legacy

Howl of the Carrion King


The Sultan’s Claw

 The individual members of the party were retained by Garavel, who presented himself as the major-domo of the lady Almah. He was recruiting adventurers, or “experts” as he preferred to call them, for a mission the lady was undertaking on behalf of the Pactmasters in the north of Katapesh. He promised that they would be well-rewarded but the precise details would be worked out in discussion with the lady herself. The journey to Almah’s encampment took nearly a week by camel and on foot, and the motley group took the time getting to know each other, though there was little speculation as to what the mission actually might be!
 
Around lunchtime on the fifth day as they  rode over the brow of a small hill they could see Almah’s encampment laid out before them, clustered round  a huge tree with claw like branches which Sandrena informed them was a local landmark known as the Sultan’s Claw. Something was obviously wrong as people were rushing about frantically; as they descended the hill rapidly it became apparent that one of the wagons, one covered in astrological symbols, was afire! As they arrived in the camp they could see a woman –obviously Almah – directing operations. Turning to the new arrivals she ordered them to help where they could.

The party fell to willingly, Kafi and Ash-ara joined the bucket queue that was forming up, trying to instil some order ion the somewhat chaotic operation. Barid went to try and help a group of mercenaries who were desperately trying to haul a heavily laden wagon further way from conflagration. Nearly went over to where a halfling cleric, who introduced himself as Zostoran, was trying to treat two badly burned people and began to help. Sparky meanwhile, noticed that the flames had spread to the huge tree in the centre of the oasis and went to try and fight it. Seeing that Barid and the mercenaries were struggling to move the heavily laden wagon, Kafi and Sandrena went to help – finally managing to haul the wagon out of danger.  Barid then went to help Sparky’s valiant attempt to put out the fire on the Sultan’s Claw while Kafi and Sandrena went to help round up various goats sheep that had somehow broken out of their pen and were running though the camp generally causing chaos. Sparky, noticing Kafi attempting to wrestle a goat to the ground, and the fact that the panicked animals were getting in the way of the fire-fighting effort, rode over on his donkey and cast colour spray to knock several of the panicked beasts out. As Kafi continued his goat-wrestling, Sandrena and the camel driver and his wife managed to round up the remaining beasts. Meanwhile Almah, Garavel and Ash-ara had finally managed to get some order into the bucket queue which was now operating smoothly and getting the fire under control.
 
Once the fire was brought under control,  things had calmed down and relative quiet returned to the camp -  except for Hadrod, who seemed distraught the his favourite goat Rombard had escaped in the chaos. Garavel rounded them up and brought them before Almah who asked them to investigate the causes of the fire that had killed her astrologer. The party spent the rest of the afternoon examining the burned out wagon and interviewing the various other members of Almah’s entourage. The entourage was fairly small. Aside from Almah and Garavel, there were the lady’s four personal guards bolstered by six mercenaries, Zostoran the cleric, Hadrah and Hadrod the camel drivers and Dashki the guide.  They didn’t find anything suspicious in the ruins of the wagon, but several of the conversations seemed to point to Dashki as the prime suspect. The guide had been acting funnily and had seemed obsessed by the lady Almah; the mercenaries even speculated that he’d been getting rid of the opposition! Feeling that he had sufficient suspicion, Kafi decided he would confront the guide.  The guide seemed incredulous, volubly protesting his innocence. Dashki said that the seer used to have lots of candles burning in his wagon, and probably knocked one over. It was likely just bad luck he went on to say that as this was gnoll territory and it was probably down to pugwumpis – a form of gremlin that brought bad luck with them wherever they went!  As Kafi had never heard of “pugwumpis”, and a check revealed neither had anyone else, he decided this was not a plausible defence and dragged the unfortunate guide before the lady Almah.
 
Almah however, was unwilling to convict the guide of a capital crime with no direct evidence.  As his defence, however rested on the existence or not of pugwumpis, she despatched the party to see if they could locate any evidence of the creatures. Heading off into the night, they found themselves following a set of tracks leading away from the camp and into the hills. The tracks led eventually to a massive thicket of cacti, form somewhere within they could hear the bleating of a goat – presumably the missing Rombard!
 
Barid and Neryl moved out to the sides trying to find their way round the thicket, Sandrena Sparky and Ash-ara took a more direct route; their way illuminated by a stone Kafi had cast light on.  Those who entered the thicket had an unlucky time of it – is seemed that anything that could go wrong did. They found themselves tripping over stones that weren’t there, inexplicably stumbling into things; sandal-straps broke; belts snapped; sweat dripping into eyes momentarily blinded them. As they tripped tumbled and fell through the cactus thicket, the cactus spikes seemed to unerringly find any and all gaps in armour and clothing, the adventurers emerging into a clearing in the centre, scratched torn and bloody.

The Old Monastery

 Barid, from his vantage point on the hillside called out a warning that the goat was tethered on the edge of an area where the land had recently slipped and there was a nasty drop immediately behind it. Sandrena began moving forward to free the poorly looking Rombard; making calming noises and Sparky prepared to cast a spell at the pugwumpi should it reveal itself. Kafi called out encouragement to his colleagues which was offset by the chattering and jeering from the hiding pugwumpi. Neryl, having made her way round the hillside, leaped athletically over the edge of the cactus thicket, landing precariously atop a large boulder. Brandishing what looked like a rusty kitchen knife, the pugwumpi, letting forth a string of obscenities in gnollish, leaped forward from its hiding place – straight into a colour spray cast by the waiting Sparky. The pugwumpi slumped unconscious to the ground, bounced and rolled off the edge of the landslip! With her low light vision, Neryl could see it twenty feet below - impaled on the spines of a particularly vicious looking clump of cactus. Rombard, having being freed by Sandrena, immediately bolted through the thicket falling unconscious at the feet of Kafi. While Neryl and Sparky held a rope, Sandrena clambered down the slope to retrieve the corpse.
 
Returning to the camp, they displayed the dead pugwumpi to the lady Almah, who presented with the evidence absolved Dashki of any guilt. Invited into the noblewoman’s tent she somewhat belated began the long-delayed job interviews, offering each of the party a contract for 200 gp to assist her in her mission for the Pactmasters. She went on to explain that her mission was to bring the surrounding countryside and the nearby village of Kelmarene back under government control. The party’s first task was to secure a base of operations – Dashki had commented that there was a nearby abandoned monastery built by monks of Sarenrae nearby that was a likely candidate. She requested the party survey the building in the morning and clear-out any creatures that might inhabit it.
 

At sunrise, after finding out where the monThe old monestaryastery was from Dashki, they set off. Neryl and Kafi borrowed camels, the others decided to proceed on foot.  The monastery was about a mile or so to the north-west on the other side of a small range of hills. Most of the fabric of the building seemed relatively stable, although it was obviously in need of some repair. Entering the building cautiously, they began searching.  Judging by the tattered icons on the walls, the monastery had been dedicated to some local saint though neither Neryl nor Kafi could identify him.
 
The monastery, though long deserted by its builders, was far from un-inhabited. In the first couple of hours of their survey, Barid was very nearly killed by a troupe of baboons in the deanery. Sparky then discovered a bunch of pugwumpis in the kitchens which were swiftly killed. Kafi located a monstrous spider was despatched in the ruined tower in the south east corner and Sandrena found a colony of striges - or rather they found her - roosting in a side chapel. Kafi and Sandrena were badly injured in dealing with the striges and the party decided to return to the base camp at the Sultan’s Claw.

Monastery madness

Almah had a surprise for them, she had recruited another adventurer to aid them, a half-elf ranger who introduced himself as Rachid al Hassad. The party spent the next day resting and recuperating from their first foray into the monastery. Neryl, in between consulting with father Zostoran and reading the book she’s recovered from the library which seemed to be a history of the Templars of the Five Winds, spent her time looking after the wounded Kafi and Sandrena.
 
The "Templars of the Five Winds" are five legendary janni warriors who travelled the deserts and mountains of northern Katapesh in the days of antiquity. They served a powerful djinni princess named Nefeshti, whose far-reaching schemes stretched across the lands of both Osirion and Katapesh. A song cycle called The Song of Edrehu describes how the Templars were made immortal by a powerful wish uttered by Nefeshti, granting them eternal life so long as the warriors retained her favour. The Templars were sworn enemies of the cult of Rovagug, and many tales of their triumphs recount battles against the vile god's spawn. Legend tells that the janni defeated a great evil centuries ago near Pale Mountain in the Brazen Peaks, a pinnacle not very far from the village of Kelmarane.
 
Each Templar was associated with one of the five winds:
Davashuum represents the fury of winds from all directions.
Kardswann represents the south wind, the most well-travelled and worldly of the winds.
Pazhvann represents the east wind, upon which the whispers of the gods and the advice of elders is carried.
Vardishal represents the north wind, a wind said to carry the battle cries of all armies.
Zayifid represents the west wind, upon which secrets thought hidden are carried.
 
Zostoran confirmed that the “local saint” depicted in the monastery was in fact Vardishal.
 
When they eventually set out to revisit the monastery, this time accompanied by Rachid, Ash-ara led the way. This time they headed towards the main chapel, pausing to check out two side chambers, in one of which Neryl and Kafi found a secret door. Before they could investigate they ware called away to the main chapel where their comrades had fallen under attack by an extremely irritating bunch of pugwumpis, who were amusing themselves jeering the adventurers and  flinging, excrement, offal and other rubbish at them from the rafters, where a curiously constructed "nest" extended from the choir-loft across the ceiling.

One of the pugwumpis clambered down a rope to where a “chandelier” composed of gnoll skulls hung and began making rude gestures at Ash-ara, who retaliated in kind. Things took a more serious turn when Raschid, taking offense as a bucketful of offal landed on his head,  fired an arrow at the pesky blighters!
 
As a flurry of arrows flew across the chapel, Ash-ara and his own personal pugwumpi engaged in a series of farcical exchanges involving breaking bow-strings,  much trouser dropping and rude gestures culminating in Ash-ara getting hit by an arrow in the left buttock! Rachid and Kafi tried various method of setting the “nest” on fire, most of which came to nothing. Sandra spotted a rickety looking ladder which led up to the choir-loft, but when Rachid tried to climb it, failed due ot the bad-luck aura and the suffered the further indignity of  a pugwumpi dropped a boulder down towards his head!

Eventually, triumphing over the bad luck,  the party began to get the upperhand and pugwumpis began falling from the nest transfixed by arrows or crossbow bolts  – to choruses of disapproval from their colleagues!

Ash-era, trying to withdraw with his trousers round his ankles, tripped and fell flat on his face, the pugwumpi dropped down from the rafters  onto his back, drawing a wicked-looking knife. Fortunately Sandrena and Sparkey were able to intervene, undoubtedly saving Ash-era’s life – if not his dignity!

King of the Heap

Retreating from the relentless assault of the Pugwumpis to the safely of the main hallway, the party paused for a while to consider their options. Rachid and Kafi went outside to see if they could scale the walls and climb into the choir loft through one of the holes in the monastery roof - but they soon abandoned that plan as impractical.

Reconvening back in the hallway, they quickly hatched a plan to smoke the pugwumpis outt and leaving Ash-era to keep an eye on the chapel, the others scattered through the monastery seeking flammable materials. As Ash-era stood guard, he suddenly noticed a pugwumpi peering at him round the corner – and suddenly he was swamped by the pesky blighters! Drawing his sword, he called to the others to help.  By the time the others arrived running, Ash-era was in dire straits. Six of the pugwumpis were surrounding him lashing out what looked like rusty kitchen knives and he was bleeding from a myriad of wounds.  Once the others launched into the combat however, the pugwumpis were rapidly defeated.
 
After Neryl and Kafi had healed the wounded from the fight, they began assembling a massive pile of broken furniture under the choir-loft which Kafi then set fire to. The wood was tinder-dry and in seconds the flames were leaping upwards. After a few minutes however, they realised that they had perhaps been overzealous in the construction of the bonfire and the flames were leaping up into the rafters - threatening to burn the entire building down!
 
Sandra cast Create Water to dampen down the flames and they began dragging some of the larger bits of furniture out of the bonfire to try and control the blaze. Suddenly emerging from the smoke, they were attacked by more pugwumpis, led by a grossly fat pugwumpi wearing a breastplate and carrying a glowing warhammer. Kafi stood to meet that attack of the pugwumpi king  and swung his scimitar  – unfortunately overcompensating for the king’s darting attack and losing grip of the bade – sending it spinning into the bonfire. In a second the remaining pugwumpis who had accompanied the king joined the fray. A furious melee ensued in the flaring light of the bonfire in which Kafi was badly injured as was Sparky, but eventually the party prevailed!
 
Once the pugwumpis were defeated, the party took some time for a well-earned rest. After that , Kafi and Neryl spent some time working to clean up the desecrated altar and as a reward were each given a blessing by Sarenrae. Sparky, Barid and Rachid deconstructed the bonfire and began generally clearing up the mess while Ash-era and Sandrena removed the gnoll-skull chandelier.
 
Having returned the chapel to some semblance of order, they decided to investigate the secret door they’d sound earlier – discovering it led to an overgrown contemplative garden.
 
Finally for that day’s effort they decided to deal with the striges. The quickly hatched a cunning plan –  Kafi would cast a light spell onto an arrow which Ash-era would fire up into the stirge’s roost. Sparky, perched on Kafi’s shoulders would then hit them with a Colour Spray spell and the others could easily finish off the stunned birds.  Somewhat surprisingly, the plan went off without a hitch.

The Undercrypt

 After resting briefly, the party decided top press on and check out the secret stairway behind the statue of Vardishal. Led by Kafi, while Sandrina held a torch, they made their way gingerly down a narrow carved-stone staircase which led to what looked like an alchemist's lab. The group spread out and began examining the room Sandrina pointed out several containers of murky green liquid to Neryl who came over to investigate. However as the cleric-mage bent to sniff the contents they rose up and stuck at her!
 
Almost simultaneously another slime mould emerged from a drain near Kafi’s feet, striking him. The party retaliated swiftly and the moulds were quickly destroyed  and the injured healed – although Neryl noticed the area where the mould had struck her was still itchy. As the others spread out and continued the search of the room – Sandrina and Sparky paying particular attention to the sheaves of parchment scattered around, Kafi went to examine a large stone door to the north.
 
The door was set with sigils and iconography of the dead, and he suspected it let to the monastery crypts. With some help from his friends, he managed to get the door open and was proved right. The crypts however held a sorry tale – many of the graves (niches in the stone walls) had been despoiled and bones scattered around . It also soon became apparent that the monks had made their last stand against those who had assaulted the monastery here, as sever bodies of orange clad monks were found, Barid noted that , curiously, however no Gnoll skeletons were to be found. After Sandrina a used Detect magic, the party did recover a number of useful looking items from the scenes of combat – a mace, a dagger and a teak box containing a holy symbol and a brooch both inscribed with the angelic symbol of Sarenrae.
 
Once satisfied that there were no further threats, Sandrina volunteered to return to the Sultan’s claw and inform the lady Almah. While she did that, Sparky and Barid had a brew-up while the clerics began the long task of restoring some honour and respect to the desecrated graves.  A couple of hours later, Sandrina returned to inform them that the lady Almah and the others would set off at first light. That night Neryl had difficulty sleeping due to the itch in her arm and decided to get some fresh air at the quadrangle. As she stood there she felt a compulsion to search in one corner and dig. Hidden beneath  the surface, she found an ornately carved quarterstaff - marvellously balanced and shod in highly polished and rust-free iron.
 
Next day after the rest of the expedition arrived, the various members of the expedition began claiming rooms in the monastery as their own! The party – after a brief disagreement with the mercenaries – claimed the chapel where the stirges had laired as their own. After a day of clearing up and settling in, Almah assembled everyone after dinner to develop a plan of action. After some debate about whether to visit the old shrine of Nethys, it was eventually decided that he party would commence a series of scouting missions in and around the surrounding areas.
 
Next morning the party set out heading northwards, they spend a hot thirsty day hiding in the pesh fields, avoiding gnoll patrols and observing the comings and goings of the gnolls in the village. Much of the village was in ruins, save for the major buildings – including the ancient fortress of the Battlemarket that dominated the village. That evening, just as they were preparing to return to the monastery Kafi and Sandrina caught sight of something take flight from the roof of a nearby building heading for the Battlemarket – there was obviously something other then gnolls in residence!

The Refuge of the All-Seeing Eye

After returning to the camp and reporting back to the lady Almah, the party held a planning meeting. Well at least some of them did - Ash-era and Barid snored in their sleeping blankets. The meeting was evenly split between two courses of action. One faction led by Kafi wanted to ambush and interrogate a gnoll patrol, the other led by Sandrina wanted to continue scouting and check the north bank of the river, including the ruined temple of Nethys shown on the sketch map Almah had provided them. Eventually after waking up Ash-era and forcing a vote out of him, they had a decision - the north bank of the river it was!

Allseeing eye
Next morning, with a somewhat surly Kafi bringing up the rear, they headed along the trade route to the south, forded the river and began heading to the ruined temple. Unlike the cultivated pesh fields surrounding Kelmarane the terrain to the north of the river was best described as "badlands" - rocky, sandy an barren. The scorching wind, whipped up clouds of sand that got everywhere. After a thoroughly unpleasant couple of hours they arrived at the ruined temple complex.
 
Much of the complex was buried under the drifting sands, but the central temple building although missing most of it's roof, was relatively intact. The party began a cautious exploration of the ruins, at first all was relatively peaceful, but then as Sandrina and Kafi entered a room near the middle of the temple characterised by a forest of stone pillars, they were attacked by giant tarantulas. The others quickly came to their aid and despatched the spiders, but not before Kafi had succumbed to the venom raging through his system - injected from numerous bites. Realising the cleric needed urgent medical attention, they quickly rigged a stretched and swiftly carried him back to Father Zostoran back at the monastery.

A couple of days later, rested,recovered, and more wary, they returned to the temple. Fortunately there were no more spiders, and Barid did discover a small cache of treasure under a flagstone. They also managed to discover the way down into the lower level of the temple. Clambering down through a shaft carved with bas-relief's of ancient gods, they found themselves in a huge room dominated by four statues, which Neryl informed them were of minor spirits of destructive magic. Wisely, no-one decided to investigate the statues more closely and they headed off down an exit to the south.

The passageway led past a magic mouth which offered words of wisdom in Osiran as they passed through into a huge vaulted chamber dominated at one end by a gleaming white altar. As Barid, Kafi and Nethys approached the altar, vipers seemingly appearing from mid-air attacked the two men. Raschid rushed forward to aid her colleagues to help and joined the fray.

Realising that she was somehow immune to the attacks, Neryl called on her friends to withdraw. This they did with some alacrity - Barid in particular screaming like a stuck pig and clutching at a snake bite on his arm!   As the others withdrew, the vipers vanished, leaving Neryl free to approach the altar of her god.

Emissaries of the Sheik

Passing beyond the altar, Neryl moved through to the vestry behind it. The room was empty; however her elven sight spotted a secret door in the far wall. She opened the door which led to what looked like a natural cave a passageway heading to the south. After a brief consultation with her colleagues, who had joined her, they decided to leave this area for later exploration and check-out the rest of the level first.
 
Led by Neryl they headed back to the room dominated by the statues (pausing only to absorb some useful advice from the magic mouth) and then headed down the narrow passageway in the western wall. The passageway led to a dusty room empty save for two wooden statues of gynosphynxes. In an alcove in the southern wall Neryl spotted another secret door, and as her friends crowded into the room behind her, stepped through it.
 
As she stepped out of the room, the two gynosphynxes suddenly animated and attacked. Fortunately Kafi, ever suspicious, had been watching them warily and managed to call out a warning to his friends. As they engaged the animated statues, Neryl head the commotion from the other room and stepped back top aid her colleagues. As she did , the two statues shuddered into immobility! The group quickly realised that Neryl’s presence, being a cleric of Nethys, was protecting them form the temple’s guardians and decided to stay close to her. Barid in particular sticking like glue!
 
The next room was dominated by three huge copper tubs sunk into the ground, clogged with sand which fell from vents in the ceiling – presumably originally designed to carry off steam from the tubs. The room was also pervaded by a foul stench which Kafi and Sandrena determined came from a large mess of rubble and what looked like torn papyrus heaped in the corner. There looked like some kind of entranceway in the front, so Kafi naturally chucked a stone in! His efforts were rewarded as four chokers came barging out, their long gangly arms reaching out. As battle was joined, both Ash-era and Barid fell unconscious to the chokers’ deadly grasp before their colleagues managed to despatch them – fortunately Neryl and Sandrena were able to supply healing to restore their comrades to health.
 
A passageway to the south led to what was once the temple’s scriptorium and library – now completely vandalised, the precious writings destroyed. The southern wall was dominated by a large basalt tablet with writings in ancient osirion. Neryl strode forward and cast a spell at it, whereupon a section of the tablet moved back to reveal a hidden passageway.
 
The passageway had been carved from the rock and swirling pearlescent vapour swirled within, Peering into the passageway they could see the source of the mist – statues of mages and priests lined the route, the vapour emanating from their mouths. They could also hear a pervasive whispering – though only Neryl and Sparky could understand the secrets of power and magic that were being spoken of. 
 
Taking a deep breath, Neryl led the way into the vapours –  as they did they could see illusory phantasms springing up around them . At first no-one seemed particularly affected but suddenly Ash-era started acting erratically and attacked Rachid. As Neryl pressed on followed closely by Barid and the others, Kafi and Rachid tried to deal with Ash-era’s increasingly erratic behaviour which swung the gamut from babbling incoherently and accusing them of being chokers and attacking.
 
Neryl and the others moved to the end of the passageway which opened into a large cave. In the centre of the cave a ruined barge floated in mid-air, the mists swirling about it. With the curious double-vision imparted by the mists they could also see the barge appearing in all it’s splendid glory. As they stood looking at it they were joined by the others, Ash-era seeming to have recovered his senses. Suddenly a figure clad in rags emerged from the mists behind the barge, somewhat incongruously he was waving around a gleaming punch-dagger as if it was some kind of badge-of-office. Spotting them, he beamed and called out a fulsome greeting, bidding them sit at table and calling on servants to bring sherbet and sweetmeats for his guests. As the party regarded the ragged figure bemusedly he launched into a fulsome speech welcoming them! As his ravings continued it quickly became apparent he saw them as emissaries of the sheik come to invite him back to court. Eventually the party’s lack of reactions to his questions about how things were at court seemed to get through to him and he passed confusedly and asked point-blank whether they were sent by the sheik? When Kafi and Rachid  replied in the negative, he collapsed to the ground shrieking and tearing at his ragged clothes and beating his fists on the floor of the cave.
 
As Kafi went forward to comfort him, he suddenly noticed the man’s form shift and shudder; he stepped backwards in alarm as the madman’s body transformed revealing himself to be a were-leopard. The were-leopard lurched to his feet with a roar and attacked, swinging the punch-dagger viciously at Barid, and snapping a ferocious bite at Kafi.  Meanwhile at the back of the cave, Ash-era suddenly started acting erratically again – attacking Rachid once more. The rest of the party launched into an attack on the were-leopard. Sparky dashed forward a cast shocking-grasp – it’s effect magnified by the magical mist pervading the area.
 
While Rachid dealt with Ash-era,  the battle continued – the were-leopard sunk his punch-dagger into Kafi and the others watched in horror as huge rents appeared in the cleric’s flesh beneath his armour! As the cleric dropped to the ground – dead as a doornail! As the other launched attacks, Barid was the next target of the were-leopard’s deadly attack. He too falling to the ground as the deadly dagger struck. Sparky cast another enhance shocking –grasp, causing the were-leopard to stagger at which point  Neryl stepped forward and raising the magical quarterstaff she’d found and struck a single-blow  killing the unfortunate creature stone-dead. Ash-era meanwhile had come to his senses again and following advice from Rachid had fled through the mists to the safety of the library.
 
Once the battle was finished, the party searched the room locating a pair of saddlebags containing some gold. Sparky picked up the punch-dagger and seemed entranced by the magical patterns running up and down its blade. Kafi’s body was wrapped in a blanket, and gathering him up, they decided to return to the monastery.

Lions of Senara

 Next morning,, the party gathered up Kafi’s body and headed back solemnly to the monastery. Once there, they were told by one of the mercenaries that a stranger – a nomad from the border country with Osirion, had rode into camp that morning and was meeting the Lady Almah.
  
After eating and passing the sad new about Kafi on to Garavel. The Lady Almah emerged from her room with a  stranger whom she introduced as  Ardeth Bey,  telling them she had retained him to assist them. The stranger told them he had come to the area seeking a friend of his - Felliped - a member of an adventuring group known as the Lions of  Senara who were in the area. After a brief meal, they all headed down to the crypts to hold an impromptu service for the fallen cleric. The service was strangely disrupted by the tendency of the corpse to emit snoring sounds – despite being quite clearly dead! And no-one noticed the curiously guileless look on Sparky’s face!
 
While the other investigated the strange sounds, Neryl wandered off – to be met by one of the mercenaries from the watch post they’d set up in the monastery’s choir loft. He quickly told her that something was happening in the town. Following him up to the observation post, she could clearly see across the pesh fields down into the town square just tot the west of the Battlemarket. The gnolls were having some “fun” - torturing a human captive to death. Realising there was little they could do other than stand by and watch horrified – Nary; uttered a silent prayer for the unfortunate.

They rested most of the afternoon, many of the members of the party paying visits to Father Zostaran in his lab in the basement to buy potions and be regaled over his lamentations about how all his potions seemed to be going wrong in the last couple of days! Though for some reason when Nerly stood for a time and watched him at work – the potions brewed perfectly.

Kelmarane That evening, just as the sun set, plans were made to escalate the timetable. A sortie was planned into the town. The planning session was interrupted when Ash-era came ruinning down form the observation post. He had spotted a group of gnolls leading another captive into the peshfields. Hurriedy grapping weapons and armour, the group  rushed out to see if they could help the poor unfortunate.

The gnolls had stopped in a clearing in the fields just below the hill the monastery stood atop. Their captive had been staked out on the ground and the gnolls were beating on the ground with large sticks – attempting to summon a dust-digger Sandrena surmised. The party made their way surreptitiously through the pesh, before launching an assault an the unsuspecting gnolls. Sandrena charged towards the unfortunateate captive, byut unfortunately the dust-digger arrived at the same time – it’s tentacles lashing at the unfortunate druid and dragger her to it’s hungry maw. The gnolls were swiftly despatched, but it was too late for Sandrena by the time her friends turned their attention to the dust-digger.

As they, once more, sorrowfully made their way back to the monastary, the  freed captive intruduced himself as Oxvard one of the Lions of Senara. He explained his group had been captured three days days ago and held captive. One of them had managed to escape last night to seek help, but that morning the gnolls had begun executing the remaining members in retaliation.  

Deciding that swift action was required they headed back to the pesh-fields, leaving Oxvard and Sandrena’s body in the care of Father Zostoran,  While the others hid out using the cascti for cover, Ash-era and Barid snuck their way along the riverbank. They headed up into the outskirts of the town, moving through some burned out buildings near the slave market.The Ruins of Kelmarine

In the entranceway to the slave market they could see a figure strapped to a wooden frame hanging limply – presumably another of the Lions of Senara. Ash-era mopved fprward swiftly to help –followed somewhat reluctantly by Barid. Moving silently into the entrance of the slave market – the rogues were horrified as a huge black mamba lazily uncoiled itself from round the base of the frame as reared up to attack.  A furious, silent, battle followed. The captive woken by the struggle from his stupor, desperately tried to free himself as the two rogues, armed only with daggers fought the massive snake. Suddenly the captive  managed to wriggle free, and breaking off a piece of the frame to use as a club, joined the fight.  Caught between the three, the huge snake was slain.

Old Bonegrinder

Having defeated the giant snake, Barid and Ash-era suddenly noticed that their newly rescued comrade was gesturing furiously with one hand and desperately trying to remove the gag from his mouth with the other hand!
 
Following the direction he was pointing, they were somewhat dismayed the see five gnolls standing in the courtyard of the slave-market preparing to attack. In time-honoured tradition, Barid took to his heels, swiftly followed by the other two. The gnolls, yipping and howling, chased after. Back in the pesh fields Ardeth, hearing the uproar, warned the others and charged off towards the town – the others followed
swift on his heels.
 
Barid, Ash-era and their new companion - gag – headed through the burned-out ruins across the street, making for the riverbank. The gnolls followed in hot pursuit. As they ran along the bank, they quickly reached Ardeth and the others coming the other way.
 
With safety in numbers, they turned to face the advancing gnolls, who were quickly despatched.  As they headed back to the monastery, the rescued man, a druid, introduced himself as Farrak - once he’d removed the gag. Back at the monastery, Neryl used what healing she had left to help the wounded.
 
Next day they decided to spend resting. The wounded visited father Zostoran in the basement. Neryl also visited the good father and spent most of the day helping him brew healing potions.  That evening, some unexpected visitors arrived. They were emissaries from the Three Jaws tribe. Dashki vouched for them, explaining that they were enemies of the gnolls who occupied Kelmarane. Somewhat reluctantly, Lady Almah agreed to a temporary alliance, though she cautioned Ash-era to keep a careful eye on their new allies. 
 
Next day they launched another sortie into the town. Ardeth, scouting ahead, spotted some gnolls throwing something into   the ruined gatehouse at the entrance to the town. Investigating, he heard animal sounds and called forward Farrak to investigate. Farak quickly discovered the occupant was a dire boar – when it charged him!
 
The battle with the dire boar was short and brutal – at least for Farrak who was gored again when attempting to flee, collapsing to the ground. Rachid, Sparky and Ardeth leaped forward to avenge their fallen comrade. Though Rachid and Ardeth were badly wounded, eventually the boar was slain. Sadly, Neryl was unable to reach the fallen druid in time to save him.

Shadow of the Beast

While Neryl tended to the wounded, Barid and Ash-era continued their explorations of the outskirts of Kelmarane, vaguely heading towards a large building that looked like it had once been an inn. They had a brief altercation with a party of gnolls that ambushed them from a ruined building. At first the two rogues struggled a bit in the combat , but once the others rushed to their aid the combat was swiftly over.

At this point Sparky suddenly noticed that they'd been joined by someone else - a female dwarf bearing the holy symbol of Torag. The dwarf, introducing herself, as Gromranda, told them she had been sent by the Pactmasters with a message for Almah, who had then asked her to help out.

Moving forward to explore the inn, Gromranda discovered Felliped, the last survivor of the Lions of Senara, hiding in the stables. Felliped was almost pathetically grateful to see friendly faces, and swore to aid the party in any way he could if they would get him out of her!

They readily agreed to this - after checking out the next-door building. This largely intact three storey which was obviously  once the mansion of a rich merchant. Noting that the building might make a good base of operations closer to they town, they collected Farrak's body and headed back through the pesh fields to the monastery - managing to avoid any patrols.

Felliped was delighted to discover his friend Oxnard there and as the two reunited the wounded headed off to see Father Zostoran. Next morning, after ensuing Farrak's body was interred with due ceremony in the catacombs, they headed back across the pesh fields - straight into a gnoll patrol.

The gnolls, proved little challenge however, and once more they were soon in the outskirts of the ruined town. They decided to head to the old mill, where Felliped told tem he had encountered a fearsome monster. As they approached the building, the monster attacked. Sparky and Barid immediately recognised it as a peryton - combining the body of a giant eagle with the head of a powerful stag. The creature targeted Ash-era, it's curiously human shadow melding with his and  launching a serious of ferocious attacks against the hapless rogue. The others tried desperately to defend their friend, but their weapons seemed to have little impact on the creature's magical hide. Sparky and Neryl were having better luck with their spells, but it was only a matter of time before Ash-era fell. Neryl quickly stabilised the fallen rogue with a healing spell and Ardeth and Raschid administered  potions.

As Ash-era fell, the creature switched it's attention to Ardeth. Despite attempts by Raschid and Gromranda to defend him the peryton caused fearsome damage until the creature made the mistake of getting too close to Sparky who felled it with a scorching ray! After the wounded were healed, they searched the mill, finding a magical longsword and a ring.

Barid meanwhile went off to scout the tannery down the lane. Moving up cautiously, he peered in the window. To his surprise, he could see a winged crone - which his bardic lore told him was a harpy -  crooning and muttering to herself as she tended a series of cauldrons.

Tea for Two

 
At the sound of the harpy’s soft crooning Barid felt strange for a moment, but he managed to shake the feeling off and returned back to the mill to report to the others. They quickly finished the search of the mill and followed him along the riverbank to the tannery. Silently they crept up to the outside of the building – peering in they could see the harpy crooning to herself as she stirred a huge cauldron. As they made their stealthy way round to the front of the building they all managed to shake off the effect of the harpy’s song – with the exception of Ash-era who suddenly leaped to his feet and, opening the front door, said “Hello”. Somewhat bizarrely, the harpy seemed pleased to see them and invited them in to tea!
 
The harpy, who introduced herself as Undrella, seemed quite taken with Ash-era chatting amiably with him as she served them cups of tea – she even offered him a vial of smelling salts to help with his “fainting fits”. Undrella  told them that Kardswann, the genie who had taken over the gnoll tribe, had changed terribly after entering the crypt of the church at the southern end of town and was now cruel and vicious. All she wanted was to be left alone to work on her potions, and she offered to help the party defeat Kardswann as long as they agreed she would be left in peace. Ash-era readily agreed – fervently hoping that the Lady Almah would agree - and in return she gave them the key to the northern door of the Battlemarket.
 
Leaving the tannery, they made their way round, via a circuitous route through the pesh fields, to the northern side of the town. They clambered up the steep hillside, and took refuge in some ruined buildings. From there they could clearly see the Battlemarket and a bunch of gnolls patrolling the town to the west. They could also see to the north-east a guard tower at the foot of which rested a pack of hyenas.
 
They decided to make their way through the ruined buildings towards the abandoned church at the western end of town, unfortunately Neryl managed to disturb some rubble – drawing the attention of the gnoll patrol. The patrol had unfortunately been reinforced by a schir  - a filth ridden horned demon.  Ardeth and Gromranda took on the gnolls while Sparky, Barid, Neryl and Rachid took on the demon. Although the gnolls proved little challenge, the schir proved a formidable foe. It’s tough hide was resistant to their weapons, Sparky’s spells seemed to bounce off it and it leaped about the battlefield. Neryl was almost slain by the fiend, before Ardeth and Gromranda, having killed all the gnolls, joined the fray and finally aided in dispatching the fiend.
 
Ash-era meanwhile took advantage of the distraction provided by the battle and swiftly made his way to the Battlemarket. Using the key provided by Undrella, he unlocked the door and entered the building.

Friends in Unlikely Places

Ash-era made his way cautiously into the Battlemarket desperately trying to blend in with the crowd. He made a bee-line for the bar,  where a trio of surly bugbears were getting seriously hammered. He order a drink from the one-eyed gnoll barkeep and surveyed the scene. Most of the stalls in the Battlemarket were in ruins, but the smugglers referred to be Undrella had cleaned-out and set up shop in three of them, selling a motley variety of goods. The centre of the Battlemarket was dominated by an amphitheatre where groups of gnolls sat and cheered as others fought on the stage. On one of the upper levels three figures watched the proceedings. One was Undrella , the second was a flind and the third, in the centre, a hulking barbarian. Suddenly a hush fell and a huge ogre made his way onto the stage , the gnolls began to yip and chant his name - Hurvank. Hurvank’s opponent was a human, a slip of a girl dwarfed by the ogre. Ash-era asked the barkeep her name to be told it was Haleen. As battle progressed it soon became apparent she was no pushbattlemarket ground floorover. She darted in and out as Hurvank flailed at her, her rapier scoring hit after hit while the ogre barely landed a blow on her.   Ultimately the contest proved to be as one-sided as it had first looked – save in the opposite way, and soon the gnolls were cheering the victor -  Haleen. After the battle, the shops closed and the three smugglers came across to the bar, Ashe-era struck up a conversation with them and was even able to blag a bed for the night in their camp in the ruins of the merchant’s Guild-house.
 
Back with the others they had made their way to the abandoned church at the southern end of the town. Setting up camp there, they had a disturbed night’s rest - Barid and Neryl in particular waking to recall dreaming of strange whispering. Sparky also, although not recalling the persistent whispering in his dreams, woke up aching and shivering.  They spent the day resting up in the church waiting for Ash-era to report back. Ash-era meanwhile spent the day wandering the Battlemarket. He managed to contact Haleen and recruit her as an ally, also managed to negotiate a neutral stance from the smugglers. He spent another night in the smuggler’s camp before sneaking out early next morning to join his friends in the church.
 
While the others prayed and prepared for the day, Ardeth and Gromranda went out to explore the far end of the church. Somewhat to their surprise, they could see the figure clad in the robes of a priest of Sarenrae praying before a statue of the goddess. Ardeth called out a greeting; only to recoil in horror as the figure charged him, revealing itself to be a huecuva – an undead.
 
Rachid started to lead the others out of the church - only to almost run into a gnoll patrol! They let the patrol pass, and silently filed out of the church. Suddenly they heard the sounds of battle from the other side of the building – round about the same time as the gnolls did.  The huecuva proved a fearsome foe, badly wounding Ardeth before they managed to despatch it. However they had no time to recover before the gnoll patrol charged in. Things were looking dicey for a minute until the others then charged the gnolls from the rear. As the fury of battle abated, Sparky suddenly collapsed shaking and burning up! They headed back into the church to rest up, where Ash-era joined them and brought them up to speed. They quickly hatched a plan where Bard and Rachid would sneak in and join him in the Battlemarket As Sparky’s condition had worsened however, and Ardeth was still injured, the clerics decided they would need to head back to see father Zostoran and would join the other in the Battlemarket later posing as  smugglers..
 
Barid managed to sneak in to join Ash-era at the bar, offering the barkeep to perform “gnollish folk-songs”, however, the plan nearly came unstuck in the early stages, as Rachid’s elven features didn’t go down too well with the gnolls. Fortunately Ash-era managed to calm everything down with the offer of free beer, and the three, joined by Haleen settled down to wait. By mid-afternoon the festivities were well underway in the Battlemarket when the others arrived in a scorched wagon on the outskirts of town. Sparky, now cured of the devil-fever he’d contacted from the schir, managed to bluff his way past the guards and they drew up outside. While Ardeth stood guard on the wagon, the others entered. As they crossed the Battlemarket floor, they were challenged by Kardswann himself , standing on the balcony above. At first he seemed fairly reasonable, but then suddenly he yelled out to the crowd below, offering 500 gp for each of the corpses of the strangers!

Battle of the Battlemarket

Hurvank, the ogre, who had been preparing for the first bout of the day, was first to react. With a roar he leapt forward and charged – straight into a scorching ray from Sparky!

The Bugbears in the bar began hastily downing their pints and reached for their weapons, as did the gnolls sitting on the benches in the amphitheatre. Gromranda and Neryl drew weapons and stood fast to meet the onslaught. While Ash-era calmly ordered another pint, Barid dived for cover beneath the table and Rachid drew his bow – Haleen stood ready to follow Ash-era’s lead. Outside, Ardeth, realising something had gone wrong, charged forward to engage the gnolls guarding the doorway, his greatsword making short work of them.
 
The battle raged across the floor of the Battlemarket – Hurvank, the gnoll spectators and finally the bugbears all battled with Sparky, Gromrelda and Neryl. Ardeth having despatched the two gnolls guarding the door, charged forward to aid his friends, joining the melee. A couple of gnolls in the bar were quickly disposed of and then Rachid drew his bow and began firing across the amphitheatre into the melee. Ash-era and Haleen tried to find a way round behind the combat, but failing headed directly for the fray.
 
Hurvank was first of their opponents to fall, but not before dealing fearsome damage to Neryl and Gromranda. Battle raged with the remaining bugbears and gnolls, however, the arrival of Ardeth helped as the barbarian cut a swathe through the bugbears and gnolls. Barid meanwhile, emerging from under the table, cast a silent image of himself and  - using a hitherto unsuspected talent for throwing his voice – the bard  began grandstanding it at the edge of the amphitheatre, drawing the fire of four gnolls who had appeared on the balcony above with shortbows.   Four more gnolls appeared from behind the beleaguered group charging into them. Neryl, Gromranda and Sparky all fell gravely injured beneath the onslaught, but not before taking a fearsome toll of their opponents.

Rachid made his way around the Battlemarket to help, drawing a healing potion and administering it to Neryl.
 
Suddenly there was a fearsome roar as a schir charged in and joined the fray. Gromranda, seeing this new threat cast a doom spell upon the demon.  Ardeth, bleeding for countless wounds had been holding his own, and few of the gnolls or bugbears remained, but faced with this new threat, even he had to withdraw, reaching into his pouch for a healing potion.  Ash-era and Haleen formed a defensive wall in front of him as the schir lunged forward, its halberd swinging viciously. Rachid began angling round to a flanking position as the two managed to hold the fearsome demon at bay. Ardeth gulped down a healing potion while Neryl made the rounds of her fallen comrades; healing and stabilising them.
 
Ash-era tumbled round and launched a sneak attack on the schir, causing it to roar ain pain, Rachid too took up a  position flanking the demon, his sword flashing in concert with Haleen’s darting rapier. As abruptly as it had started the combat ended as, with an inarticulate roar of rage, Ardeth rushed forward. A mighty swing of the barbarian’s greatsword clove into the demon splitting it from shoulder to waist. With the demon gone, any remaining opponents were swiftly dealt with.
 
While Barid’s illusion continued taunting the gnoll archers, the party repaired to the bar area and administered some much needed healing.

The Liberation of Kelmarane

Ash-era and Barid set off round the Battlemarket, heading for the stairs at the other end of the building only to run into another squad of gnolls coming down! The others, led by Ardeth, began the dangerous process of assaulting up the stairs in the teeth of the hail of arrows. Neryl cast a daze spell at one of the gnolls at the head of the stairs which gave them a window of opportunity to get to the top. Once there, Rachid and Ardeth, though badly wounded, quickly cut a swathe through the gnoll contingent.   They then began searching the second level of the Battlemarket, but it was empty save for Undrella -  who waved conspiratorially from where she awaited the outcome of the battle in the infusium.
 
Barid and Ash-era were faring much worse as armed only with daggers they faced off against the gnoll squad. The two rogues put up a valiant struggle, but alone and cut off the conclusion was inevitable. Barid broke into an ancient Varisian death lament as Ash-era fell, for a moment he fought on valiantly but then fell gravely wounded to the floor. Fortunately Gromranda, summoned by the keening death lament, charged into the gnolls from behind – a moment later Ardeth and Rachid charged in from the other direction and the surviving gnolls were slain.  Neryl and Gromranda were then able to heal their fallen comrades.
 
Up on the first floor Sparky and Haleen waited their comrade’s return. Suddenly, from the balcony above, two flinds dropped to the floor, confronting them. A moment later, Kardswann, looking very large and dangerous and clutching a greataxe that cracked with arcane energy joined them.
 
On the level below, Neryl paused suddenly in healing her comrades, the mould on her arm surfaced and she felt a compulsion to go upstairs. Never quite sure how she got there, she found herself standing next to Sparky confronting Kardswann. As she gripped Tempest in her hand, words not her own poured out of her mouth chastising Kardswann for have fallen far from the Way of the Five Templars. Far a moment Kardswann looked confused, the strain was visible on the janni’s massive frame, he struggled as if shaking some compulsion off then, spoke – “Quickly you must wound me to within an inch of my life and bind me, I cannot hold it off for long”
 
Neryl immediately charged forward to attack, Sparky and Haleen scant seconds behind. Neryl swung Tempest if a bone-crushing arc, while Kardswann stood stock still to receive the blow. Haleen attacked one of the flinds while Sparky engaged the other with his warhammer. Below, the others hearing sounds of battle moved swiftly to join the fray. Kardswann stood mutely while they attacked him, but his gnoll lieutenants did not stand idly by and defended their master, flindbars swirling. As the curious combat raged, the party clearly had the upper hand – especially after the others joined the fray. Then suddenly Kardswann shuddered, he had obviously lost the battle against that which had possessed him and raised his greataxe, and with a series of blows dropped Neryl to the ground. Kardswann, although much diminished from his former self was still a fearsome for and his greataxe cut a fearsome swathe through the party. Eventually however the tide began to turn one of the flinds was slain and then finally Kardswann himself after a mighty blow from Gromranda, fell. Seeing the janni fall, Ash-era called out to the surviving flind in gnollish, suggesting that he might wish to be elsewhere. The flind took the rogues advice and dropped off the balcony to the ground level and fled.  The battle over, the party then took time to heal the wounded before moving on to secure the rest of the Battlemarket.
 
The Battlemarket, and then the rest of the town, was swiftly secured as the remaining gnolls fled. Once the area was secured, Ash-era headed back to the monastery to fetch Lady Almah and the others. Their small caravan arrived in the town a couple of hours later. Almah immediately set up residence in the palace opposite the Battlemarket and then insisted Ash-era took her on a tour of the town. The tour took most of the afternoon, and that evening they convened in the palace. Almah thanked them for their efforts to date, and offered them Wharfmaster Manor as their base of operations for the future. The meeting concluded later that evening with a discussion on how to deal with the final piece of business – dealing with whatever it was that lurked beneath the ruined church at the edge of town. Almah suggested that they rest for the next few days and ensure the town was fully secured and they agreed to reconvene three days later to discuss their plan of attack.

The Daemon's Den

After three days rest recuperation and ensuring that Kelmarane remained clear of gnolls. the party reconvened at Lady Almah's room in the palace.

She told them that she had the key to pass the seal on the crypt where the evil that had infected Kelmarane had been imprisoned, but after that it was up to them. She asked if they had developed a plan - but didn't get much other than "kick in the door and kill anything that moves!" 

So, in fine fettle, the Liberators of Kelmarane headed off to the ruined church of Sarenrae - Raschid swearing once again to cleanse the holy site or die in the attempt.

With the key entrance to the crypt proved easy, moving beyond the initial chamber - which contained nothing but a blocked-off well, a seemingly sealed doorway and a gong - proved a tad more challenging until Sparky suggested they ring the doorbell.

Banging the gong, not only opened the door but summoned three angelic guardians, but presentation by Raschid of the holy symbol they'd found in the old monastery kept them (largely) at bay. Beyond the doorway was a crypt in which skeletons of deceased clerics who had served the church  lay in various niches.  Ash-era found a secret passageway behind one of the skeletons that led to the church's reliquary. He helped himself to some of the remaining treasures littered around - unfortunately drawing the ire of Sarenrae and acquiring a curse into the bargain.

Deciding that there was nothing much in the crypt - though Barid was much taken with a small casket of ashes that ratted enticingly when shaken - they decided to head down and investigate the well.

Descending down the well, they found themselves in another long passageway covered in niches in which ancient skeletons lay at rest. The passageway let to a set of double-doors which opened out into a gloomy cavern. The air was suffused with a curious high-pitched buzz, but more surprisingly was the figure waiting to greet them. Kardeswann stood there, atop a steep rocky pillar,  axe in hand, despite the fact they'd killed the janni three days earlier. He grinned at them promising them a fearful death.

Immediately they launched into action - well at least some of them did! Sparky and Ardeth seemed under the influence of some strange spell and alternated between babbling incoherently and attacking their colleagues.  Gromranda and Neryl cast spiritual weapon and Raschid after firing off a few arrows launched himself at Kardeswann.

None of the attacks seemed to be doing much damage to Kardeswann and Neryl suddenly realised that unlike her previous encounter, the mouldspeaker was showing no reaction. She called out a warning just as Raschid clambered up the rocks and attacked. "Kardeswann" was revealed as an illusion as from near the ceiling a large insectoid demon - a glomeray - swooped down, fearsome jaws biting at the ranger.

In an instant the true battle was joined as the demon swooped down in attack. While Barid stood ready to defend them, Gromrelda and Neryl cast spell after spell at the fiend. Raschid, abandoned his sword and drew a bow, sending arrows flashing after the daemon.

Near the back of the party however, unnoticed by the others, Ash-era was in terrible trouble, Sparky , confused by the high-pitched buzzing that suffused his mind, attacked him. His cursed dagger stabbed again and again until the ex-slave crumpled in a bloody heap.

The spells of the clerics were taking their toll and the badly-wounded demon suddenly alighted on the ground the better to and focus the full fury of hits attack on Gromranda and Neryl. Unfortunately for the demon, Ardeth suddenly snapped out of the confusion that fogged his mind and with a mighty blow of Kardeswann's axe ended the foul daemon's existence. The Heroes of Kelmarane retuned to report back to Lady Almah the sorrowful tale. Kelmarane was now free of taint, but a heavy price had been paid.

Over the next six months, Lady Almah and her expedition consolidated their grip on the town and the immediate surrounding area. Ardeth and Gromranda spending much of the time leading patrols out into the hinterlands, seeing off any gnoll scouting parties that wandered too close.

Neryl spent some time studying with Father Zostoran while Sparky set up a wizards laboratory operating out of their manor on the edge of time and in no time was doing a fair trade as more and more settlers moved into the area. Barid, fulfilled his lifetime ambition and opened a shop selling nick-knacks in the Battlemarket.

Raschid, once a high-priest of Sarenrae arrived from the capital, turned guardianship of the church over to him. For her services she received the rank of Abbot-Protector of Kelmarane's Sarenrae community and became a figure of some note in the growing town.




 Annals