3/7/11
Alma and Garavel wanted to meet with us in the morning. They wanted to know if the barbarian was trying to follow dashki. Alma mentioned that if we were to restore kelmerane she would likely be promoted to the governess. In speaking to father z he has a few masterwork picks as well as a magical one. It is unknown what the specifics of what the magic would do other than to increase open lock.
We went out to scout kelmerane. Every four hours a patrol of gnolls comes through the city at no apparent schedule. A ruined structure at the base of the hill appears to contain some large beast. The Druid decides to stay at the village to watch the patrols.
At night someone was attacked by a clawed creature. Te creature ran off in to the desert. The barbarian and rogue disappeared. About two hours later the barbarian returned to camp appearing like the hulk.
While under recon, we learned:
At noon a group of gnolls with a fat goat went to a building and left the goat.
The gnolls appear to wander through the city. Some patrols have left the city but the may or may not be the same city patrols.
E Druid did get an idea of the creature in the building.
At noon 6 gnolls seemed to move a human prisoner from the battle market to a square outside. The stake him down and disembowel him. The body was left for the vultures.
Gnolls appear to be around 75-100.
Heading into the city we saw a group of gnolls heading into the Pesh fields with a male prisoner. We rushed ahead to the area with the totems as we figured they would be bringing him here. We destroyed the gnolls and the rogue transformed into a leopard and ran off. Shortly after while the priest and wizard were examining the prisoner A tentacles creature attacked the remaining group members. The barbarian raged and destroyed the creature but then turned on the party. He ran off with the monk.
The remaining party members returned to the caravan and spoke with Alma, dashki, garavel, and father z. Father z encouraged the group to slaughter the were creatures.
The Druid went and spoke with the prisoner. He was part of a group of six. Four were killed prior to him. He believed one of the group had escaped. They were searching the desert for treasure. There was a cave about thirty feet above the cliffside. There was a great deal of art of ivory and jade. They also found a magical halberd, a magical trident, a large axe radiating a magical blood and magical gauntlets of large size. They spoke of the carrion king who was their leader.
We returned to the city and destroyed the kezurkin and it's pet dog (hellhound).
Xp: 900
Sunday, March 6, 2011
Saturday, March 5, 2011
Thursday, March 3, 2011
Courts of Stone & Flame
This unusual book is called Courts of Stone and Flame, and is a treatise on genies of the elemental planes. When consulted before making a Knowledge check related to geniekind, the book grants a +4 bonus to the check. The non-magical tome is worth 300gp to a collector. The book is famous for its three dimensional image on the inside of the cover.
A character that spends more than a day studying the book learns the names of all five of the Templars of the Five Winds, their associated weapons, and the aspect of wind with which they are associated. The book also contains a brief entry on Jhavhul, who is listed as a shamed member of the efreet nobility of the City of Brass, a famed location on the Plane of Fire. The entry suggests that he ventured to the Material Plane in search of an army and a legacy to raise his standing, during which time he and his armies warred against the Templars of the Five Winds, but that he was never seen in the City of Brass again.
Other information gleaned from the book:
The Templars of the Five Winds were a group of five powerful genies from antiquity. They have not been heard from in centuries, but travelers in the northern reaches of Katapesh and the southern bounds of Osirion still sometimes attribute miracles or victories to their guidance.
Legend tells that the Templars of the Five Winds defeated a great evil hundreds of years ago near Pale Mountain in the Brazen Peaks, a pinnacle not very far from the village of Kelmarane. Each Templar was associated with a specific aspect of the wind, and each wielded a distinct, highly potent magic weapon.
The Templars of the Five Winds were said to be particular enemies of the cult of Rovagug, god of destruction, and many tales of their triumphs recount battles against the spawn of that vile religion. The templars themselves are jann, mortal genie-spirits dedicated to no particular element. For some reason, these jann cannot die, though none have been seen in centuries.
The Templars of the Five Winds served a powerful djinni princess named Nefeshti, a great genie noble whose designs upon Osirion (Game World Name) and Katapesh (City & Country) have had good and bad consequences. The Song of Edrehu suggests that the Templars’ immortality came from a powerful wish uttered by Nefeshti in antiquity, stating that so long as the warriors retained her favor, they would live forever. This result also grants the names and associated weapons of the five Templars.
• Davashuum: Davashuum served Nefeshti as an executioner and, in dire extremes, as an assassin. He represents the fury of winds from all directions and wields a powerful quarterstaff.
• Kardswann : A scout and traveler of the planes, Kardswann’s weapon is an elaborate greataxe, and he represents the south wind, the most well-traveled and worldly of the winds.
• Pazhvann: Pazhvann is Nefeshti’s advisor and spiritual guide. He represents the east wind, upon which the whispers of the gods and the advice of elders are carried. His weapon is a tremendous burning flail.
• Vardishal: A general of Nefeshti’s armies, he was a weapon’s master and could wield any weapon. He represents the north wind, a wind said to carry the battle cries of all armies.
• Zayifid: Nefeshti’s spy, messenger and diplomat. He represents the west wind, upon which secrets thought hidden were carried. His weapon is a delicate but razor-sharp scimitar.
City of Brass Image in Book
A character that spends more than a day studying the book learns the names of all five of the Templars of the Five Winds, their associated weapons, and the aspect of wind with which they are associated. The book also contains a brief entry on Jhavhul, who is listed as a shamed member of the efreet nobility of the City of Brass, a famed location on the Plane of Fire. The entry suggests that he ventured to the Material Plane in search of an army and a legacy to raise his standing, during which time he and his armies warred against the Templars of the Five Winds, but that he was never seen in the City of Brass again.
Other information gleaned from the book:
The Templars of the Five Winds were a group of five powerful genies from antiquity. They have not been heard from in centuries, but travelers in the northern reaches of Katapesh and the southern bounds of Osirion still sometimes attribute miracles or victories to their guidance.
Legend tells that the Templars of the Five Winds defeated a great evil hundreds of years ago near Pale Mountain in the Brazen Peaks, a pinnacle not very far from the village of Kelmarane. Each Templar was associated with a specific aspect of the wind, and each wielded a distinct, highly potent magic weapon.
The Templars of the Five Winds were said to be particular enemies of the cult of Rovagug, god of destruction, and many tales of their triumphs recount battles against the spawn of that vile religion. The templars themselves are jann, mortal genie-spirits dedicated to no particular element. For some reason, these jann cannot die, though none have been seen in centuries.
The Templars of the Five Winds served a powerful djinni princess named Nefeshti, a great genie noble whose designs upon Osirion (Game World Name) and Katapesh (City & Country) have had good and bad consequences. The Song of Edrehu suggests that the Templars’ immortality came from a powerful wish uttered by Nefeshti in antiquity, stating that so long as the warriors retained her favor, they would live forever. This result also grants the names and associated weapons of the five Templars.
• Davashuum: Davashuum served Nefeshti as an executioner and, in dire extremes, as an assassin. He represents the fury of winds from all directions and wields a powerful quarterstaff.
• Kardswann : A scout and traveler of the planes, Kardswann’s weapon is an elaborate greataxe, and he represents the south wind, the most well-traveled and worldly of the winds.
• Pazhvann: Pazhvann is Nefeshti’s advisor and spiritual guide. He represents the east wind, upon which the whispers of the gods and the advice of elders are carried. His weapon is a tremendous burning flail.
• Vardishal: A general of Nefeshti’s armies, he was a weapon’s master and could wield any weapon. He represents the north wind, a wind said to carry the battle cries of all armies.
• Zayifid: Nefeshti’s spy, messenger and diplomat. He represents the west wind, upon which secrets thought hidden were carried. His weapon is a delicate but razor-sharp scimitar.
City of Brass Image in Book
Wednesday, March 2, 2011
Notes from 2/20/11
at the start of the game that week Tasker was given some info about what he had read in the book on genies. if that could be posted i would appreciate it .
thank you in advance.
M
thank you in advance.
M
Monday, February 28, 2011
Sunday, February 27, 2011
Notes 2/27/11

2/27/11
Heading through the narrow passage to the west we burned away a swarm of spiders. The following room had multiple niches where there were sphinx like statues. Emerging from the northern niche two wooden sphinx emerged to attack. We located a secret door to the south. The wizard attempted to speak to the sphinx in Terran and while they seemed to react they continued to attack the party.
In the room to the south we came across three chokers in a pile of refuse. We found various coin etc. Totaling around 200g. Potions on the shelves are identified as bless x3, clairvoyance, see invisibility, and cure light wounds x7. Continuing on we came to a scriptorium. The southern wall has a large plaque depicting nethys. The rogue disappeared upon activation. The wizard opened the doorway and the barbarian went through and found the rogue in the other room. The gas continued to cause the barbarian quite a bit of confusion.
On the way back to the caravan we were attacked by a group of stirges. These were put to sleep and destroyed. Approaching the Pesh fields a large scorpion attacked the group. A larger (huge) scorpion then rushed forward to eat the smaller and we backed away from the encounter to continue to the caravan.
Xp:1070
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