Winter months reduced chance of disease in temp regions. 3% chance.
Sapphira had vivid dreams of a strange reason in a dusty badland. Small hamlet in the dust nearby, and a megalith structure in the badlands as well. They were linked somehow, never seen before. Felt vivid and real, next day order summons her to go south. South of Elsewater is a ruin ruled by Zandrul. Must find but not read a black scroll. Must not fall into ones hands but the orders. Order gives her an expensive bottle of wine, Haleb will take as payment and tells where to find him. Haleb is a guide that will help us find the ruins.
We have heard of Haleb before, lands south of the hinterlands is his specialty and he is expensive to work with.
Where we are located in the Hinterlands is a green habitable land. Badlands to the south. After the collapse, humans came up from the Sea of Candles from the sea. Straddled the badlands and Macetor.
Many humans from the cradlelands came up and became the barbarian tribes. The order doesnt know where the ruin would be, only know its in the badlands. The scroll is dangerous.
Haleb is in Elsewater or Macetor. They tell us where to find him. There is a wide navigable river from Qarn south. past Criss Antha. We could take a ship into the lake if we had some reason to.
Giant monsters that live in rivers.
We have 6 movement points a day.
The ranger was in Mombafra so we had to go back there to return the Halberd. 5 days from Mombafra. 3 days from Qarn south.
Avuin travels with his shield or bow depending on the terrain.
No trouble on way to Qarn, Criss Antha and then we head south to Kawley. Biggest forest in the region, an arm from that forest. This is the WEST REACH OF HOLLOW.
Uneventful on way to Elsewater. Elsewater is as big as Mombafra. Lots of trade here, main passageway through here. People usually stop in Elsewater. Famous guards wearing heavy steel plate mail, and use the Spiked Chain. They all use these weapons which are their specialty. Kawlny is an old logging village, some of the oldest in the region.
We manage to locate Haleb. Accepts payment, informs us that he happens to know the area that we are interested in. Been there recently because the Silk Caravan are found in the Cradlelands and Easterlands. Want to build an outpost in the badlands to trade with nomads and barbarians. Weird religious orders in the badlands.
He cannot take us himself since its much higher paying job. He does have a map for us. Small hamlet in the dust named CELEB.
Avuin checks out the city. Galador and Fothas look for a pipe. Jedor is From Elsewater! He warns everyone of a custom, extremely offensive to offer conpensation of money. Person who is selling the service must DEMAND and exact sum. Must be demanded first as it is offensive.
After a day of going about, we find pipes and looks around. We get back together and we collect the map from Haleb. Map is very bare and made in a short time. Clear on how to navigate through the badlands. Journey takes us south and then south east. Distance is around 100 miles. Mix of flat and rough terrain. People in Elsewater are not charity cases, they only DEMAND money.
Using regular rations for now instead of animal feed. 4 days of rations per day per horse.
MERCS Crossbowman (horsemen) x 4, 16 gp per day 2 sergeants (freelance) level 1 fighters, 40 gp per day 1 sapper (for attacking a castle)
Fredo is their commander - pays for 1 week, 112 gp
Asks El Habeb, Barbardians will be untrustworthy of outsiders. Not typically the sort that will attack unprovoked.
UKHATU Tribe will be the most likely one we will encounter. A few different tribes in the badlands. Permanent encampments. Barbarian customs? not like elsewater's commerce just be careful not to be happy with spellcasters.
Cult called The People of the Rock who are vying for the same lands as the Ukhatu tribe. Reverence for a particular megalith, big stone table. Cult rose up there long ago. Claiming any megalith as auxiliary to it. Would not like it if adventurers went to their holy site.
Areas around barbarian encampments are clear of monsters, orcs and bugbears can be found though. Lots of large animals in the badlands. There are psionic barbarians but they do not detect magic. If they see a weird device, then they will be suspicious.
— 11 - 19th - 496 —
Heading south from Elsewater. Randimir does not have an auxiliary spell book We are moving 6 hexes per day across the plain south.
In the badlands south of the plains hex, due south of Edgewater
I send up my hawk to scout ahead for us and to let a call if it sees anything. We can only see up to three miles in distance, we can see mountains in the distance. Elevated badlands on the west. and then some elevated badlands on the road. Lots of merchants that go into badlands.
Nothing bigger than a village in the Badlands, just barbarian tribes. No Cities, they are very rare. One of 3 major collections of cities in the human world. We camp out on a mesa area.
Next day.
— 11-20th-496—
We travel further south. Hills on the ewst side (mesas and canyons abound) No vegetation, barren, no streams, Way on the map is blocked by hills.
Second night goes by without incident.
— 11 - 21st - 496 —
We go into an upper elevated area, and a mountain blocks our way. Randimir speaks to the hawk with Speak with Animal. Mountains go out to the east as far as it can see. Should be flat traveling to the south, but also sees a lake. We find a lake to the south and decide we will follow the shore of the lake.
We come to the edge of a lake. We move south following the lake into some scrublands. Following the lake to the south east. We move back into the badlands. As we enter this hex.
We can see in the distance, beyond some higher terrain, coming along the lake are trails of smoke like those of houses.
We conceal our magic items. Hendricks can see a colleciton of 25 tents, many horses, people are dressed differently. There is some hog and and a rhinocerous. They dont see any children but there are women. Permanent tents are set up, most are temporary. Nomadic tribe, possibly warband. There are around 80 of them.
We try to skirt around these men and cut to the right, giving the camp a wide berth. We travel through the low badlands but we dont have enough time to move into the next hex. Find a small canyon to camp in.
We see mountains beyond toward the east. Randimir casts Speak with Animals on the hawk. Explains to look for large group of horses walking to alert us during the next days of travel.
The night goes by with out incident.
— 11 - 22nd - 496 —
We head northeast and get re-calibrated and can continue the way we are going. flat badlands and then rough badlands. We will camp out. No incidents!
— 11 - 23rd - 496 —
We travel through rough badlands and see buildings in the distance. The HAMLET OF SELEB!
We have arrived in Seleb. Seleb has a sandstone wall, not very tall. Wooden palisade, but trees are rare. Crude wall. Keep out mounted troops. Population is about 450. People look interested but they do not greet us or approach. Not uncommon for travelers. Temple to SCAEPA and a house of shrines, very small. Combination Inn/Tavern.
This is the hamlet that Sapphira saw in her dreams. Does not see the megalith. Mercenary types hanging around, people of the cloth, acolytes travelers, lots of merchants. Besides horses, people use camels as well.
We go to the Tavern, led by Elder TORNEN. He has led the hamlet for 2 decades. His father was the leader before that. We ask about what they do here. Mostly hunting hamlet. People are definitely into Scaepa
Megalith to the south called the ISOMI Stone Power to produce visions to people who stay up all night at the stone Been a long time since there were visions.
Speak to Elder Tornen.
This is the largest settlement in the area, most other people live to the west, a few small thorpes but not a lot of trade between them. Barbarians are the catalysts between the trade towns.
Avuin, Sapphira and Hendricks go speak with the elder.
Galador and the others learn that there is a major Ukhatu camp to the east. Only 10 miles from an ancient Zigurrat.
TWISTED ZIGGURAT OF THE FINAL COIL.
Stood since time immemorial and is sealed. Large Large encampment have been there longer than non barbarians, and they guard the ziggurat. Kill anyone that tries to enter. Bleieve it contains a great evil. 25 miles to the east, camp is 10 miles south of that.
Elder is a squat guy with balding hair. Wisdom and experience behind him, wants to be welcoming but doesnt trust us. He listens to what we are after. Sapphira asks about the scroll and ruins. Beleives he knows of the structure, does not know anything about a scroll.
To the north is an old collapsed ruin, explorers have said there is a
sign. it is called the SYNTHETORIUM.
Elder looks concerned as though he has something on his mind. Imparts to us, unknown to everyone in Seleb, a member named Juwan, was given a vision at the Isomi stone: Not been a vision since his fathers time Synthetorium broke open, large locust laid waste to the Isomi stone. It destroyed Seleb in his vision.
Does not want Seleb to fall into chaos. Incapable of controlling chaos He says he has regret about not knowing of the scroll. Matches the place we are looking for.
He beseeches us to travel there to find power slumbering there. Find a way to stop it, or info to calm his mind, Prevent vision. Free Healing at the temple. He will tell the group about the history of the twisted ziggurat, said to contain many treasures.
Ziggurat is much more ancient than Synthetorium, which more from the last age. Ziggurat looks as if it was constructed before man. Did Jewlen think this vision was imminent? He swears it will come to pass soon. Nobody that lives there has ever gone into the Synthetorium, Bandits and nomads have shown interest. People of the Rock investigated the surface years ago. Warns us not to travel farther east than the synthetorium.
A days travel by mount is a great metal fortress controlled by undying
whisps, servants from other lands and planes. Structure has been there since time immemorial. Told about from his grandfathers time. Great power to be found inside but nobody has returned.
Merchants pass through frequently, if we try to sell things, there is a gnomish representative that has been here a month now. Trying to establish a permanent presence with the Silk Caravan. He is not popular. There is a couple stores, metalsmith, jeweler, decent amount of economic power. Worries about if the Ukhatu were not guarding the Ziggurat.
Strike up a relationship with one of the caravans, silk caravan.
Ferrousil ←- That's the iron fortress
Keeps bandits away and everyone wants to stay away.
Sapphira offers him a platinum piece.
Something that tastes of cherries is the best drink.
Gnome is not very popular here. We should talk to him in the morning. We get a room at the Inn / Tavern.
Avuin goes to speak with the Jeweler, he will buy jewels from us. He has a collection of jewels, cloth lined tray with different size jewels.
Everyone goes to the gnome except Avuin. Asks what they are looking for. Trying to establish a business relationship. He is a greenhorn in the business.
Osglot ←- Gnomish silk caravan representative
— 11 - 24th —
Elder supplies us with a USELESS Map. He thought too much of his cartography abilities. Produces a scrawny looking kid, no older than the youngest fighters. His name is Rorin.
he can hold a dagger, has some traveling gear. Has a decent riding horse. If we take heavy mounts, there is no way to get back to Celeb.
Puts in a word with the horse seller. I make sure they take care of Domino. And we all take riding horses.
We have about a third of a day to be there. We get there on this day. Structure comes into view. Small ruined fortress, mostly collapsed walls. No upper level, squat remnants of a stone building. No troops would be garissoned. Several large twisty rock formations from the ground. Lots of sharp rocks in the distance.
Nobody has been there due to fear of the iron fortress, never had a reason to go up there.
We head into the ruin
ROLL SURPRISE
We are at 14 outdoor inches, a few hundred feet of the ruins. Highest of the remains, 20' up, take off four winged creatures. Look like harpies but their beaks are huge! Wings and feathers of vultures. Call out to us now. SCREECHING!
Avuin fires his bow.
Crossbow mounts shoot!
Avuin hits one for 6 damage. Strikes the creature and it screeches in pain! Dies down as it comes over the stone, now they begin to sing in a sweet voice. Sharp edge to it.
Avuin saves!
Fredo, Keisiel and Fothas fail their saves! Harpies sing their song as they float back behind the stones. Descend out of view, shielded by ruins. Begin to move forward at their full movement.
Mirror image goes off for Randimir.
Avuin moves toward the ruin to start climbing it.
Randimir casts Dispel Magic. 60% chance, HE DISPELS IT! Charm is lifted off! Except Keisial is still effected. We hear the flapping of wings and laughing as we climb behind the wall.
Sounded like they used their wings but they hopped off the wall.
Avuin climbs up to peer down with his bow out. Crossbowmen have ridden up.
Hendricks shoots to hit AC 7
He hits for 2 damage!
Avuin and Galador climb to the top and can see at the bottom, the harpies are fixated on Keisial, 10' above her head. We also see Hendricks has ridden up. The harpy that was shot spins towards Hendricks and divebombs him!
Harpy has a sword that is bone white and pointy! Hendricks is hit for 5! Sword misses, Hendricks is DOWN!
Other 3 dive bomb Keisial. Keisial takes 2 from sword, and 3 from claw. Another claw for 1 damage 1 claw hits for 2 damage, total of 8 damage She has 9 hp left.
Avuin unloads his bow at the three harpies.
They are attacking Keisial. 3 hits 6 and 5. Keisial is at -2.
Avuin does 2 damage with a bow.
Galador hits for 7 damage. Fothas does 10 damage and KILLS a Harpy! Dies with a terrible screech.
Attack on Randimir, he takes 2 damage and 1 damage to Mirror Image.
Avuin continues firing. MISSED!
Randimir hit one for 4 Galador hit for 5
All attacking Randimir. Claw hits, for 1 damage. Claw hits for 2 damage. Sword hits for 5 damage.
Avuin continues firing
Harpies try to take off, no normal melee attacks but +4 free attack.
AVUIN MISSES AGAIN!
Jedor hit for 2 Fothas hit for 11, cuts one down!
Frido does 5 and Galador does 5. Other two are flying away.
They are 8“ in the sky.
They got away. BOO!
Combat over. Two allies are knocked out.
We dont see a nest where we are but there are bones strewn around of MEN! Amongst the dead bodies are bags and sacks. Additionally We notice beneath our feet, jammed in the crack is a gem.
Detect magic is cast, lots of traveling gear none is magic.
gem 400 cp 50 sp 150 gp two sacks 400 ep 400 gp
Several large pointed rock formations made of rocks, like the tank killers at D Day. Encircle the stone ruins.
Far side of the ruined wall, tall wall a descent below the earth. 30' descent, smooth weather worn passage goes down.
Sapphira climbs up and see if anything stands out. She saw it from a long time ago, but the rocks struck her in the dream. confident this is the place she saw.
Randimir heals Galador and Keisial.
We make it back with the gem and treasures 100 gp gem
— 11-25th —
We travel back and are short some people. My hawk is flying up, doesnt see anything dangerous.
Randimir holding a continual light coin Avuin has a magic sword out.
We descend down, it is open to the elements. Stone is carefully worked. ceiling is 15' tall. 30 degree descent.
Stone slab to our left and a door to our right. Reads the following:
Synthetorium of Zandruul the Anointed, Bringer of Stars
You are lost, who enter yet were not Called.
3 loose pieces of flint. Does not see recent signs of people. Dust washed away
Randimir casts find traps. Flint pieces are gathered by Avuin.
Unseal the synthetorium through a wooden and iron door.
Door at the end of the hall. On the ground in front of us, 3 exo skeletons of large Spiders (not horse sized) laying on back, mid gray in color, lime green tint. Unmoving, collecting dust. On their back with legs up. Shed exoskeletons. Looks solid. They look strange with green tint.
Any traps on this door? no. Galador approaches the exoskeletons to see how heavy it is. The exo skeleton lifts off then shatters, then green liquid falls on his hands. sticks to it tightly.
Smells earthy, it slowly crawls up his arm. Liquid coming up his arms, as Avuin lights a torch. Skin is being assimilated into the green stuff. Flames burn off the green stuff, Galador takes 5 damage. liquid flops off, skin is tinted green. Galador is healed by Randimir for 5 damage.
I throw a rock at the exoskeleton and Galador throws the flask, which consumes the exoskeleton and green liquid.
We check the door and dont hear anything. We open the door.
ROLL SURPRISE We push into the room, 3 stone benches. Mural on the back wall but it has been defaced. Covered with dust and muck. On the ground are dessicated husks of 2 dwarves and 2 men. 3 Large Giant Spiders on the ceiling. Dark Gray and solid.
Avuin braces for a charge with his two handed sword.
3” away. Randimir casts Sleep.
Creatures crawl along the ceiling, and touch the side walls and think about how they are going to go down. Randimir casts his spell.
1+1 HD creatures, he gets them all.
Spiders stop moving We start dispatching the spiders
We puncture them with arrows, green slime drops on the party Avuin burns slime off himself. takes 2 damage.
We light torches to burn slime off. Many people take damage
190 cp 300 sp 600 ep 300 gp
We clear off the dust in the back. The mural is confusing, we make out stars and geometric lines, Randimir can tell they have significance. Not related to paladins celestial matters. Entities of monsters, like squids, manta rays, spiders, beasts with wings. Older than the benches by a large margin. Edge of mural is some damage as though the walls on either side were fortified or maintained at some point. Age of room is newer than mural. Some of the signs and sigils have eldritch portent. Worshipped by heretics.
We ride back to Seleb!
Ending on 11 - 25th - 496
henchmen share: 56gp 66ep players double this
112 gp 132 ep
AVUIN PAYS 1000 GP upkeep
Avuin has debt still
190 xp worth of money
Galador gets 142 xp Frido gets 166 xp Keisial gets 138 xp Other henchman all get 119 xp All PCs get 332 xp
Avuin is at 10089 xp, CAN HIT LEVEL 4
aikuro.net acknowledges all copyrights, trademarks, and registered trademarks detailed on this page that do not belong to aikuro.net and makes no challenges to the ownership of said property rights.