Dustin's Legacy of Fire Campaign

Session 02
Into the Monastery, baboons & stirges, pugwampis suck

Dimachaerus

St. Vardishal’s Monastery – Take One

After being introduced to the Pugwampi’s and rescuing Rombard, we got a few hours of rest before setting out again. Almah and Garavel wisely perceived the Sultan’s Claw as being too out-in-the-open & vulnerable to Pugwampi attacks.

They asked us to scout out an abandoned monastery – the Monastery of St. Vardishal – to see if it could serve as a better base of operations from which we would launch our incursions into Kelmarane.

While the monastery was only a mile away to the northeast, rolling rocky hills, heavy brush, & thick strands of cacti stood between it and the Sultan’s Claw. We set out fairly early in the morning (~7am) and arrived at the monastery an hour and a half later (~8:30am).

The monastery was in grave disrepair. The savanna had reclaimed open courtyards and areas where the roof-lines collapsed.

We encountered three more pugwampi’s and a small troop of baboons (~5). The pugwampi’s aura of unluck proved to be quite frustrating.

Grappling the pugwampi’s proved to be quite effective given their size. Nonetheless, it took quite a bit of time to deal with them. Luckily we surprised them.

It was fortunate that the baboon reinforcements only appeared after one of the pugwampi’s was killed and another injured. Thank goodness the baboons didn’t arrive sooner. In spite of the fact that Caledor, Gobias, and I were all quite bloodied, we opted to recon even further.

The parade, kitchen, mess hall, sleeping quarters, library, and cloister were all explored.
A tower, the main chapel, alcoves, and a descending staircase were found but purposefully bypassed – due to our injuries. We are unsure of what else might remain within the ruins.

We discovered a winged female statue, presumably depicting Sarenrae – given the temple was in her name.

We discovered another statue in a small chapel that resembled the form of Vardishal – a legendary genie.

Frescoes & murals depicting a battle were painted on the cloistered walls surrounding the open courtyard.

Caledor and Tigath mentioned some band of heroes known as the “ Templars of the Five Winds” but I understood little of the details.

A book entitled the “Courts of Stone and Flame” was found. The book is a treatise of some kind allegedly detailing some of the genie characters found throughout the monastery.

Apparently, the “ Templars of the Five Winds” include the following (genies):
- Kardswann – an axe wielder
- Pazhvann
- Vardishal – a bearded genie whose heroic actions are depicted repeatedly throughout the monastery. While the temple is dedicated to Sarenrae, the monastery was constructed in remembrance of Vardishal. One fresco showed how he was killed by flaming half man, half snake creature wielding a spear.
- Zayifid
- Davashuum – a staff wielder

In another small room, a magical device known as a “Chime of Opening” was found.

In this same small room, three creatures that looked like a cross between a bat & a mosquito attacked me. I think they were called “stirges”.

All I recall of the encounter were flapping bat-like wings, pin pricks , a feeling of being drained, and unconsciousness.

Caledor later told me he cast a spell called Color Spray that rendered me unconscious.

When I awoke, my head ached, my back was sore , and my constitution diminished.

Other loot we gained included 43 gp, a fine set of cutlery, and a silver bowl.

Since the four of us had previously heard additional pugwampi (3+) laughter emanating from the main temple chamber , we were not at full strength, and the heat of the day was fast approaching, we opted to leave the monastery and return to Father Zastoran for healing, Almah for debriefing, and eight+ hours of rest.

Almah insisted Zastoran provide us with access to his wares at half-cost.

His store included:

- Cure Light Wounds (25 gp)
- Cure Moderate Wounds (150gp)
- Delay Poison (150gp)
- Lesser Restoration (150gp)

I suspect we will pick up healing before heading out again.

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Session 1 ( as per Dimachaerus)
"Get the cards, get the goat, and let's get out of here!" -Caledor (played by Justin)

A man named Garavel served as our point of contact for our sponsor, a noble-woman named Almah.

Our task – reclaim the town of Kelmarane.

My traveling companions (Tigath, Gobias, & Caledor) and I accompanied Garavel across the savannah to an odd shaped landmark tree known as the ‘Sultan’s Claw’ that was to serve as a rendezvous point for meeting up with Almah.

Upon arriving we found the landmark tree on fire, a wagon in flames, a fortune teller dead, and a goat missing.

I thought my strength might lend itself well to moving a supply wagon away from the blaze toward safety.

However, the only other person that joined me in putting his shoulder against the wagon bed was a husky merc by the name of Jorj.

Our efforts proved futile. The two of us were not enough to liberate the vehicle in a short time.

We abandoned our cause and joined the bucket brigade in an effort to more quickly extinguish the flames.

What I learned,…

  • Together many can accomplish more than a few – i.e. there is strength in numbers.
  • I have new found respect for that which our beasts of burden endure on a regular basis.
  • In hindsight, maybe we should have checked the supply wagon’s brakes.

The wagon had housed a Fortune-Teller/Astrologist by the name of Eloais who perished in the conflagration.

The mercs believed that Lady Almah and Eloais were lovers. I had no desire to give credence to these rumors/aspersions by repeating them before our benefactor. Afterall, one should not bite the hand that feeds you.

Garavel asked that we find out how the fire started.

We learned that Almah had hired a “Gnoll Expert” named Dashki as a consultant/guide.

Dashki’s hygiene was despicable. He kept to himself at a dark camp away from the others.

In spite of this, Dashki proved invaluable.

Although initially reluctant, I reminded Dashki of his duty to the Lady Almah.

Dashki discovered the tracks of tiny humanoids alongside those of a goat – presumably the Camel Driver’s missing goat, Rombard.

Dashki seemed convinced that “Pugwampi’s” were involved.

We later learned that Pugwampi’s are tiny dark fey that enjoy trickery, chaos, and causing mischief.

In an effort to gain further evidence that the Pugwampi’s were responsible for the fire,

we followed the tracks – with Dashki’s help.

The tracks ended up splitting in two.

One set of tracks disappeared into tiny crags in rocks & rugged terrain that proved impassable.

The other set of tracks (along with those of the goat) disappeared into a thickly thorned cactus grove.

Unbeknownst to us, the bothersome little gremlins involved were intent on ‘dinner theatre’.

Rombard the goat was to serve as the meal, my companions and I were to serve as the entertainment.

The cactus grove proved quite the challenge to negotiate, causing us harm as we made our way to retrieve the goat.

The Pugwampi proved a nuisance shooting us with tiny arrows and enveloping us in an aura of unluck.

In the end, the Pugwampi’s all escaped, the goat was retrieved, and harrow cards were recouped.

Unfortunately we could only offer the goat, the cards, our wounds, and our tales up as evidence to Garavel & Almah.

We could not offer up the body (alive or dead) of a Pugwampi.

Nonetheless, they were thankful and rewarded us with 200 gp each for our trouble.

Father Zastoran, a priest of Nethys, was thankfully also on-hand to heal us of our wounds.

Almah & Garavel concluded they were not safe at the rendezvous point and opted to travel to a nearby Monestary of Sarenrae which is conveniently close to Kelmarane.

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Preface (as per Dimachaerus)

Basic Survival

You normally need a pound of food and a gallon of water per day to stay alive, and in the desert your need for water doubles, or in some cases triples.

In very hot or severe heat conditions, you run the risk of heatstroke. You must make a Fortitude save (DC 15, +1 for each previous check) every hour if it’s very hot, or every 10 minutes in severe heat. If you’re wearing heavy clothing or any kind of armor, you take a –4 penalty to saves against heatstroke. Failure means you suffer 1d4 points of nonlethal damage and are fatigued. Like the damage suffered from starvation or thirst, this damage can’t be healed until you remedy the cause—in this case, cooling off, finding shade, or reaching nightfall alive. Keep in mind that if you’re already fatigued and suffer from a condition that would force you to become fatigued, you become exhausted instead. This applies to a combination of starvation and thirst.

At this time, it would appear my greatest enemy is ‘the elements’.

~~~~~~~~~~~~~~~~~~

Worship…

I am not a religious man and both care and know little of the gods, but I do know I must learn to survive (in this foreign land) or the next and the favor of the gods has been cited by many as helpful through trying times.

For this reason I will occasionally cast some of my prayers, thanks, attention, and coin toward Sarenrae (NG) (the sun, honesty) & Gozreh (N) (nature/weather) as necessary.

This being said,… I will not abandon the respect I have nor withdraw my attention to Iomedae (LG) (valor, rulership, honor) for that which she stands as well as Irori (LN) (self-perfection) and Abadar (LN) (wealth, law) the last who worship seems widespread throughout Kalapesh.

Followers of Besmara (CN), Lamashtu, (CE), and Rovagug (CE) are to be disdained.

Sivanah (N) (illusions, mystery) disliked but not dishonoured.

As far as Nethys (N) (magic) is concerned – I hold little to no opinion either way.

~~~~~~~~

Magic Items:

A few magic items have grabbed my attention at the bazaars.

head – Keffiyeh (pronounced keff- ee’-yuh) of Cooling – 2100 gp (endure elements vs. hot)
misc – Goblet of Quenching – 180 gp (2 gallons/day)
eyes – Glarecutter Goggles – 2000 gp (+5 on Fort saves vs sight-related attacks such as desert glare, blindness, gaze, etc.)

~~~~~~~

Katapesh

I’ve enjoyed Trillia’s Bath House.

Taken a liking to pickled scorpion at the Azure Star in the Lower City.

Have yet to make it to Al’Faran’s Steel Restaurant in the Inner City. Perhaps, one day.

I would count myself lucky to have armor fashioned by the renowned artisan Malthus Feyhew at the Gilded Shell near the Dawn Gate.

I have utmost respect for the Zephyr Guard – keeping law & order in a place so diversified.

~~~~~~~

Solku

I have heard rumor that Gnolls from White Canyon have besieged Solku in a series of attacks in past 2 years but appear to have been driven off.

There is a stockade called Fort Longjaw that stands as a bastion against gnoll incursions. I’d like to examine the defenses and perhaps learn from them.

~~~~~~~

Okeno

The harbor city, east of Katapesh hosts Fleshfairs that deal in the trade of slaves – often a subject sensitive to some including two of my traveling companions. I hold no strong opinion on the matter.

I have familiarized myself with the laws of the land as is tantamount to survival and order and will do my utmost to comply.

I can only hope my companions will be on their best behavior.

~~~~~~~

The Laws of the Land in Katapesh….

Murder of Guild Member, Zephyr Guard, or Gov’t official = Execution
Assault of Guild Member, Zephyr Guard, or Gov’t official = 1 year imprisonment
Other Murder = 6 months, 100 gp fine
Other Assault = 1 gp
Destruction of Property = Fine or slavery
Tax Evasion = Fine or imprisonment
Theft = Loss of a hand and 25 gp fine or death (second offense)
Unsanctioned sale prices = Fine equal to value of item, warning, loss of guild membership
Disorderly conduct = 5gp

~~~~~~~

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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