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Post by Wolfgar on Apr 24, 2010 7:39:08 GMT -5
What we didn't plan was whether anyone was going to watch the warehouse from the outside and listen for sounds of combat or explosions.
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Post by Wolfgar on Apr 24, 2010 7:44:03 GMT -5
Feeling that he still has an exit strategy and with the blood rushing from the combat, Kazan will transform into one of these creatures. He will do a quick check of their bodies to see if they carry any keys. Then he will move in the direction of the banging gong.
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Post by Dead Greyhawk on Apr 24, 2010 14:07:16 GMT -5
I'm not sure we nailed down a contingency plan in the event Kazan was captured/killed/incapacitated. If he isn't back before dawn, Rensslaer will go in after him through the secret door while it's still dark. Hopefully Morvan and Zinc will go with him. Spells: PfE x2 Command x3 Silence 15' radius Hold Person x4 Dispel Magic Locate Object Morvan agrees to accompany you if Kazan is not back. Morvan is down bless and find traps (and maybe aid?). He'll memorize a combat load for mage spells while everyone waits.
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Post by Dead Greyhawk on Apr 24, 2010 14:38:17 GMT -5
Feeling that he still has an exit strategy and with the blood rushing from the combat, Kazan will transform into one of these creatures. He will do a quick check of their bodies to see if they carry any keys. Then he will move in the direction of the banging gong. Kazan's ire has been raised and his blood drawn. After such an affront, how could he simply leave? Transforming into the shape of one of his opponents, he rifles through the corpses. None of the humanoids wear any armor or carry any belongings. Glancing at the far part of the room, it appears as if the crates screen a small campsite, where the edge of a blanket peeks around the corner of the crates. The weapons, all of them made of spiked wood, have a significant heft to them but also appear too small for the grip of the humanoid. Kazan suspects the weapons are made for human hands, not these creatures. Kazan quickly strides across the room, assuming his shape will lull anyone who sees him into thinking he is their ally. Behind the crates is a campsite with four large, vermin-infested blankets and three piles of ring mail lying atop heavy wooden shields. Each pile is adjacent to a disturbed blanket. The least disturbed blanket has no armor next to it. Walking quickly through the camp, Kazan spots three heavy, wicked, spiked morning stars in it as well. These weapons would certainly have been more injurious than the smaller ones used against him. Three bags, not quite backpacks but similar, are also present. He opens and dumps them, seeing mainly rags, dried foodstuff, and a full waterskin in each. The gong stops ringing, and Kazan heads into the finished corridor. The 10-foot wide corridor runs a distance of 80 feet, well lit by glowing balls of light near its center. Near these glowing balls, two doors face each other. Each door is decorated with a carving on its surface. At the far end of the hallway is an open doorway. Another of the large humanoids stands in the doorway. This large humanoid is wearing its ring mail armor and has its heavy morning star and shield equipped. In the light of the hallway, Kazan has a much better view of the creature than in the candlelit room. To his eyes, it appears to be a rather large, pale version of a bugbear! Unlike those seen at Fort Guy, these are more vicious and certainly better equipped. Kazan raises his spear in acknowledgment of the bugbear seeing him. He walks calmly down the corridor towards him, thinking that if he can get within striking distance, the bugbear will quickly fall. He can see out of the corners of his eyes that the doors in the corridor are carved with the image of a bald man with an earring in one ear. The bugbear issues some orders in his tongue to Kazan as Kazan closes the distance. Kazan waves his spear, trying to distract the bugbear from Kazan's silence. As he reaches the doors, another voice speaks from directly overhead. It speaks in an extremely loud, smooth, sibilant voice. The words sound like the tongue spoken by the bugbear, and the effect on the bugbear in the doorway is dramatic. The bugbear lowers into a fighting crouch, jutting his shield forward, and calls over his shoulder. Multiple voices respond and a sound of wood clattering on wood and thudding footsteps can be heard. Kazan quickly runs through his options in his mind. Retreat? Charge? Summon a door through space and time? Try to open one of the doors to the right or left? So many options and so little support. Attachments:
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Post by venger on Apr 24, 2010 15:42:12 GMT -5
Looks like Rensslaer cast Endure Heat/Cold on Kazan, so he's 2 Command spells less than originally stated.
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Post by Friedrich on Apr 24, 2010 20:42:18 GMT -5
Having been unaware that play had become pbp due to the time off would it be reasonable for Alfred to have leveled up in this time? I can roll for hp and % before we start up again Sunday. Also, Alfred would like to pick up clothes more suitable to this environment. Nothing flashy, just practical. Being from the Northland and having a phobia of spiders, this has been a great adjustment for him. (yes I did put arachnophobia down as one of my nuances when I created Alfred!!)
I will read through all of these threads carefully tonight. I also have an extra weapon prof. I believe. If anyone has an extra + something weapon, the new guy will be quite grateful to borrow it for the time being. I get the feeling we will see some enemies that can't be hurt with non-magic weapons. I have weapon proficiency dagger and long bow, BTW. I guess I need to be trained and I doubt I have had time for that, but we'll see.
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Post by Dead Greyhawk on Apr 24, 2010 21:38:14 GMT -5
Having been unaware that play had become pbp due to the time off would it be reasonable for Alfred to have leveled up in this time? I can roll for hp and % before we start up again Sunday. Also, Alfred would like to pick up clothes more suitable to this environment. Nothing flashy, just practical. Being from the Northland and having a phobia of spiders, this has been a great adjustment for him. Alfred will have slept the necessary number of days to have obtained 5th level when we start play on Sunday. You can roll HP and % then. Alfred is able to locate at the bazaar what are to him rather interesting clothes. Coming from the North, where cold is the problem, the thin draping clothes of these sandy lands are quite a change. Wrapping himself in pale robes, he finds that they are quite comfortable in the heat. His blue scale mail armor is still hot and heavy when worn, but he is now at least comfortable when going for drinks. Alfred can choose to learn a weapon proficiency from the Symbayans if he'd like. The desert warriors are quite proficient in an array of weapons, though most wield a scimitar of some variety as their primary weapons. Alfred, with Basil's help, speaks with a man in the Sheik's guard named Hamza, who offers to coordinate your training. It will take 2d6 days of training to learn a weapon. Hamza appreciates your exotic ways and offers a price of 200 GP for the training. He also says that for each additional 100 GP you pay Hamza, he will dedicate another of the Sheik's guards to train you, which will lower the time necessary by 1 day. Thus, if you pay Hamza 1300 GP, he will have his best 11 warriors work intensively with you and train you in a single day. If you pay only 200 GP, he will dedicate 1 warrior to work with you and it will take 2d6 days. Only four days have passed in game time. Kazan and Basil's events are happening on the night of day 4. Paying Hamza 1100 GP would guarantee that you have learned your weapon proficiency by the night of day 4.
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Post by venger on Apr 24, 2010 21:52:58 GMT -5
Should probably wait to see what magical weapons we are rewarded with for returning the missing bride before choosing a new weapon proficiency.
Besides, Alfred is a longbow specialist (with a +1 strength bow??) and already has Teodor's dagger +1/+4 vs. undead. There isn't a better magical weapon available.
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Post by Friedrich on Apr 24, 2010 22:13:34 GMT -5
Thanks for the reply Dana. I'll just get the pale robes for now. Should probably wait to see what magical weapons we are rewarded with for returning the missing bride before choosing a new weapon proficiency. Besides, Alfred is a longbow specialist (with a +1 strength bow??) and already has Teodor's dagger +1/+4 vs. undead. There isn't a better magical weapon available. I think we need to add "the wise" to Renslsaer's title. That + 4 vs undead sound kinda sweet. I'll hold off on training in anything new until we see what turns up under this Oasis.
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Post by Wolfgar on Apr 26, 2010 8:21:06 GMT -5
So going back in was the right call. They were clearly on their way out of there. We forgot to look in the door to the right of the prison. Can we look there now? If time permits before the morning, Kazan will cast Detect Magic and walk through the complex. He will concentrate on wizard's room, the guild master's room and the rooms where we fought the drow. He will make sure all doors are open so that he doesn't waste time moving from room to room. He will also carry the books from the wizard's room back to the Wayfarers' Inn. Time permitting he will leaf though them. The gold we traded Thurnas was the giant hunks from the sandmen. Had the hunks been broken into smaller pieces to be carried by the bugbears? There shouldn't have been any Northern coin in the mix since we supplemented the gold hunks with platinum from the Pharaoh's tomb. Kazan will use Mend to repair the critical hit to his Bracers. Questions for the prisoners: - Where is Princess Shadalah?
- What do you know of the Star Gems?
- What is beyond the steel door?
- Where is the key to open it?
- What is down the unexplored passages?
- Why are the drow here?
I'll confirm with Tolnus the directions to Crypt of Badr al-Mosak and the Skysea we received from Thurnas.
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Post by Ginger on Apr 26, 2010 9:39:13 GMT -5
We should also ask the drow about the Efreet and his army. Additionally, if they and/or Thurnas have been collaborating with anyone else in the Oasis.
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Post by venger on Apr 26, 2010 9:46:47 GMT -5
Questions for the prisoners: - Where is Princess Shadalah?
- What do you know of the Star Gems?
- What is beyond the steel door?
- Where is the key to open it?
- What is down the unexplored passages?
- Why are the drow here?
I'd like to add to that list: Are there more prisoners/slaves, if so, where are they? Where have those taken captive been sent? Where was this caravan bound? Who is behind this operation? Where are they located? Who freed the Malateth? Where is the Malateth? Anything you'd like to share about the Malateth? WTF dark elves? If possible, we want to Speak w/Dead on Thurnas Netmaster ASAP, right? I'm not sure cutting off his head is a good idea, I don't know what the local customs are as pertains to speaking with/dismembering the dead, maybe the Sheikh wouldn't like that, etc. Between our three clerics we get 7 questions. Rensslaer wants: Where is Princess Shadalah? Where have those taken captive been sent?
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Post by Ginger on Apr 26, 2010 10:21:13 GMT -5
Speak with Dead is an excellent idea. Also, "What was your plan to kidnap the Princess?" "Do you know where the three wizards have gone?" "Do you believe they had anything to do with her kidnapping?"
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Post by Ginger on Apr 26, 2010 10:23:18 GMT -5
I have a Death's Door to cast on Tolnus, assuming that will help restore some of his functionality.
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Post by Dead Greyhawk on Apr 27, 2010 6:40:58 GMT -5
I have a Death's Door to cast on Tolnus, assuming that will help restore some of his functionality. Just clarifying that you have both a death's door and a speak with dead available to you? Morvan has a 3rd level slot (dispel magic) left, so he can rememorize to speak with dead.
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Post by venger on Apr 27, 2010 6:47:26 GMT -5
Rensslaer also has a Dispel Magic left which he would be converting into the Speak with Dead.
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Post by Dead Greyhawk on Apr 27, 2010 6:57:14 GMT -5
Kazan chooses to search through the complex rather than interrogate the dark elves. He'll have to rely on the others to extract information. We forgot to look in the door to the right of the prison. Can we look there now? Sure. The room is 20 feet square. Bunks line the walls and a table stands in the middle of the room. No other exits are visible. The bunks are in disarray and a large paving stone has been removed from the floor, showing a two foot deep by three foot square cubbyhole. It is empty. Spare shirts and robes are strewn about the bunks. If time permits before the morning, Kazan will cast Detect Magic and walk through the complex. He will concentrate on wizard's room, the guild master's room and the rooms where we fought the drow. He will make sure all doors are open so that he doesn't waste time moving from room to room. The metal door with the jackal head in the room where you fought the dark elves radiates magic. One vial of black material found in a drawer of the magic-user's desk radiates magic. Three sheets of vellum and a series of quills are next to it, so it is likely to be spell ink. He will also carry the books from the wizard's room back to the Wayfarers' Inn. Time permitting he will leaf though them. The books seem generally to be historical books about the Age of Wonders when the Archmage Martek advised the pharaohs. It appears the magic-user was interested in possible hiding places for the star gems. You again find references to the Crypt of Badr Al-Mosak but also a series of notes indicating that the Star Gem of Khan-pelar was buried in the ruins beneath the "everlasting palm." The magic-user's notes seem to suggest that this is a reference to the White Palm. The gold we traded Thurnas was the giant hunks from the sandmen. Had the hunks been broken into smaller pieces to be carried by the bugbears? There shouldn't have been any Northern coin in the mix since we supplemented the gold hunks with platinum from the Pharaoh's tomb. My bad. No northern coin. The large hunks appear to have been melted and recast into flat bars. The bars are heavy, about 100 GP each. The platinum coin is recovered as platinum coin. Kazan will use Mend to repair the critical hit to his Bracers. Ok.
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Post by Dead Greyhawk on Apr 27, 2010 7:21:34 GMT -5
The clerics are faced with a choice: start praying now or question the prisoners. Since everyone expects the sheik to show up soon, they begin with the living and hope to hold onto the dead for later. Basil, Rensslaer, and Morvan show few ethical qualms about injuring any of the prisoners, and the prisoners appear willing to answer questions to extend the length of their lives. You provide the image of appearing to give concessions, such as turning the prisoners over to the Sheik, in order to secure the cooperation of the prisoners. The Symbayans who were subdued have regained consciousness on their own. The dark elves who were not subdued require their wounds bound. Basil talks to the Symbayans. The dark elves appear to speak the language of the City States, much to Alfred's frustration, but Zinc keeps up a running translation for him. The dark elves are remarkably chatty, as if they are trying to justify keeping themselves alive. Each question and answer takes about two minutes. The sheik will arrive within the half hour. Thus, 15 questions can be asked of the dark elves and the captive Symbayans before the sheik interferes. You assume you can question Tolnicus at will. Zinc starts the questioning of the dark elves. 1. We should also ask the drow about the Efreet and his army. Zomara, the woman, has heard about the Malatath, the army of undead the Efreet has gathered together. She wishes she knew how he did so, since Efreeti are not normally commanders of such energies. She would like to be able to gain access to a large army of undead for her own purposes! Regardless, neither she nor Kalitrates, her leman, have seen or spoken with the Efreet. She opines that the Efreet seems to have a hatred of humans. 2. Additionally, if they and/or Thurnas have been collaborating with anyone else in the Oasis. Zomara and Kalitrates have done all of their dealings with Thurnas and his lackeys. They were unconscious when brought through the warehouse, where the dead are. Unfortunately, they cannot say whether all of Thurnas's lackeys who have seen them have been slain by the Champions. Rensslaer takes over with his questions. He doesn't see any additional information about the Malatath coming from the dark elves. 3. Are there more prisoners/slaves, if so, where are they? Zomara claims they have nothing to do with the slaving operation or the holding of any prisoners. Rensslaer doesn't ask the follow up questions on slaving of her. Zomara claims that she and her leman, assisted by her bugbear levies have been chasing three dangerous wizards and their followers. Her superiors have identified them as breaking the world and searching for some massive orb of power that will wreak havoc on space and time itself. Zomara and Kalitrates traveled from the east, over the Skysea, chasing the wizards, who continually avoid and mislead her best efforts. Zomara and Kalitrates were the least of the dark elves sent after the wizards and are the only ones to have survived the encounters with them. Zomara and Kalitrates tracked them to this oasis, only to find that the wizards had already left in haste. Zomara and Kalitrates were able to recover the belongings the wizards left behind. Among these were books in the language of the Land of Sand detailing the location of the Star Gem of Khan-pelar as under the Oasis. Zomara struck an uneven alliance with Thurnas to explore under the Oasis in order to determine if the wizards had recovered the star gem, and thus would not be returning, or had not, and thus would be returning. If the wizards were returning, Zomara could set an ambush for them. The bugbears had only yesterday tunneled into the underground chambers, which Zomara describes as musty and dust-covered, and Zomara and Kalitrates had not yet had an opportunity to fully search the area. Zomara takes this opportunity to offer her and her leman as lesser allies against the wizards and in the search for the star gem. She acknowledges that the Champions are much stronger than they are and would be willing to pledge her and Kalitrates subservient behavior on the name of her deity.
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Post by Wolfgar on Apr 27, 2010 7:56:26 GMT -5
Kazan chooses to search through the complex rather than interrogate the dark elves. He'll have to rely on the others to extract information. Someone should ask the questions Kazan does not have time to ask. The metal door with the jackal head in the room where you fought the dark elves radiates magic. One vial of black material found in a drawer of the magic-user's desk radiates magic. Three sheets of vellum and a series of quills are next to it, so it is likely to be spell ink. He will take the ink, vellum and quills. The books seem generally to be historical books about the Age of Wonders when the Archmage Martek advised the pharaohs. It appears the magic-user was interested in possible hiding places for the star gems. You again find references to the Crypt of Badr Al-Mosak but also a series of notes indicating that the Star Gem of Khan-pelar was buried in the ruins beneath the "everlasting palm." The magic-user's notes seem to suggest that this is a reference to the White Palm. I am worried that the star gem is close by and we will have difficulties searching for it once the Sheik takes command. Somehow we need to convince the Sheik to allow us to complete the search under the Sandvoyagers' Guild. Sounds like a job for Basil. Or maybe Basil could go with the Sheik's men as a representative for Tolnus. The soonest most of us will be ready again is the next night but Basil and Alfred could go now. Partnering with dark elves sounds dubious. I don't even know how much of their story to believe. Another way we could access under the Guild is if Basil used Stone Shape to open a passage. I would have to look at the map but we may be able to poke through from the Inn.
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Post by Ginger on Apr 27, 2010 8:19:58 GMT -5
Detect Lie will work on a drow, since the spell affects the caster and not the person lying. We could volunteer our services to the Sheik for when he interrogates them, since no one has that spell memorized now. I agree that we should definitely not trust them and hand them over to the rightful authorities. I have a Death's Door to cast on Tolnus, assuming that will help restore some of his functionality. Just clarifying that you have both a death's door and a speak with dead available to you? Morvan has a 3rd level slot (dispel magic) left, so he can rememorize to speak with dead. I have a Speak with Dead, Death's Door (and Dispel Magic!) still memorized. It's funny how you end up with a lot of spells when you spend a long time in melee, paralyzed or unconscious.
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Post by venger on Apr 27, 2010 9:00:46 GMT -5
New campaign, same old prejudices. Clearly these "dark elves" have knowledge about the Star Gems and the wizards, and just off their story they don't sound like bad guys. Why are we so keen on turning them over to the Sheikh who is most likely lawful evil?
Maybe they're chaotic good bizarro-drow. We need a Know Alignment, stat. Can Morvan do this while Zinc and Rensslaer interrogate?
Three of the questions that Kazan wanted to ask don't seem really useful considering the information we've already heard:
We've asked 4 questions, we have 11 questions left-- I'm going with 2 of Kazan's and 3 more of my own-
For the drow: What do you know of the Star Gems? Who are these world-breaking wizards? Who are your superiors?
For the Symbayans: Where is Princess Shadalah?
For the bugbear: Why are the drow here? (attempting to independently corroborate their story)
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Post by Ginger on Apr 27, 2010 9:46:44 GMT -5
The drow shot first. We specifically and repeatedly asked them to surrender, so they could have parleyed with us after it was clear we were not the 3 wizards they sought. They have bugbear henchmen, they're evil. If the Sheik judges that they are not his enemies, maybe we can work with them in a very limited way. After all it appears Thurnas found them unconscious (or beat them into unconsciousness?) and brought them into his warehouse. They might not have committed any crime against the Sheik's law.
Additionally, the temple of Set is in the Sandvoyager's guild, and thus the Shiek might not be able to bar us from exploring it. Maybe we can offer our services, since the new/old guildmaster will need help since his guys are dead.
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Post by venger on Apr 27, 2010 10:05:31 GMT -5
The drow shot first. We specifically and repeatedly asked them to surrender, so they could have parleyed with us after it was clear we were not the 3 wizards they sought. We did sort of sneak-attack their compound and murderize their bugbears. Can't really hold this against them. They have bugbear henchmen, they're evil. But this is a great point that I cannot argue with. Still it would be nice to have drow magic resistance on our team for a change. After all it appears Thurnas found them unconscious (or beat them into unconsciousness?) and brought them into his warehouse. They might not have committed any crime against the Sheik's law. They were unconscious when brought through the warehouse, where the dead are. Unfortunately, they cannot say whether all of Thurnas's lackeys who have seen them have been slain by the Champions. They were unconscious when WE brought them through the warehouse, so they couldn't identify the dead bodies littering the floor as collaborators. I do not believe they are suggesting Thurnas found or rendered them unconscious. We can always give him more treasure. That Star Gem is in there somewhere.
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Post by Ginger on Apr 27, 2010 10:10:53 GMT -5
Ok, I was thinking that they were defeated and left for dead by the 3 wizards who killed their drow allies. BTW, if these 3 wizards smacked the tougher drow who accompanied these 2 (and presumably a ton of bugbear henchmen), how the hell will beat them?
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Post by Wolfgar on Apr 27, 2010 11:09:55 GMT -5
Zomara claims that she and her leman, assisted by her bugbear levies have been chasing three dangerous wizards and their followers. Her superiors have identified them as breaking the world and searching for some massive orb of power that will wreak havoc on space and time itself. Zomara and Kalitrates traveled from the east, over the Skysea, chasing the wizards, who continually avoid and mislead her best efforts. Zomara and Kalitrates were the least of the dark elves sent after the wizards and are the only ones to have survived the encounters with them. It is said that Martek used his Sphere of Power to do the deed. The Sphere must be a marvelous object, for it could do many wonderful and terrible things-even rewrite the history of events that had already happened. New campaign, same old prejudices. Clearly these "dark elves" have knowledge about the Star Gems and the wizards, and just off their story they don't sound like bad guys. Why are we so keen on turning them over to the Sheikh who is most likely lawful evil? I have figured out who the three wizards are... Winthrop, Dell and Samantha! Greyhawk must be on the far side of the Skysea. They are looking for the Orb of Power in order to change history and rescue the party!
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Post by venger on Apr 27, 2010 12:12:30 GMT -5
Clearly that can't be the case because these three wizards DEFEATED the drow and didn't just teleport away leaving their friends to suffer and die horribly.
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Post by Ginger on Apr 27, 2010 12:36:09 GMT -5
I was about to write that Josh wrote the funniest thing ever, but Eddie might have topped it.
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Post by Dead Greyhawk on Apr 27, 2010 20:08:13 GMT -5
Basil takes Rensslaer's questions and puts them to the Symbayans. No. The incoming caravaneers, who bring items to be sent by sandsled back into the Symbayan Caliphate, are seeded with slavers. Individuals captured at oases, snatched from other caravans, or taken from the Thune Dervishes are smuggled to the oasis. They are then loaded into the crates prepared on the sandsled.
All of the captives are sent further south and west, into the Caliphate.
The sandsled makes a series of stops. Only Tolnus knew the exact route.
The guards do not know the details of the operation. Tolnus led them, and he arranged their payment.
Based on the replies, you don't ask the 5th question regarding their location.
The Symbayans swear they don't have Princess Shadalah. They claim that they were hired by worshipers of the old gods, namely Set, to snatch Shadalah and help overthrow the Sheik. Tolnus hired outside help, and they were to distract the guards, but the worshipers of Set moved first! Before the slavers could take Shadalah, she disappeared in flames and confusion. The cultists have clearly double-crossed the slavers, and the slavers would likely have left the oasis on the sandsled even if the Champions had not interfered.
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Post by venger on Apr 27, 2010 20:28:17 GMT -5
The Symbayans swear they don't have Princess Shadalah. They claim that they were hired by worshipers of the old gods, namely Set, to snatch Shadalah and help overthrow the Sheik. Tolnus hired outside help, and they were to distract the guards, but the worshipers of Set moved first! Before the slavers could take Shadalah, she disappeared in flames and confusion. The cultists have clearly double-crossed the slavers, and the slavers would likely have left the oasis on the sandsled even if the Champions had not interfered. Damn it. I'm assuming the cultists are the guys who meet in the monolith, led by Korus. And I'm assuming they don't have the princess either.
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Post by Dead Greyhawk on Apr 27, 2010 20:39:39 GMT -5
5. What do you know of the Star Gems? Zomara says she knows of the Star Gems only from the writings recovered from the three wizards campsite. They are items of power from an Arch Mage who caused his own people to be broken and destroyed. The Star Gems were the keys to reach his power, according to the writings. 6. Who are these world-breaking wizards? The wizards are named Trifakas, Sardok, and Pawnis. Two are humans, but the other travels cowled and protected from the sun and sight. Zomara knows little of their past. Her leader, Urlryn, had communed directly with their deity and knew much, but Zomara only knew that they had profaned the Lady of Spiders temples and lands. Urlryn had the bugbears resurrect a Skyskate, what the sandsleds mock, and Urlryn's swarm outpaced the wizards as they crossed the endless sky. Urlryn set an ambush at the City of the Phoenix and attacked the wizards and their minions. The wizards sacrificed many of their minions and fought with amazing ferocity. Urlryn was cut down as were her sister and her sister's three thralls. Zomara and Kalitrates retreated with the bugbears and followed the wizards at a distance, hoping for another opportunity to strike, perhaps this time with allies. The oasis seemed to be the best opportunity. Unfortunately, events overtook them, and the wizards were gone before Zomara and Kalitrates had established their base with the slavers. 7. Who are your superiors? Urlryn was Zomara's superior. Now Zomara operates alone.
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