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Jessa Ventris wrote:
Know (nature) (1d20+5=12)

For Jessa

Spoiler:

These smaller beasts are acting suspiciously - it's almost as if they were using the larger flesh tearer on purpose to distract you. Clever little B******S !!


Painfully slowly seeming, although it takes only a second or two, the rest of the 'van starts to react. The scouts loose arrows, most targeting the huge beast but one or two aimed at it's passengers'. Further up the column a small red globe arcs out toward the beast and explodes in a ball of flame burning a great hole in it's flank but not changing it's speed or direction. The smaller creatures come rushing after it although as the spot the wagons they check ther speed somewhat.

Knowledge Nature check from Jessa please

Your missile attacks all fail to find a mark except Zoom's whose arrow grazes across the brow of one of the smaller beasts causing it's bird-like glare to fall on him for an instant - animals aren't supposed to look that intelligent or that 'vengeful' !

Hearing Erion's cry snaps Burlap out of his daze and he attemps to reign in the (blissfully unaware) plodding oxen pulling the cart - an action which gives him a precius few more seconds of life.

The Great beast plows towards and through the convoy at terrible speed, missing the front of the supply wagon by inches, but snapping the yoke and harness of the team of oxen, trampling the last pair of oxen to a bloody pulp (You really do not want to know how much damage just got dished out !) and starting a general panic amongst the remaining creatures of the team which stampedes forward along the road, overurning the wagon in front of you.

The beast's two riders have a different idea though. One leaps from it's flank before it strikes home landing deftly on the road beside the wagon about 20ft away from Jessa, Kellen and Zoom. It stands proud on it's back legs, nearly 7ft tall and you see a long scar crosses it's face which gives it a sneering expression. Is feet end in huge talons which it clicks against one another. It turns both it's baleful eyes on Zoom and Zoom notices the small wound on it's forehead which his arrow made.

The second creature leaves the raging beast a second later, at the moment it passes the front of the wagon. It's lightly steps off the side on the beast onto Burlap who he eviscerates with one small sweep of an elongated foot Talon. Burlap falls backwards into the body of the wagon, spraying all in the back with his blood including Stilgar and Nik.

Nik wakes up, finds himself swimming in a pool of hot blood and staring up into the pityless eyes of a fleshtearer !

Start round 2 when Nik post's his initiative. Fleshtearers go on 10.


For Nik

Spoiler:

Your dreams are ones of teeth and claws and biting. You float on a thich red sea, tossed on strange swells with hidden hands from below pulling at you. You hear muffled voices: some filled with fear, some with rage.

All this is gone as you are wrenched from this world into wakefulness only to find the wakeful world is almost the same.....

Please roll yourself initiative for next round


For Jessa only

Spoiler:

Your quick eyes spot a number of smaller fleshtearers racing out of the jungle after the huge beast and you notice the crimson colouration of the cretures hide is in actuality blood.

Don't forget you can always shout a short warning to the rest of the party as a free action on your initiative - uless you are casting a spell with a verbal component.

Jessa's roll wasn't quite high enough.

For Zoomackulas only

Spoiler:

Your quick eyes spot a number of smaller fleshtearers racing out of the jungle after the huge beast and you notice the crimson colouration of the cretures hide is in actuality blood.

As your lightning fast glance looks for the source of the blood you notice two of the smaller fleshtears actually clinging onto the back of the beast and tearing at it with large talons on their feet!

Don't forget you can always shout a short warning to the rest of the party as a free action on your initiative - uless you are casting a spell with a verbal component.

Don't forget Zoom gets a -1 penalty on his wisdom based rolls because of his character trait. (Forgive me if you included it and I just didn't notice)

Ok, Zoom gets to take the first action...


My take on party initiative and combat rounds (in spoiler purely to save space)

Spoiler:

Initiative as rolled is fine (because of the 'averageness' of the roll) but it might be better (safer) in future to roll individually for each character jus to prevent a bad roll from messing up the entire party.

Also, don't forget to post actions strictly in initiative order - this prevents 'time travelling' and accidental meta-gaming. Also, makes the action seem real and makes DMing a whole lot easier ! If someone takes too long (in my humble opinion) to post I'll get another member of the party to take a stand in turn.

One further point, try and bear in mind what you can do in the space of a combat round in terms of how long does it take to do what you want to do - Stilgar above (not picking on him) is doing too much for a combat round. However, I don't want to get too tied up in the rules so just try to be realistic as far as possible.

In this instance, because of how dangerous the encounter is, I won't continue the action until I've got the results of Jessa and Zoom's spot checks - you'll thank me later !!

To recap - a 25ft long beast, more powerful than a bull indian elephant is about 6 seconds away from smashing into your part of the convoy.

I'm hoping this is an exciting enough first encounter for the campaign :)


For the first four hours of the journey the scenery and atmosphere on the road doesn't change. Every now and again the 'van slowly plods past areas of scorched earth - apparently where spells of some power have been cast and in other places large white bones can be seen piled haphazardly to one side of the track. Often the remains of smashed wagons are seen where they have been pushed of the road and adandoned.

The heat and humidity continue to rise and all along the convoy the affected start to be sat on wagons - Stilgar and Erion among them. Periodically green clad scouts pass the supply wagon, eye's fixed on the ever-present foliage of the jungle as they go.

A small panic erupts as a number of huge (6-8ft long) Dragonflies hover over the end of column looking equally beatiful and menacing. But the guards don't seem concerned and the insects quickly lose interest and drone away over the tallest of the trees, the sunlight flashing off of their ever moving wings almost blinding.

A little while later Grimbold points out what you at first believe to be a large pond but sooon realise is a pool of congealing blood about 5 yards across. Around it is a huge area of trampled vegitation and churned up mud and emeging from the pool is a deep furrow leading to the edge of the jungle where something large and heavy hasd been dragged away. Cautiously two of the scouts, a pair of half elves who you often see working together, move to examine the area. After a cursory examination they return and simply report 'A day old' in a thick accent you can't place. Tension eases off again and the 'van moves on.

The approach of the noon stop finds Nik deeply asleep in the back of the wagon with Erion and Stilgar slumped next to him. The rest of you trudge behind and to the side of the wagon.

'In the name of the Lady will whoever's drumming on the Wagon please stop !' The voice belongs to Erion and he's looking at the other two with a pained expression.

'What drumming ?' shouts a slightly red faced Burlap, the wagon driver, who you think may have been wakened out of a gentle dose himself by Erions exclaimation.

But there is no one drumming on the wagon and as you realise this you notice the scouts down the length of the 'van start running, arrows being nocked and harsh orders being barked.

Momentarily all of you can hear, or rather feel the drumming Erion complained of through the soles of your feet. Jessa and Zoom spot a strange, a-rythmic, swaying in the tree tops of the jungle off to the right of the column.

160 feet away from you, the foliage explodes open as a beast the size of a small house emerges with a roar akin to a gigantic boar. It's head is a mass of bone and spikes and it's skin is the colour of old leather streaked with crimson. It moves as fast as a warhorse and seems on a collision course with the wagon you are either on or around.

Burlaps mouth drops open and the chewing tobacco and spit he'd been working at for the past half hour spattered across his Coloured Carousel tunic.

'...Fleshtearer...' he whispers.

In the back of the wagon, Stilgar and Erion try to shake their fatigue and Nik gives out a soft, gentle snore....

Initiative check please - can whoever reads this post first roll for everyone and then post the list. Stilgar and Erion will a -1 penalty due to fatigue and Nik won't get to roll at all until he wakes up ! (he didn't roll a high enough listen earlier). When the initiative order is posted can we please post strictly in that order so the action makes sense.

Can Jessa and Zoom make a further spot roll.


I'm just holding on for Erion and Nik's rolls before going on.


Results of Fortitude saves so far:

The humidity and exercise are perhaps starting to take their toll in a surprising way. Kellen, Jesse and Zoom seem to be unaffected but, towards the end of the morning march, Stilgar starts to find every step difficult and, shortly afterwards, starts to complain of dizziness.

He will need to sit the rest of this day's march out in the back of the supply wagon and will suffer the effects of Fatigue (Can't run or charge and suffers -2 on Str and Dex checks) unless Raging.

Perhaps his sorry state explains why no-one would engage him in conversation - a huge half-orc, unsteady on his feet and covered in sweat could be intimidating.

Everyone who rolled 10 or more on their fort save has now acclimatised to the heat and won't need to roll again


For Kellen

Spoiler:

Regarding your 'observation' of Jessa - she has not had a repeat of her 'funny turn' quite the opposite in fact she seems stronger, more assured and, every now and again, you notice a fresh sparkle in her eyes.

Gather Info roll. The Keolandish Courier is polite enough but doesn't seem all that keen to talk although you do find out his name: Goll Embul.

Good Ideas and you picked the right subject but roll was just too low - bad luck


Ok, time for some 'Roll-Play'

I need everyone (except Nik) to make a fortitude save.

I also need everyone to make a listen followed by a spot check.

Finally, if you think your character would like to chat with specific individuals in the 'van, for example Nik said he was going to get to know the scouts, let me know the 'individuals' (they were mentioned in the post where the 'van all got organised before setting off) concerned. Make a Gather Info check which will equate to you chatting to them as you travel for a couple of hours. If you want to describe what questions you ask etc and your approach is right for the sensibilities of that individual I'll apply bonuses. you'll all have a chance to chat to a couple of people (if you choose) before the noon rest so make a roll for each if you choose.


Stilgar's professed hopes of setting a swift pace are soon dashed as the condition of the road, the weight of the wagons and effect of the heat quickly begin to take their toll as the march begins in earnest.

At this pace you'll be lucky to make more than ten miles a day - but you soon realise there is nothing you can do to speed things up and as the day get's hotter you appreciate the slow pace more and more often finding it necessary to catch a lift with the supply wagon to recover from a heat induce dizzy spell and drinking copius amounts of water kept wonderfully cool in what seems to be an enchanted barrel.

You quickly become aquainted with Burlap the pot bellied, heavily scarred driver of the supply wagon.

'I daresay you'll feel like dung for the first day or so but if you rest when you can, drink plenty of water and eat a mouthful or two of the salted pork of an evening you'll make it through the rest of the haul'


As soon as you step upon the rust red mud of the 'Sweet Road' you experience the full humidity and heat of the Amedio Jungle. In Sasserine the sea breezes helped cool the air but on the road the towering walls of green foliage on either side allows no air to move and the stockade of the Port blocks the air currents from the sea - you step into a wall of hot stifling air filled with the drone of a thousand different species of biting insect and filled with the smell of leaf mulch, sweat and a hundred other scents.

The road itself is more a river of mud the colour of rust and deeply rutted despite the extra width of the wheels of the wagons. Either side of the road the jungle has been cleared by cutting, burning and magic leaving a break of perhaps 50 feet in width consisiting of bushes, grasses and tree stumps. After this the jungle waits, a huge curtain of every shade of green and brown, patterned with huge flowers of every colour and totally inpenetratable to human eyes. In places it steams, in other places it has small streams of water flowing out into the break adiing to the mudof the road. Every now and again the curtain has been ripped open, perhaps by the passing of some huge beast, and an enormous hole can be seen cris-crossed with thin shafts of light that have penetrated the canopy. When passing one of these holes the pole arm armed guards cluster in an improvised 'phalanx' in front of it until all the wagons have passed - obviously these are common ambush areas for some type of Fleshtearer.

As soon as the gates are closed behind the final wagon orders are barked up and down the 'van. A torch is lit on each wagon and you are instructed to talk in nothing louder than a whisper unless you need to sound an alarm.

'Further down the road the trees close to within half a dozen yards of the roads' Grimbold explains, 'and you can't see anything so your ears are your eyes. After a day or two, if the heat doesn't get you, you'll get used to the noise of the jungle and you'll notice any changes - its the only warning you'll get - so keep quiet as much as possible.


Answers to Kellen's questions:

- Large stockadee compounds exist roughly a days travel apart whilst the road passes through the jungle. They are not garrisoned but are kept in pretty good order by the caravans as they pass through. Sometimes local beasts or worse have to be 'evicted' from these compounds but more often than not they are empty.

- There is no formal guard duty. This task is performed by the Caravan personel themselves but any help in a tight situation would be appreciated and there is often need for 'specialists'.


It takes nearly an hour for the caravan to move off and make it to the Sasserine Gates where four more wagons are waiting. These are of the 'strongbox' sort and are crewed by a force of men and dwarves dressed in a blue and black livery - the Brandhammer contingent.

Grimbold solemnly hails the Brandhammer commander - a stern looking dwarf in heavy armour despite the climate - and the Brandhammer vehicles move off in disciplined formation.

As the led Brandhammer wagon, pulled by eight huge oxen and proceeded and flanked by halberd carrying guards, gets to within 10 ox paces of the Gates the huge wooden slowly creak open - hidden contraptions in the watch towers either side of the portal can be heard clanking and groan. As each guard passes through the opening he reaches out to touch the gate posts - perhaps for luck. Those seated in the wagons tap the wood of their seats and then concetrate on the rutted red earth road leading straight ahead of them and the walls of lurid green which is instantly either side of them.

'Touch the post for luck,' Grimbold shouts down to you. 'So that you may return through them or pass through others into safety. Welcome to the Amedio Jungle !'


Need to go over my interpretation of the Paladin's Detect Evil ability (put it in a spoiler to save thread space):

Spoiler:

I interpret the ability as per the players handbook and detect evil spell exactly, i.e. it allows Kellen to effectively cast the spell at will. This means that he needs to concentrate, evoke the verbal and somantic components, etc - meaning that if he does it in public it will be obvious that he's doing it and people can make spellcraft checks and so on. Most NPC's assume spellcasting without permission is a hostile act.

However, in the spirit of the rules and the concept of the Paladin I use the following rule adendum: a paladin can start to activate his detect evil ability as a swift action needing no verbal or somantic components but all he will be able to detect is the presence of evil within range, nothing more specific (although if their is an overwhelming source within the area he'll still be stunned, etc).

This means Kellen has two options with his detect evil:

1 - Use it openly as the spell (people will know he's doing it but he'll get loads of specific info if he concetrates for long enough)

or

2 - Use it clandestinely to discover the general presence of evil without anyone knowing.

I'm assuming you've used the second option in this instance.

Kellen feels the presence of evil on the marshalling yard but without taking overt action can tell neither it's strength, whether it is one or many auras or it's location.

Grimbold is pleased to see the party and directs you to the last of the Carousel wagons, telling you to stow what gear you don't want to carry on it. By the time you've got it squared away Grimbold it shouting orders and the assembled wagons and people start to move off. First the Carousel wagons, with you at the back, then the Maavu's Mercantile contingent followed by the independents. Slowly the caravan moves out of the marshalling yard and begins to move toward the Gates of Sasserine and the start of the sweet road.

As you move along Grimbold tells you you'll be travelling between 6 and 8 hours a day and it should be about a week before you climb out of the jungle and into the uplands. He also mentions that the caravan (which Grimbold refers to as 'the van') will meet up with the Brandhammer contigent at the gates itself and that the Brandhammer Wagons will lead for the first day - a position of 'honour' but really just their turn to go first.

If you have any questions for Grimbold now would be a good time to post them and I'll get round to answering as the 'van progresses.


After a moment of head scratching NIk realises that all of the wagons are built out of proportion - their sides are far too high and some of them have small, verticall tall but thin windows of a sort in. Also, each wagon has a number of torch sconces around the outside of it and a large bundle of torches is strapped to each vehicle. Each seems to be a small, mobile fort.


The eagle eyed among you spot, amongst the 'independent' wagons a strange looking contraption which looks like one of the heavy duty strongbox-like wagons you saw on the docks but without any wheels. Instead it floats about 4 feet off the ground and is loosley teathered to a bemused looking mule which appears to be far too small to be able to pull such a large load. Large, arcane looking letters are etched into the side of the wagon.Sitting, seemingly asleep, on top of the 'wagon' is a diminutive figure wrapped in a maroon cloak.

Anyone who can read Draconic look here:

Spoiler:
The Arcane letters say 'Skie's Treasury' in, you guessed it, Draconic.

Also, a number of people seem to be waiting around, unattached to any specific wagon. Some seem to be Miners from the equipment they carry, some are sellswords or adventurers like yourselves, one seems to be some kind of official courier in Keolandish uniform, a number look like wealthy travellers with servants and one or two you can't learn anything about from their appearance.


Earthday the 16th Day of Flocktime, CY 591

After a night of heat caused restlessness, the six of you arrive in the Coloured Carousel marshalling yard in the relative cool of the hour before dawn. Dozens of native workers are harnessing oxen and tying down rainbow coloured tarps on ten huge wagons.

Anyone who may have more than a passing knowledge of wagons and their like make a Profession (Teamster) check even though you have no ranks.

Along the southern edge of the yard stand six wagons with a large 'MM' symbol painted on the side. They seem to be loaded and ready to go - waiting for the Carousel wagons. Beside this stand a number of other wagons of varied design.

Spot check for the eagle eyed among you.

Kellen and Jessa are spotted by Grimbold Quett and he gestures you over. He stands by the Carousel wagons, has a roll of parchment in his hands and he ticks items off a list upon it with a burnished inkpen which seems to need no ink.


Guys, unless I hear anything different from you I'm going to fast forward the action by about 28hrs to the embarkation of the Caravan.

If you want to stay in the workers rest it'll cost you 4sp each for the two nights and 2sp for food.

Otherwize you can sleep rough in the area between the warehouses and the jungle pallisade - if you dare.......


Nik grabs a local or two and discovers the person in the Sedan Chair is the 'Sea-Lord' - the magistrate who nominally runs Sasserine in the name of Keoland. He (or She) is held in equal esteem and fear by those spoken to and is credited with saving the port from huge fleshtearers on a number of occasions.

Stilgar finds the pouch to be quite normal and contains 10 platinum pieces.


The box that Niklaus is hlding is 18" long and about 2" deep and wide. Despite rattling slightly when shaken it has no obvious way of opening, indeed no cracks or joins of any size are apparent - it looks like solid block of ebony.

The label attached to it says: 'Sarcem Delasharn, Church of St Cuthbert, Cauldron'.


As Erion gets to the door of the Workers Rest he spots Stilgar and Nik standing next to each other a few yards away from the entrance. They are totally still and both have an arm outstretched with something held in it.

After a moment or two their rigidity abates and you notice Stilgar scratching himself, perhaps in confusion.


For Stilgar only

Spoiler:

Good Spot and Listen rolls, just at the right time !

The hand that emerged from the box had vestigile scales similar to your own.

Your darkvision helped you to penetrate the shadows within the box and you glimpsed a cat like eye and elongated teeth.

The box seemed to have no opening apart from the window.

The accent the voice had was similar to one you've heard amongst Grey Dwarf and Mongrelfolk traders from the realms below.


For Stilgar and Nik:

Spoiler:

Regardless of your intentions you both say nothing and come to a halt standing next to each other. You become aware of a soft whispering voice coming from inside the Sedan Chair and to your astonishment you find yourselves spinning slowly on the spot as the finger of the hand twirls slowly around.

After being examined in this way for couple of minutes you are again facing the box as two objects are thrown to you.

The first, caught by Nik despite having no intention of doing so, is 18' long ebony box with a delicately written label on it. The second, snatched unwillingly from the air by Stilgar, is a velvet pouch containing some coin.

'Tell them it is a gift and pays some of the old debt - they can decide how much.' The voice is soft but clear and doesn't seem to come from the box, originating from right next to your ears. It has a strong accent but neither of you can place it. 'You have two weeks.'

With that the Chair Bearers take the strain, the box lifts gently from the ground and travels off into the market, quickly disappearing amongst the stalls. The people in the area around you return to their business giving you nervous smiles and one, seeming to be an off duty guard, tells you the magic that hold you in place will wear off in a few seconds - which is exactly what happens.


For Stilgar and Nik:

Spoiler:

The Native bearers have a form of leather armour and are carring a variety of weapons but don't look like 'warriors'.

Stilgar ther seems to be a reply to your greeting but your not sure what it means as it's in a language you don't understand - you can't even be sure it was said to you.

As you get to about 6 feet away the rest of the hand appears out from the shadows within the box and gestures for you to stop.

What do you do next ?

I need spot and listen rolls from both of you - Stilgar can add +4 to the spot check.


For Stilgar and Nik:

Spoiler:

As the two of you stand outside the Workers' Rest in the cool night air your conversation fades as you both notice the people around you start to quieten down. Momentarily the quiet turns to silence and only the drone from inside the bar and the tread of heavy boots can be heard.

Looking around you see all the native workers bowed and the northern workers standing respectfully as a team of eight strong natives trudge along carrying what appears to be a large box on two sturdy poles threaded through large brass hoops attached to the side of the box. The wood of the contraption is highly poilshed and it's side contains a black-curtained window.

As it trudges level with the pair of you a soft voice, speaking in the language of the natives, whispers an instruction and the party comes to an abrupt halt.

Nobody moves. Then with an almost inaudible swish the curtain parts slightly and you feel yourselves being examined. The locals standing near to you shuffle quietly away.

Presently a long, swarthy finger with a 2 inch long nail emerges from the black gap between the two halves of the curtain and with and slowly beckons you to approach.

Please let me know how you are reacting to this asap


Looks like were ready to move on from Sasserine. Next post will be you guys meeting the caravan.


Kellen, you finally overhear what the Keolandish troops are 'escorting': loads of rough cut diamonds and other gems. The hills around Cauldron are one of the Flaness' biggest sources.


Towards dusk you meet each other on the edge of Sasserine's market as the traders are wearily starting to pack up. You have enough time to pick up the few items you've been after all day bit not much more.

Oil will be 15cp a pint.
Holy water is evident but it's dubious as to whether it's real or not - at 28gp it's cheaper than the shrine but do you want to risk it ?
Rations are available at book cost - although the contents seems quite exotic, being locally produced food.

As far as 'polearms are concerned' one of each of the following is available: Longspear (8gp), Longspear with torch collar (11gp), Glaive (11gp), Glaive with torch collar (14gp), Halberd (14gp) and Ranseur (14gp).
The torch collar fitting allows a twised ring of rope and pitch to be secured to the weapon which will burn like a torch for 6 hours. 10 of these items are available at 5cp each.

If there's anything else you want let me know.

Beyond this I'l assume you'll have something to drink/eat at the workers rest and find a 'safe' area to sleep in.


For Kellen:

Your brief examination of Jessa shows no sign of illness except maybe a touch of heatstoke.


Zoomackulas Eichendar wrote:

Zoo follows Erion away from the warehouse wondering what the elf is saying but getting back to the groups sounds like a good idea.

"Heh, I guess we are done here then" says Zoo as they start walking.
"Heh...Why do we need to stop and get some cheese...heh...we got more important things to do, hopefully the other were successful in arranging a way for us to travel....heh....I hate cheese anyway...heh"shaking his head at the elf and glancing behind them checking to see if anyone is following them or taking interest in them!
Spot check (1d20+4=12)

Rest assured Zoomackulas, no-one is following you. (Or was your roll too low ?)


For Kellen

You turn to speak to Jessa and discover her standing a pace behind you, swaying slighty, and looking stunned. She grasps your shoulder to keep her balance but seems unable to speak.


For Jessa

Spoiler:

You FEEL the Jungle before you see it and it hit's you like a hammer. You stop dead in your tracks, gasp for air and fight hard not to pass out. You sway and have to grip Kellen's shoulder for support. (Your failed will save means you couldn't hide the effect from Kellen)

You've never felt the presence of so much raw natural energy - you've been in or near dense forests before, but have felt nothing like the power growing beyond the stockade. Who knows what strength exists out there ? What would be possible if a practitioner of Duidic magic could tap into that power ?

It's almost as scarey as it is exciting !

After a couple of minutes you manage to catch your breath and 'acclimatise' to the feeling.

Game effects: When you are in the Jungle or on the 'Sweet Road' you cast spells at +1 caster level as you tap into the power around you.


Stilgar wrote:
"Ulf, whats be Asfelkir Hranleurt like?"

'He's a huge guy, like you ! Friendly and very devout.'


For Zoom and Erion

The Parchement on the door is a 'seal' preventing use of the property until back taxes are paid to the Magistrate or his representative. It does not mention an aount or how long since it was due.

Zoom doesn't spot anyone watching the two of you - there's a lot of work going on in the compounds around you, plenty of people about, but none seem to be paying you any attention.


For Zoom.

Erion falls silent as you approach the Sternhost premises and his mood seems to have something to do with the state of the place - it looks like it been unused for months if not years and each of the doors have been sealed with a newish looking chain and padlock.

Pinned to each door is a parchment showing the coat of arms you've seen on some of the ships and soldiers and script which you can't make out from where you're standing.


Stilgar wrote:
"Alas, Ulf, me cash not enough. Here," proferring a gold piece, "please accept as token of me devotion. Yous knows head priest in Cauldron, Ulf?"

'Oh yes. He Dedicated the altar. Asfelkir Hranleurt is his name and I know he'll be interested in someone like you.'


For Kellen and Jessa:

Kellen Wrensler wrote:


"That sounds quite alright, Mr. Quett. We'll be there before dawn - there'll be six of us then.

'My you have fine manners - Just call me Grim , unless you owe me money, and we'll get along fine. They'll be a spare crate or two in the supply wagon so you and you companions can sling your gear in them.'

He smiles at Jessa. 'And there should be space for your Lady to sleep in there as well.'

'If you'll take my advice on purchasing supplies you best bet'll be the Market. Wait until dusk and the vendors are thirsty and not looking forward to packing their wares away and then make 'em an offer for what they've still got out - never fails.

Grimbold explains that the Carousel marshalling yard is huge area of semi-compacted earth on the other side of the C.C. warehouses between the road and te Jungle Stockade. He calls in Syrion and instructs him to lead you out of the building a different way so you can see it and know where it is.

After a few minutes walking through warehouses bustling with activity as wagons with hugely wide wheels are loaded with crates of supplies, you emerge into the sunlight the opposite side of the warehouse to the docks.

The marshalling yard, about a square mile in size, is already half full with wagons and oxen, but that's not what gets your attention.

Beyond the yard is the stockade you were told about by Ragrinson, impressive in itself but somehow made to look puny buy the masses of growth beyond it.

Jessa needs to make a Will Save, a good one !


For Stilgar and Nik:

Stilgar wrote:

Still feeling the effects of the last evenings drinking session, Stilgar huffs and puffs and yet he could not defeat the strength of Kord's altar.

Strength Check

This be a sign that me should stop drinking "Me let the chain win...," Stilgar laughs sheepishly.

Turning to the temple custodian, "Perhaps me and me friend can get holy water of Kord... to inspire us on our journey. Also, me want to make sacred oath to Kord that me no longer drinking... too much grog you see. By the way, me be Stilgar and this be Nik. Whats be your name?"

'Ahhh ! Perhaps your intemporance has robbed you of your strength my friend. I would be well for you to make your pledge. But alas I am merely a lay attendant of all these shrines and cannot take your Oath in the name of Kord. Perhaps you should visit the City of Cauldron before you conduct your business in these lands - The Temple of Lordly Might is one of the largest in the city and I am sure the clergy there will hear your Oath in the appropiate manner.'

'I can supply you with holy water. I have only two flasks left and the cost 35 gold each, I have to import it I'm afraid.'

'My name is Ulf but some call me Father, some Brother and others far worse. I am pleased to meet you and I thank you again for your generous donations. And, don't worry about the test, I've only seen it completed a couple of times and one of the triumphant ones wast even Half human. I would advise laying of the grog though - in this climate you need to drink water, water and more water !

'Now, is there any other way I can serve you ?


Zoomackulas Eichendar wrote:
Spot check (1d20+4=18)

You notice a large warehouse about 200 feet further up the dock. On a slightly faded hording you make out the word 'STERNHOST'. Unlike the buildings around it this warehouse looks unused.


Niklaus and Stilgar:

I'm going to assume Nik went first 'cos he has already made a strength test...

'That's it my lad, you've got the right idea' says the Temple Custodian as Nik steps forward and grips the handle attached to the chain.'This Test of Kord is simple, but difficult: you must overcome the strength of Kord's Altar to recieve his blessing. If your faith is strong so will your arm be! Or so they say!'

Nik strains will all his might and feels the chain move minutely but has to give up after a few minutes straining at it.

'Ah ! Perhaps it is beyond your strength my friend. Still in the Holy Gymnasia of Kord they say that to take part in the contest is almost as good as achieving Victory !'

When Nik asks about the Water Goddess the attendent solemnly gestures toward the shrine. 'Before you is the Shrine of the Patron Deity of Sasserine: Osprem, Goddess of Sea Voyages, Ships and Sailors. If it wasn't for her goodwill no one of us would have made it here alive ! When you rely on the fickle ocean for you livelyhood it pays to sacrifice to her.'

As he collects the donation from Stilgar he looks him up and down and says 'Your turn to test your Faith, my friend. Are you up to the test of the Lord of Contests ?

Stilgar needs to make a strength test. Good luck !


Kellen Wrensler wrote:
Jessa Ventris wrote:


"Milord should go on ahead" she beckons with equal mocking. "Or, maybe he should escort the lady?", she crooks her arm to indicate a gentlewoman seeking her swain's arm in hers.

In keeping with things, I take her arm with wink and off we go.

DM Flamifur wrote:

'So you are travelling to the Highlands ? Cauldron is it ? I take it you've never walked the Sweet Road Before ?'

Diplomacy check (1d20+2=22)Just in case it is needed as well

"Aye, Mr. Quett, we're needing to get passage to Cauldron. Never been on the Sweet Road, but with a name like that - I'm hoping we can make a pleasant trip of it."

"Can we make arrangements with your caravans, good sir?"

'Well, you seem honest enough for your sort and if you can use the weapon's you carry you'll be welcome along. We usually charge to escort groups but I'll let you come along for free - even throw in some food along the way. That alright with you ?'

'We're assembling a Caravan tomorrow, ready to start out the day after. It'll be us, Maavu's Mercantile's Wagons, a handful of independents and the Brandhammer train. Should be about 100 of us all told. Should be safe enough.'

'Will take one or two weeks to get to Cauldron - as long as the weather holds. It's getting near to Flood Season and the rains will close the road to anything bigger than a horse for a month or two.'

'If you don't have any more questions be here in our marshalling area an hour before dawn the day after tomorrow. Good to have you aboard.'


Jessa Ventris wrote:
Jessa tries her Her unique brand of charm (1d20+3=21) and after a bit of flirting gets her and Kellen into the office.

Jessa has made a new friend, a Coloured Carousel Guard call Syrion; a young, impressionable lad......


Kellen and Jessa:

You find the Warehouse/Office of the Coloured Carousel after about forty five minutes of wandering along the dockfront. The goods being offloaded from tow ships at the quayside lead you to believe that it specialises in importing domestic produce for Cauldron and it's environs. A number of 'Professional' warriors are on duty around the place, highly visible in a 'uniform' made up of every coloured cloth they could find.

A (DC 14 Diplomacy Check or) 5gp bribe gets you taken into the Wagonmaster's 'office' - in reality a corner of a teak beamed warehouse walled off with empty packing crates and furnished with items similarily made. The Wagonmaster introduces himself as Grimbold Quett and seems used to dealing with enquiry's such as yours. He's mildly overweight, has a pock marked face and wears a large quilted tunic which puts those of the establishments guards to shame.

'So you are travelling to the Highlands ? Cauldron is it ? I take it you've never walked the Sweet Road Before ?'


Niklaus and Stilgar:

With little effort the two of you find Sasserine's 'Temple' on the edge of the market which itself is situated in the centre of the settlment. It is an open plan, round building about a dozen yards across with a high ceiling thatched with palm fronds. The floor is made of basalt blocks with inlayed shells and mother of pearl, the rest of the structure is made of wood with large doorless archways at each cardinal point of the compass.

Inside are several small shrines, probably to deities worshipped by the locals. The most prominent is carved from blue coral and depicts a woman in a long gown carrying a Trident. The Icon seems to be perpetually wet. Piled in front of this altar are many offerings mainly fish, but also decorated shells, coins and several small pouches.

Knowledge Religion check to recognise this deity.

Other, more familiar shrines are present including an basalt altar to St Cuthbert, a silver decorated anvil dedicated to Bleredd, a section of tree trunk painted green as an altar to Beory and a large pillar of basalt carved into the form of a muscular arm which you recognise as a shrine to Kord.

The Temple is tended by a small man wearing faded brown robes and a friendly, sunburnt face. He stops his sweeping and looks at the two of you appraisingly as you enter and look around the shrine.

'Welcome to the Sasserine Temple. I guess you've come to try your arm at the Shrine of Kord ? Am I right ?' He gestures torward a steel chain hanging from the clenched fist of the Kord Shrine. From the end of it hangs a hand grip that looks like a stirrup. 'A small donation and you may compete for the Blessing of your God.'


I'm assuming you gys are now going to go off and do stuff around town. meeting up at a pre-arranged time at the Worker's Rest.

Could you post what you want to achieve/find/buy and a Gather Information Roll. If you pair off one GI roll is made for the pair with a +2 bonus if the second character succeeds in a GI roll vs. DC 10.

If someone wants to accompany Erion let me know.

If you want to buy stuff assume that anything under 10GP in value is available but at 50% more in cost because it's been imported. Items which reasonably could be produced locally (wooden items and locally produced foodstuff) will be available at normal price.

I'm assuming you'll all be looking for a caravan to join and will have your ears open for info on Cauldron so you you don't have to specify that.


Kellen Wrensler wrote:


"Thanks for your help, Mr. Ragrinson. Since I'm not sure of what Plantation office to sign on with, can you suggest one you trust?" This last comment I say with a slight grin.

Ragrinson's forhead creases with concentration. 'Hmmn. My advice is to find a caravan going all the way to Cauldron otherwise you could find yourselves stuck in Kingfisher Hollow with 25 miles of jungle road to cover on your own ! I've recommended Coloured Carousel Trading to other parties before and had no complaints - perhaps no one lived to complain, eh ?'

Kellen Wrensler wrote:


"Also, if we are to join these caravans, will we be needing to arm ourselves with these polearms you mention? Given that I am now a few coins shorter, I was hoping to continue my travels with the arms I have." Again, trying to be light-hearted about this situation.

'Them pikes are used buy groups of trained men to keep the larger flesh tearers at bay - caravans travel with dozens of them. If you all had one and used 'em together to you might keep a beastie at bay. Then again... they're as good as any weapon against the smaller, quicker ones and the big beasties are almost immune to them. My advice is to stick to what you know although having a couple of them to hand may help. Fire is just as useful - that's why some of them have torches on them'

Kellen Wrensler wrote:


One more inquiry also - do I recognize the Black Lion Coat of Arms or what they might be transporting?

You identify the coat of arms as that of Keoland.


Psionic Fox are you still out there ? Haven't heard anything from Erion for a while ? I'll give you till the AM to post and then I'll move on.

If you guys can let m know what you want to do in Saserine in a general sense I'll move us along tomorrow. Gather info checks will take 1d6+1 hours 'cos most of the local population don't speak common !I'm waiting for Erion 'cos he has some 'interests' in Sasserine which Psionic Fox may want to use - if not I'll run him as a stand in til the Fox returns (hope nothing bad's happened !!)

As the party stands in the burning sun, sweat streaming off of all of you, a loud bell rings twice somewhere inland and nearly all activity on the docks stops as the majority of the workers head for shade, refreshment and rest. In the sudden quiet that decends upon the area you can hear the sea, gulls and the calls of strange creatures from the, as yet, unseen jungle.

You all realise just how far away from home you are.

Thought I'd just add I'm loving the group dynamic and the characterisation is fun ! Keep up the good work.


Niklaus Wright wrote:


DM Flamifur wrote:
- Beyond the warehouses in an area of land which is kept clear buy hundreds of native workers. Beyond this is a pallisade of huge logs and beyond that is several lines of other defences all designed to keep a form of life referred to as 'Fleshtearers' at bay.

Nik can't let this this go. "ahh, Ragrison, what exactly is a fleshtearer? That's a fearsome name. Is that what all the fancy pole arms are for?"

if the polearms aren't for 'tearers, Nik will follow up by asking just what they're for.

Ragrinson smiles. 'I wondered when you'd get around to asking about them. Fleshtearers are big beast, some bigger'n one of those warehouses. They live in the jungle mainly eating each other, but sometimes the get to trying to eat the likes'o' you and me. Yep the polearms are the best way of keeping them away, as long as enough of you get together quickly enough. They seem to fear fire too. They're the reason the Caravan's up the Sweet Road are so huge. Protection, you know ?'


The Collector's eyes move from Jessa to Kellen and his smile returns. He steps forward and collects the 5gp from Kellen's hand. 'That's better. Nice and civilized like. You're a strange bunch to have shipped over to this sh**hole ! You Mercs ? Or Explorer's ? Or What ?'

The money goes into a leather satchel with a important looking seal on it. The transaction done the man and his escort visibly relax and after a few minutes of chat he sends them away.

Sense motive tells you that he is genuine in what he is doing, unless he's very good at hiding it !

You get the following information from him during your chat. (Please feel free to ask specific questions in character though)

- The Tax Collectors names is Ragrinson and he's lived in Sasserine for 'longer than I care to recall'.

- The Port is nominally under the Rule of Keoland and is run by a Magistrate who most inhabitants refer to as the 'Sea-Lord' - a reclusive man who does business from behind the curtains of a sedan chair.

- There are no temples of any faith in Sasserine although there is a multi-deity shrine next to the tiny market. There is a altar to Kord there.

- Huge Caravans leave for the interior on a daily basis from several of the Plantation Offices attached to the warehouse complex. Pick one you trust and sign on.

- Beyond the warehouses in an area of land which is kept clear buy hundreds of native workers. Beyond this is a pallisade of huge logs and beyond that is several lines of other defences all designed to keep a form of life referred to as 'Fleshtearers' at bay.

- Merfolk, Aquatic Elves and Tritons have, on occasion been seen in the docks and the inhabitants believe seeing one is good luck.

- There's one drinking hole in the Port. Know simply as 'Worker's Rest', it's huge with an outside bar which totally covers two sides of the Market Place.