We are still located at the site of the Treasure Map called Pawyn'ao and are 4 hexes from Reir'al.
It is currently summer time and the weather is cloudy. We head to the south east from Pawyn'ao and Xrith takes a look to the hexes surrounding this site. There are no buildings.
The weather is still cloudy in the evening and we set up camp. The night passes without incident.
The weather remains cloudy. We will head south east, south east, and then north east, heading toward Heshib.
Lyo will heal Skalf once we get to camp.
Three hexes south east of the ruin, we head north east.
We head into the light forest.
We head north east into the sea of grass.
We head further north east into more sea of grass.
Heading north east into the sea of grass, no encounters.
The night comes as we set up camp. It is a light rain in the evening. There are no encounters.
The rain has stopped and it is cloudy. We plan to head to the Monastery (Lawful). Skalf is healed for 4. Mirella also cures Stevie for 5 but will cast more at night.
We head north into the medium forest.
There are no encounters during the day. We come through the forest gap and arrive at a Monastery in the Sea of Grass.
The walls are at least 50' and they fly cobalt banners with silver lettering. This is the FORTRESS OF THE MASTER OF THE WEST WIND. Monks do not have any radius of control around their Monasteries. Stevie will approach and talk with the Monks.
Stevie asks the Monk's for sanctuary and she is Lawful Neutral. There are armored guards at the gates and she gets a +30 reaction, 150!
The gates are immediately opened for us and they ask us for characters of Law in our party. They know of Maervahr who is a powerful representative of Law. Even though they fly the Master of West Wind's banner, this place is not suited for his level of isolation that the Monk demands. The Sanctum of the Yew serves all of the Monk's training so this Master visits maybe once or twice a year. This is a meeting place for many different place for Monks from different places.
This is a place for Monk's that wish to keep things civil. It is The Monastery of the Long Season. The new Monastery of the West Wind is located elsewhere more secret. They do know of Iona. The current steward is Superior Master Kenn, who is a henchman of the Master of the West Wind (or just the associate). This is a general fortress of law.
We ask about the Castle to the east. This is the castle of a 10th Level Neutral Fighter. The Monastery has no association with him. The edge of the domain goes up to the Monastery but the Master of the West Wind demanded that this Monastery is not inside of his domain.
Skalf seeks additional healing, so Mirella heals for 1 and Alexios heals for 8 points, bringing him to full.
The Village is called USALNI (700), The Fortress is called CASTLE IREMASH (N, Fighter 10), borders with Qasr Kesh, it will cut into the Goldleaf Domain. NPC Domains are not always circular radiuses. HYBUX and GABLID are a couple of Thorpes and Villages under Castle Iremash.
Mirella seeks to recruit a Monk Henchman, they would be willing but only someone allied with Law.
The Monastery is NOT attacked by ravaging Giants or Ogres.
Night passes without incident.
We will head to Ornholm. It is lightly raining.
We head north east and there are no encounters. We make it the full days of travel, on the edge of the lake, near Goldleaf.
We make camp in the evening and it is now only cloudy. During the night, there are no encounters.
It is still cloudy. We will end up in Goldleaf. We make it by the evening. We have the option to split treasure here or continue on.
Ornholm is connected to the banking system of the Six Cities. There are no caravans currently in Goldleaf.
The night passes without incident.
Xrith still has his Lion so we are still at 6 movement points. We will stop at Eliope. Tomorrow is the Festival of Cine.
We arrive without incident. The weather is still cloudy.
We will split treasure.
34 Jewelry
“Let this gift of the treasures won from the Cloud Giants of Sha'kries be symbolic of our pact” ←- Note, elven word choice for 'pact' is stronger than 'pact', it's an elven word that carries more weight because it's for pacts lasting at least 2000 years.
4 Gems
No magic is detected on the jewelry.
We will start domain clearing now.
Eomiaje has a medium Warhorse but is not riding it.
The weather is cloudy and we are clearing the south hex.
This concludes the day for our travel so far. It is still cloudy.
It is cloudy in the morning.
We are not surprised and the ground party has 1 in 8 for surprise due to the Rod of Alertness.
We encounter a herd of 135 Elks, they leave them in peace.
We return to the keep for the day. It is still cloudy in the evening.
The weather is still cloudy.
We head back to the castle now.
It is still cloudy.
We head back to the castle again. The weather remains cloudy. No encounters.
We go into the south again.
These are 1 mile hexes each. We head back to the castle again. It is sunny.
They cannot be surprised due to Taranis's Hawk. Due to the Hawk's extremely powerful eyesight, it could alert Taranis from very far away. The Hawk returns to Taranis when there is a threat of danger. The Hippogriff riders see that the Hawk is diving down.
They can see banners flying at 8 miles away, blue and green banners. They are spread out over quite a distance. Taranis alerts us about the potential encounter. Oswald alerts Jacob who wishes to avoid them. Oswald goes down and lets them go down. The group was seen to the west and are not going in our direction.
We head north east.
The ground party will head back to the castle for the rest of the day while Jacob, Josalyn and Oswald are on Hippogriffs and they continue.
The weather turns hot in the evening…
The weather returns to normal, no longer hot.
The weather remains clear as we go back.
The Hippogriff riders will explore the rest of the way on their own.
They head back on the evening of the 5th.
It is clear weather today.
They are not surprised on the Hippogriffs. They see something flying, a couple of feet above the ground…
They have 1 segment to dive.
There is a Beetle thing that is about 6“ away.
Jacob wants to pull up before he gets close and then zooms straight forward into the grass. It left behind something and sees a non-moving humanoid form in the dirt. It looks like a Human or Elf.
Korrak and Voltendo see Oswald is coming to speak. The Beetle creature is totally gone and it looks like a Human in banded or plate armor. Oswald says he wants to cast a Light spell at the Beetle.
When Voltendo gets to the body, he sees a dead man with a deep slice across his neck. He has a spike driven through him. The body looks like it was rifled through already and there is a sack on the side. He is wearing a pair of bejewelled armlets that match.
We all arrive. Nothing on the body calls to an animal that Taranis knows. He sees a pulsing object in the chest.
There is no evil detected. Eomiaje senses a primal sense of food, though primitive.
Detect Magic is used by the Rod and there was no magic. Voltendo uses his long spear to stab the creature.
The membrane of the creature holds up and then pops, hisses, and then this long purple tube comes out and lands on the corpse. It looks like a Worm with a purple organic tube.
The Druid does not know what this is. We grab the stuff.
Taranis stabs it, the creature is definitely not alive, then says up the Hawk to scout. Jacob and Josalyn are still in the air.
There is a -50 chance due to the creature flying. Eomiaje was unable to find its tracks.
We head back.
We head back to the plains.
The Riders are potentially surprised. The Hawk dives down and the Riders land together.
They see nothing where the Hawk was. There is a party to the west about 5 miles away.
They see 60 Humans on horses with many burdens and have extra horses, 60 in number, heading to the north east. They can see them at a distance wearing all white clothing.
The Riders ignore them and head back.
We return to the castle and the weather is now cloudy.
The weather is still cloudy.
The Riders are not surprised.
There are 9 Wargs that are completely surprised! They are 5“ to the south east of the party. We have complete surprise on them but only the Riders can act.
Spike Growth is 5 segments and Bless takes 1 round to cast. Entangle is 3 segments.
They can roll attack rolls on the Wargs. Jacob hits for 9 damage. Josalyn hits for 9 damage. Oswald hits for 4 damage with a warhammer.
The Wargs leap up to attack. There are two attacks on his Hippogriff, there is a single vicious bite attack. Both bites hit the Hippogriff dealing 5 and 5 damage. There are 3 attacks against Jacob, no hits. There are 3 attacks on Josalyn and the Hippogriffs. Both hit, a total of 7 damage to the Hippogriff. One attack on Oswald's Hippogriff and it is hit for 6 damage.
We all now see the monsters, bigger than horses, much larger than a man. Jacob's second attack hits for 18 damage. He kills one!
Entangle goes off. The area of effect is a 4”, which is 13 yards or 39 feet. He could fit 6 of them inside the radius. 9 of the Wargs need to save. Suddenly the grasses rise up and grab 6 of the Wargs but the other two are hampered and are barking angrily! Spike Growth goes off shortly after. Spike Growth is able to get all of them, if they move they can potentially get damaged. The Wargs begin yelping.
Everyone is effected by Bless
Elithra hits for 5, Jacob hit for 10, Josalyn hit for 18, Oswald hits for 6, Korrak kills one of the Wargs.
Light takes 4 segments. The Warg is blinded and dies from the Spike Growth.
The fight is over!
Healing spells are cast on the Hippogriffs. We continue exploring.
We head back to the castle of Goldleaf. It is cloudy.
The Riders are possibly surprised. The Hawk of Taranis reacts and dives downward. The Riders begin looking around.
The creatures are not surprised. They see, at a distance of 10“, three Tigers moving about in the undergrowth, at 9 o'clock.
The Riders land a moment after the Hawk. The Tigers are charging at the party. They will move 1.8” a segment and it takes them 3 segments to land on their Hippogriffs.
They are now at 4.6“ away.
They have 3 segments to continue their charge and are now in melee.
One is going for Jacob, two on Oswald. Jacob and Josalyn attack first. They must hit AC 4. Jacob does 11 damage, Josalyn missed, Oswald does 10 damage.
Voltendo is not in melee…actually he is, attacking with a +4 spear. These are large creatures and he does 13 damage. Angeldust, the Paladin Warhorse, does 5 damage.
Both claws hit the Hippogriff, it takes 10 damage in total with claw rakes too! Oswald's Hippogriff is attacked and takes 18 damage! The other one attacks Oswald, who has an AC 2, and all the attacks hit. One rake misses but he takes a total of 16 damage!
Animal Friendship begins and the Tiger saves. Speak With Animals is being cast on 3 segments.
Eomiaje creates an illusion of 30 Knights charging into battle with Heavy Warhorses and Heavy Lances.
Stevie misses. Jacob gets his second attack, he hits for 14 damage. Korrak misses completely.
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