, Jinkin, Pugwampi): 1d20 + 9 ⇒ (4) + 9 = 131d20 + 9 ⇒ (12) + 9 = 211d20 + 9 ⇒ (8) + 9 = 17
Damage: 4d6 ⇒ (4, 4, 6, 2) = 164d6 ⇒ (5, 1, 2, 3) = 11
| DM Brainiac |
The two lesser gremlins fall to your fire and blades. While the grimple squeals and huddles in the corner, the pugwampi trades her blow for her blade, leaping at Issi!
Shortsword: 1d20 + 10 ⇒ (14) + 10 = 24
Genie's Veil: 1d20 ⇒ 9
Damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8
The sword cuts into the magus despite her sister's attempt to intervene.
8 damage to Issi.
Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 18 Will save; a creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it remains within the aura's emanation.
| DM Brainiac |
Will: 1d20 + 9 ⇒ (6) + 9 = 151d20 + 9 ⇒ (17) + 9 = 26
Feeling unlucky, Sadiki resorts to zapping the gremlin with lightning.
Electric Arc: 2d4 + 4 ⇒ (1, 3) + 4 = 81d20 + 9 ⇒ (13) + 9 = 22
It's a light zap, but Issi lands a powerful blow and takes down the pesky pugwampi!
One of the paperweights on the map is a lump of amber worth 35 gp. Secured beneath the map table are three lesser healing potions.
The opossum-like gremlin that had been cowering in the corner of the room nervously wrings her hands on the hem of her burlap tunic. "Please, don't hurt me! I've had enough mistreatment at the hands of those other gremlins. I will lend you my aid if you protect me from them, and take me away with you when you leave!"
| DM Brainiac |
"My name is Binji. The gremlins are attacking you because the Stone Ghost tells them to do it!" Binji whimpers. "He is not alive, but he is not properly dead! He is so scary!"
The map on the table is covered with scribblings, partially completed schemes, and notes in a mishmash of Common, Undercommon, and Terran. Even though the plans are indecipherable, they plainly depict targeted attacks on the Magaambya. Anyone examining the map can see that the storage room and outdoor Introduction Ceremony site are circled, as are the Tree-Stump Library and Tireless Hall—all locations where you have been attacked by gremlins or insects. Many of the abandoned tunnels beneath the school are marked on the map, too, with a hatch leading to the Spire Dormitory circled with a note in Undercommon reading, “They Live Here. Send Urbel to kill them.”
If asked about Urbel, Binji tells you that he is a nuglub bully that serves is the second-in-command under Kurshkin, the pugwampi that you just defeated.
| DM Brainiac |
”Yes! If you can get rid of Stone Ghost, I am sure the other gremlins will stop attacking!" Binji says. "Except maybe Urbel. He is very mean, too!"
Binji leads you out of the war room and through the tunnels. A flickering light reveals another dark tunnel leading west and three people huddled together, speaking in hushed voices.
As you get closer, you can see the people are your dormmates: Ignaci, Okoro, and Tzeniwe. Ignaci lies propped up against a wall, and he seems to be in bad shape. His skin has broken out into hives and his tongue and throat are swollen.
”Hey! Hey, guys, please help us!” Okoro shouts, his pleading eyes focusing on Sadiki. ”Please, Ignaci’s hurt and we don’t know what to do!”
”If only I had paid more attention in Teacher Ot’s class on poultices!” Tzeniwe says, wringing her hands in worry. ”This is bad. This is very bad.”
Sadiki takes Okoro’s hand and squeezes it to calm him down. ”We will help, Okoro. Tell us what happened.”
”We were assigned to map the tunnels beneath Warden House, but a cave-in blocked our way back," Okoro explains. "We were trying to find another way out when we ran into some giant bees! Ignaci stepped in front of me to protect me, but one of the bees stung him. He must be allergic!" He kneels beside Ignaci and squeezes his hand. Ignaci weakly returns the gesture.
"Neither of us has the medical expertise to help him," Tzeniwe says. "And we've been too nervous to move him."
Medicine: 1d20 + 9 ⇒ (20) + 9 = 29
Sadiki knows just what to do! She rubs medicated creams onto the site of the bee sting to reduce the swelling and pain. Ignaci sighs with relief. He's still in a bad way, but he's now well enough to walk with assistance.
"Thank you!" Okoro says as he helps Ignaci to his feet. He wraps Sadiki in a happy embrace, pausing long enough to give her a kiss. "If you tell us how to get out of here, we'll get him to the surface."
Issi Flamehair
|
"Come on." Issi says, lending Ignaci her shoulder, "We'll take you most of the way and point you on the way out."
She leads them back to the map room and passes on some of the maps to be delivered back to Teacher Ot. "We need to keep this one so we can track down this 'Stone Ghost'." She says. "Warn the others there might be a gremlin attacking the dorms at some point. Everyone be on guard and if you see it, attack first!"
Once the dorm mates are safely away she turns back to Sadiki. "Any chance you can patch me up a little more sis?"
Healing Potion: 1d8 ⇒ 6
| DM Brainiac |
”Sure can!” Sadiki says, spending several more minutes to alleviate Issi’s injuries.
Treat Wounds: 1d20 + 9 ⇒ (6) + 9 = 152d8 ⇒ (8, 5) = 13
Binji leads you back into the tunnels, avoiding the bees that stung Ignaci. You navigate the tunnels, heading generally north and east. The smell of rotten meat assails the senses in the large cavern ahead. A natural pillar in the middle of the room bears several metal hooks with gruesome slabs of meat hanging from each.
A brutish nuglub gremlin with a pickaxe is here. This must be Urbel! He stands near an enormous tsetse fly. When Urbel spots you, he grunts something in Undercommon, grins, and hefts his weapon!
Issi: 1d20 + 5 ⇒ (7) + 5 = 12
Sadiki: 1d20 + 7 ⇒ (7) + 7 = 14
Enemies: 1d20 + 11 ⇒ (6) + 11 = 17
Both sisters may act.
| DM Brainiac |
Reflex: 1d20 + 11 ⇒ (2) + 11 = 131d20 + 9 ⇒ (19) + 9 = 28
Scorching Ray (Fly, Urbel): 1d20 + 9 ⇒ (18) + 9 = 271d20 + 9 ⇒ (11) + 9 = 20
Damage: 4d6 ⇒ (2, 4, 3, 3) = 124d6 ⇒ (2, 5, 5, 1) = 13
The scree batters both the fly and the gremlin. Sadiki unleashes a pair of scorching rays, taking out the fly and burning Urbel! Urbel growls angrily as he stumbles over the scree and rushes the sorceress. He reaches out with electricity on his fingertips, but Sadiki dodges!
Shocking Grasp: 1d20 + 11 ⇒ (3) + 11 = 14
Issi Flamehair
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"Right, lets tie this little beggar up and get him upstairs to the teachers!" Issi says, wanting to get the whole thing over as quickly as possible.
Once they find Teacher Ot, definitely not Teacher Ulawa although its a bonus if she's there, Issi explains. "This gremlin is called Urbel and seems to be the second in command of a gremlin invasion of the school. We killed the primary leader, but they're all being commanded by something called the Stone Spirit. This gremlin here," She pushes Binji forwards. "Has been helping us and will be able to lead us to the Stone Spirit. We've not had too much trouble so far but if you have any reinforcements this is probably the time for them."
| DM Brainiac |
Takulu takes Urbel into custody as he considers Binji, who cowers behind your legs. "Well done, attendants. I would urge you to finish the task and stop this Stone Spirit. Ignaci is healing well, so I can send Okoro and Tzeniwe with you into the tunnels." The other students step forward, eager to assist.
Issi Flamehair
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"Let's go then gang!" Issi says with a big smile. "And no canoodling at the back!" She adds with a faux glare at Okoro and Sadiki. "Tzeniwe, you're in charge of making sure these two keep their eyes on the path ahead and not each other, ok?"
With that settled Issi leads the way once more back into the tunnels with Binji to direct her. "Let's find the Stone Spirit as quickly as possible." She says to the gremlin. "Then everything will be safer and you can do what you want to, within reason of course!"
| DM Brainiac |
Okoro steps away from Sadiki, who he was about to start canoodling with. "We'll behave ourselves," he says with a sheepish smile.
Binji leads you back into the tunnels, past where you fought Urbel, and points out another passage. "Stone Ghost lives that way. I'll stay here! He is too scary!"
n the southeast reaches of the tunnels, you find three masks and three cloaks affixed to the south wall of a claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog.
A close look at the cloaks reveals dirt and dust on the lower halves of them. It seems to indicate that each wearer was somehow pulled partially into the ground before being killed. The mask of the kindly hare is a mask of mercy.
The enchantment can be transferred to another nonmagical mask at no cost.
The hare mask and accompanying yellow cloak hang on a slightly askew secret door. Beyond, a long, narrow hall leads to another secret door that opens into a large chamber. This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps.
As you are looking around, a man made of stone steps out of the wall! His faceted skin matching the blocks that make up the Magaambya campus. His hair and face are made of ruined mosaics, and his body is covered in fragmentary runes. "You have discovered my presence here. For that, you must die!" he proclaims. Three jinkin gremlins scramble out from under the bed, brandishing their teeth as they move to support the stone man!
"We will handle the gremlins! You two handle the Stone Spirit!" Tzeniwe calls as she moves with Okoro to fight the jinkins!
Issi: 1d20 + 5 ⇒ (3) + 5 = 8
Sadiki: 1d20 + 7 ⇒ (15) + 7 = 22
Stone Ghost: 1d20 + 11 ⇒ (8) + 11 = 19
Sadiki unleashes her final second-level spell, heightening a hydraulic push that batters Stone Ghost.
Hydraulic Push 2nd Level: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 5d6 ⇒ (3, 6, 1, 5, 4) = 19
Stone Ghost grits his teeth and moves to attack Issi with his morningstar. He hits, despite Sadiki trying to conceal her sister.
Morningstar: 1d20 + 13 ⇒ (15) + 13 = 28
Genie's Veil: 1d20 ⇒ 12
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
8 damage to Issi.
Issi Flamehair
|
Issi adopts her stance and lashes out at Stone Ghost. Unfortunately her prepared spell is acid arrow and she suspects a creature of stone will have little trouble with it, so she uses the ever reliable ray of frost to empower her strike.
Spellstrike: 1d20 + 9 ⇒ (6) + 9 = 151d10 + 5 + 2d4 + 3 ⇒ (5) + 5 + (1, 2) + 3 = 16
| DM Brainiac |
Hydraulic Push: 1d20 + 9 ⇒ (4) + 9 = 13
Stone Ghost avoids both Issi's strike and Sadiki's geyser. He reaches out to try to grab Issi and extend his intangibility to her long enough to partially trap her in the ground, but she pushes him away just in time, dodging his morningstar as well!
Entombing Grasp vs Issi Fort DC 18: 1d20 + 10 ⇒ (7) + 10 = 17
Morningstar: 1d20 + 13 ⇒ (3) + 13 = 16
Issi Flamehair
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"Oh crap!" Issi yells, getting some sense of what the spirit is trying to do as it grabs her. "Don't let it touch you!"
Spellstrike: 1d20 + 9 ⇒ (16) + 9 = 251d10 + 5 + 2d4 + 3 ⇒ (3) + 5 + (3, 2) + 3 = 16
She recharges her blade and strikes again, having more success as she aims for the centre of the creatures mass.