Legacy of Flame

Part Four: Kelmarane Con't

- After clearing the Mill, the party entered the village’s Tannery, where they made a deal with the jaded harpy Undrella to secure access to the northern doors of the Battle Market.
- The party moved straight to the village’s customs tower, by the Battle Market, where they encountered and defeated a Gnoll ranger and his Hyena pets, but not before he blew a warning horn and called for reinforcements.
- The Gnoll reinforcements were defeated without much trouble, and the party made a daring escape down the northern cliffside, taking cover in some abandoned houses.
- A demonic schir, sent to find the missing gnoll patrol from before, found the party, but was dispatched with only a single injury.
- The party moved to the Church of Sarenrae and found the locked door to the church’s undercrypt. It had been sealed with some powerful enchantment no one recognized.
- Moving to the back of the church, the party found a small graveyard dedicated to Sarenrae and the Templars of the Five Winds. A huecava, still wearing his priestly robes in the colours of Sarenrae stood vigil over the graves, but he was put down.
- After the encounter at the graveyard, the party beat a retreat back to the Monastary, dispatching the Kuldis’ pet Dire Boar in the process.
- Upon returning to the monastary, the party was confronted by Almah about hiding information about Haidar from her; the fact that he was a wereleopard. Zastoran further added that if they could not find a cure within the next full moon; a scant two days, then he would have to be killed for their own safety.
- Almah once again insisted Aicha give up En-Nebi. Aicha through the katar to the ground, where one of the guards took it for safe keeping.
- During the night, Adham spotted Undrella making her way from the Battle Market while on watch, and Almah was attacked by a Giant Wolf Spider. Almah was only minorly hurt, but expressed her great dissapointment with the party for failing to clear the Monastary adequately.
- During a tense breakfast, Aicha and Dashki bonded over mutual frustration with the way the mission was going, Erasmus and Zastoran had a friendly chat about Djinni and the artifact En-Nebi, and Rozman recovered from his wounds from the previous day with Zastoran’s help.
- The party made a second foray into Kelmarane, dispatching a detachment of Gnoll’s guarding the entrance. Following Zastoran’s advice and going to pray at the alter they had purified the previous day.
- On the way to the church, the party spotted what looked like an excecution occuring in the Battle Market’s western courtyard. They killed the Gnoll’s, but were enable to save the human warrior they were holding prisoner. On his person they recovered a single personal possession: a gold cloak clasp shaped in a lion’s head. Erasmus also recognized the man most likely hailed from Cheliax.
- The party continued to the Church, encountering and defeating yet another group of Gnolls. They prayed at the Alter, and felt Sarenrae’s blessing upon them.

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Part Three: Kelmarane & the Highlands

- Almah’s party settled into their new accomodations at the monastary. Safe and secure for now, Almah ordered the party to make a preliminary scouting mission against Kelmarane, while also highlighting several nearby landmarks worth investigating.
- Choosing to instead investigate the old shrine to Nethys east of Kelmarane, the party encountered tarantulas, magical traps, animated sphinxes, and a family of chokers as they explored the magical ruins.
- The party encountered Haidar, aka the Falcon Emir, who has been missing from Katapesh for over a month. Haidar was cursed with lycanthropy, and he showed no mercy in attacking the party. In the end, the party managed to disable Haidar and stabilize him long enough to transport him back to the Monastery, where he is being held prisoner by Almah’s guards.
- When delivering their report to Almah on the first day, she requested Aicha surrender Haidar’s blade, En-Nebi, to her for delivery to Katapesh with Haidar. Aicha convinced Almah to let her keep the blade.
- On the second day, the party began its first foray into Kelmarane. They killed the giant snake nesting in the ruined slave market and the Peryton in the old mill, but there is still a whole town in between them and their goal…

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Part 2: The Monastary

- The party cleared the monastery, with the help of the Gnoll Hunter Dashki, with only minor injuries.
- The Pugwampi king, Moknokk, was killed, and his tribe of Pugwampi lackeys fled the chapel.
- Throughout the day, the party encountered statues and carvings with the likeness of a tall bearded man, apparently someone who was important to the monks of the monastery.
- The party uncovered the hidden door beneath the bearded man’s shrine in the northeast corner of the monastery.
- Dashki’s execution of a Pugwampi prisoner nearly led to a violent confrontation between him and Rozman.
- In the laboratory in the monastery’s undercrypt, Adham was infected with an ooze’s slime attack. The infection seems benign, but he got a sudden vision of a buried item in the Monastery’s courtyard.
- Adham dug in the courtyard and received Tempest, a magical shortsword.
- The party chose to settle in the Monastery’s dormitory, in the southeast corner of the structure.

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Part One: The Sultan's Claw

- The party arrived at the caravan and dealt with the burning wagon quickly with the help of some well timed douse spells. No one was killed.
- On Almah and Garavel’s behalf, the party conducted interviews and investigated the burnt wagon to determine who caused the fire. Dashki quickly became the prime suspect.
- Dashki led the party into the desert at night to find proof of his so-called “Pugwampis” in order to prove his innocence.
- The party defeated the Pugwampis after a protracted battle through a thicket of cacti. Dashki took the body as a trophy, and Tarot cards were found on the corpse that proved the Pugwampis was indeed responsible for the fire.
- Almah offered each party member 200g apiece as payment for the mission they were about to undertake. Adam attempted to negotiate a higher price, but Almah held firm to her original offer, citing her own strained resources.

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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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