Company of the Red Kestrel (1/8/2004 - Confrontations)

Rogue's Gallery Update - Roark and Arla

Did you know there is a Rogue's Gallery thread that goes along with this story hour? Check it out - I've added stat blocks for some nasty villains, Roark of Amory and his cohort, Arla.

These villains haven't appeared in the campaign yet, but the Company of the Red Kestrel is aware of Roark's existence, and Brogun in particular has expressed a desire to seek him out.

I might be a bad person, but I'm secretly hoping that the PCs do encounter my villains, so I can use Roark to kick someone's ass!
 

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I've added another NPC to the Rogue's Gallery thread. This time it's someone who will be helpful to the Kestrels. But they'd better not piss her off: she's potentially deadly in a fight.
 

Interlude: Nasir

Nasir al-Faraj turned his head and spat. He watched the spittle descend in a perfect arc from his position atop his horse to the dusty plain below.

Taking the spear from those so-called Kestrels has been easier than he’d thought. Of course, that idiot Heysek had to go and get himself killed, but Nasir didn’t mind. He’d never liked Heysek much, anyway. Besides, this way Nasir could claim to have done it all himself. The boss would be happy with him – might even grant him a boon.

Nasir scowled. He should’ve been there in Bellhold. What a foul up: everyone dead or driven off; the Dragonstone destroyed; the Kestrels triumphant. But not so triumphant now – not when Nasir had plucked the prize from that Herbalish scout’s hands like picking a flower.

The whole damn organization was nuts for this spear. Nasir contemplated it for the hundredth time. It was pretty to look at, he had to admit, but so light that it seemed unfit as a weapon. And Nasir couldn’t figure out why the tree-creature had been so enamored of it; dryads were normally pacifists.

He spat again. The horse puffed out its flanks, then sighed, the air rustling its lips. Nasir sneered and dug in his heels: time to make haste.

= = =

Nasir’s horse died outside of Kadan. One minute he was riding along; the next, the stupid animal had collapsed to the ground, sending its rider sprawling away in alarm. Nasir berated the creature for several minutes before realizing it was dead. “Pestilence take your soul!” he cursed.

He had to walk – walk! – into Kadan carrying the spear, wrapped in his horse blanket. Always had to be on guard in these Cloeasian cities. But no one seemed to care about a single badly sunburned ranger keeping to the shade of the buildings while working his way through the city.

About half a day outside of Vakar, at the unnamed oasis that served as a meeting place for those on the road to Casiorn, Nasir came upon a roadside archery contest. He handily beat the bumbling farmers and hunters who were taking part, but declined the prize – some dumb bow – instead opting for one of the contest organizer’s horses. Mounting up, Nasir galloped westwards.

= = =

It was dry. Dry as a gods-damned bone. The whole place was called the Dry Main. So why the hell did Nasir have to wake up every morning surrounded by scrub-brush and tangly grasses? He couldn’t figure that out. Maybe that Herbalish scout had put some kind of curse on him during the battle.

Nasir shrugged. At least the horse would have something to eat.

= = =

Finally: Casiorn. Nasir hated the city. Emerald of the desert, my ass, he thought to himself. More like costume jewelry.

The hulking Sharnazim at the gate gave him some lip, and started to make real trouble when he foolishly tried to bribe them. Stupid, stupid, stupid. The Sharnazim were all religious fanatics and ascetics. They made perfect guards: single-minded to the point of obsession. Fortunately for Nasir, however, they weren’t too interested in a lengthy discussion – not when half of Magnamund was lined up outside the gates, waiting to get in for the games.

Finding the boss wasn’t easy in a city as big as Casiorn. It actually took Nasir two-and-a-half days before he could safely make contact. Of course, the boss wasn’t exactly advertising his presence; not with the chance that the Kestrels would find out. Nasir assured the boss that he hadn’t been followed, but the boss laughed and told him your feeble herbcraft is hardly enough to deter a determined tracker.

Nasir shrugged. He didn’t care. The boss needed him around, and that was enough. He’d cool his heels in this stinking city for as long as it took. He hoped the Kestrels did show up. Because this time he wouldn’t be charged with taking something from them.

This time he’d kill them.
 

The Chase

It took the Company of the Red Kestrel an entire day to recover from the Cener ambush that had deprived them of the Shard of Gareth. Brogun called upon the power of Kirabá time and time again to undo the debilitating effects of the poison on Kell, Otieno, and Ilthian the dryad.

The latter was exceptionally distraught over the loss of the Shard. She withdrew into her tree and refused to re-emerge despite Kell’s entreaties.

“We shall recover the Shard and return it to the forest,” Kell promised. “You have my word on that, Ilthian.”

But the dryad did not believe him. “You will use its powers for your personal aggrandizement,” she said sadly from within her oak.

Kell sighed. At times, his patience with the creatures of nature was sorely tested. In any case, he had days and days of hard work ahead. Tracking the Cener ranger who had carried off the Shard would not be easy, for that foe was not only experienced in woodcraft in his own right, but could periodically obliterate his trail with magic. There was no time to lose.

= = =

The Herbalish turned to his companions. “I was going to ask you to make the hard choice to abandon your heavy armor and weapons in the interest of speed,” Kell began.

Brogun, panting slightly, said nothing. He contemplated the teachings of Kirabá.

“A true warrior’s faith is his armor, his devotion his shield.” Kednor intoned the words in his rumbling baritone. But Brogun was not sure he agreed. He would rather have a suit of plate between himself and the enemy than rely on faith and devotion.

Seeing the look of consternation on his companion’s face, Kell chuckled. “Fortunately for your dwarven pride, there is no need for such drastic measures. See these? Hoofprints. Our quarry is mounted.”

“Then we will never catch up to him,” Brogun groaned.

“We will not,” Kell agreed. “Indeed, he will pull away from us more and more each day. However, in our advantage is the fact that he has not been using pass without trace to lose us.”

“Why not?” queried Brogun.

Kell shrugged. “I cannot say. Perhaps he has been saving his magic for other uses. Perhaps he underestimates my tracking skills.”

Brogun huffed. “How could anyone do that?”

Otieno, who had listened to the proceedings in silence, broke in. “Or perhaps he rushes towards a destination and does not care that we follow.”

Brogun spat on the ground, provoking a wince from Kell.

Otieno continued. “Since exiting the forest, we have headed towards the Rymerift. There are only two crossings: at Port Bax and at Ryme. As his trail had led south of west, we can deduce that he intends the latter.”

“Unless he plans to use a boat to cross,” Kell pointed out.

“I have heard,” Otieno mused, “that those well attuned to magic can cause distant places to appear to their inner sight.” The Vakeros sorcerer looked pointedly at Brogun. “Distant places or - people.”

The dwarf frowned. Clearing his throat, he said, “Kirabá has yet to grant me such a boon.”

“Perhaps if you had focused your energies upon serving your god instead of learning how to chop things into smaller pieces, you would be able to cast this spell,” said Kell.

Brogun growled. “And perhaps if you had kept a better grip on the Shard of Gareth—“

“Enough.” Kednor’s deep voice cut short the argument. “The trail leads towards the Rymerift, correct?”

Kell nodded.

“Then we follow it.”

“And when we reach the water?” Kell queried.

Kednor slowly turned to look at Brogun, then returned his gaze to the ranger. “Then you shall see what faith in Kirabá makes possible.”

= = =

Upon the banks of the Rymerift, Kednor knelt and prayed to his god. When he arose, he touched each of his companions in turn. Then, leading the way, Brogun strode across the rushing water as if it were solid ground.

Once they had reached the opposite shore, Kell knelt immediately to look for tracks. After studying the earth for several minutes, he looked up, pointed southwards, and set off at a slow jog.

= = =

Kell finally lost the trail on the road outside Kadan, near the body of a half-eaten equine.

Kell grimaced. “He rode his horse to death.”

“I thought you said he was a druid,” Brogun said. “Don’t druids care for animals?”

Kednor scowled. “Not the Cener.”

= = =

The rolling, wooded countryside of southern Durenor had given way to the arid, scrubby hills and low mountains of Cloeasia. During the daytime, the temperature reached 80 degrees or more, and the dwarves at last consented to remove their heavy armor. Remove, but not abandon, for each now carried his mail in a bundle upon his back rather than wearing it.

Traffic upon the road was sparse. On one occasion, the Kestrels overtook a merchant caravan bound for Ferufezan. The dour mercenaries who guarded the train of camels and wagons shook their heads negatively when questioned, and motioned the adventurers away.

Unexpectedly, it was Otieno who persisted in questioning the wary soldiers-for-hire. The Vassagonian sorcerer smiled at the men, spoke to them in their native language, and offered them water - the traditional hospitality of the desert regions. At last, after hours of gradually less strained conversation, Otieno returned to his companions.

“A lone rider, his horse in a lather, passed by four days ago. He asked about the road between Lujar and Vakar.”

Kell’s eyes gleamed at the news, and he clapped Otieno on the back. “Well done!”

The sorcerer bowed theatrically.

= = =

Without Brogun’s ability to create food and water, they would have been dead. But the dwarven cleric was able to bring forth a limitless supply of nourishing, if bland, edibles. And it was the water more than anything else that sustained them.

On Kell’s advice, they began traveling by night. It was simply too hot during the day to do more than seek what little shade was provided by the scraggly toa trees that grew in sparse patches near the road. This was high summer at the edge of the Dry Main, and only fools or heroes dared travel during it.

At Vakar, Otieno’s knowledge of local customs was once again essential. A half-day spent in that town’s simple house of worship provided yet another lead: their quarry had passed through some ten days prior, bound for Casiorn.

“By Kirabá’s beard!” Brogun swore. “I weary of this chase.”

“You thought the adventuring life would be more glamorous, eh, Brogun?” Kell teased.

“No,” the dwarf said slowly, “but I thought it would be less… exhausting.”

= = =

It was at the oasis near Casiorn that the Company of the Red Kestrel came across the same traveling archery contest in which Nasir had taken part. For the Kestrels, Kell was the obvious choice to compete.

The first part of the contest was easy: firing arrows at a moderately distant target, attempting to achieve a minimum score in order to advance. Kell breezed through that portion of the event, as did one other: a tall man with rugged features, a hunter from the Bone Hills to the north, who bore a longbow of orange toa-wood.

The hunter nodded his head and spoke in a gruff voice. “Altan.”

“Kell,” replied the ranger. He had observed this stranger, and seen that the man’s skill with his chosen weapon was formidable. It would be a difficult contest.

Kell grinned.
 

Casiorn

The Silver Bow of Duadon was carved from the rare wood of the silver oaks that grow in central Magnamund. The Silver Bow’s complete lack of markings make it impossible to determine its age, and it seems to resist normal wear and tear. It is an equisitely crafted weapon, so well made that its accuracy is noticeably better than normal. When its string is drawn, the bow seems to hum slightly in an almost subliminal fashion.

This weapon is presently borne by the Herbalish scout known as Kell, of the Company of the Red Kestrel.

= = =

The City-State of Casiorn rises out of the Dry Main like a vision within a mirage. Everywhere one looks, one sees gleaming gold and silver domes, pristine white minarets, lush stands of trees. For High-Mayor Kordas, whose personal fortune is rumored to exceed one million Gold Crowns, spares no expense in the maintenance and beautification of his city.

Casiorn also houses a famed arena, known colloquially as The Veins, after the red striations that run through the marble from which it is built. This arena is the site of a neverending panoply of games, ranging from gladiatorial combat to spell duels to great battles pitting savage beasts against condemned criminals. Travelers from across Magnamund come to observe, bet on, or even participate in the games — for it is said that even a slave can earn his freedom and his fame on the burning, blood-soaked sands.

But away from the High-Mayor’s palace and The Veins; outside the ring of carefully planned streets, piazzas, and fountained parks; away from the center of the city, Casiorn sprawls groaning under the burning sun.

Beggars, their flesh rotting from Limbdeath, accost those who travel the streets on foot. Gangs of fatherless children act out the law of the jungle upon a desert stage, proving again and again that makeshift weapons kill as readily as those crafted of steel. Holy men, seers, and lunatics jostle for space along the busy thoroughfares, screaming imprecations at each other from opposite corners. Alchemists and quacks compete to see who can sell liquid remedies the fastest, with skullcapped magi looking on through heavy-lidded eyes.

Everywhere the smell of incense burns cloying in one’s nostrils, but the stench of the garbage heaped in piles and alleys is worse. Above all there is the noise: the calls to prayer, the imprecations of disappointed beggars, the haggling, the squabbles, and the clink of money changing hands.

This is Casiorn, Emerald of the Desert.
 
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Random Urban Encounter #17

The Kestrels gained entrance to Casiorn and found their senses assaulted by the sights, sounds, and smells of the city. They didn’t quite where to begin, so they headed towards the center of the city and a large marketplace… just in time to run into a manticore that had escaped from its transporting cage.

Leaping into action, the Company handily defeated this beast, hampered as it was by still being chained to its cage. Immediately afterwards, an excited boy scampered up to the party. His clothes, although dirty, were of better than average quality, and he wore an oversized athletic training belt cinched tightly around his waist.

“Wow! That was great!” the youngster gushed. “You must be mighty adventurers! You’ve got to come help Akevi and the gladiators. Everyone keeps dying! Even the Golden Shambler died!” The boy absently touched the training belt as he said this.

“Slow down there, youngster,” Brogun admonished. “I am Brogun Rhumenheim, Priest of Kirabá. What is your name?” The dwarf grinned, trying to look friendly; Kell winced.

The boy took a step back, then seemed to rally his courage. “I’m Short Fang!” he announced, striking an exaggerated pose as he did so.

= = =

[Note: the following is based on a Dungeon magazine adventure, “Pandemonium in the Veins”.]

[Also note that, because I am so far behind in this story, I will give an extremely brief account of what has happened. The players actually spent many sessions embroiled in this adventure, and to write them up in full detail was too daunting of a task for me.]

Short Fang led the Company of the Red Kestrel to the Casiorn arena. There, the party made the acquaintance of several notables:

Muammar Hafiz, the arena’s commissioner, was a fat, oily man, always huffing and puffing, and spraying spittle when he talked. His bejeweled fingers and turbaned head seemed to indicate that The Veins were a profitable enterprise. After testing the adventurers’ battle prowess and vetting them as gladiators, Hafiz proceeded to ignore them.

Volpone Venazzi, a big brute of a man, was the leader of one of the gladiatorial stables, known as Sand Net. Volpone wore gleaming, bronze-colored plate armor and carried a huge sword strapped to his back, and a spiked mace at his belt. He glowered at the Kestrels.

Only Akevi Vemyr treated them with courtesy. She invited the adventurers to join her stable to replace some gladiators who had recently died under mysterious circumstances. Indeed, Akevi offered the Kestrels a substantial sum of money if they could determine who or what was behind the deaths.

= = =

Over the course of several days, the Kestrels established themselves as a gladiatorial team to be reckoned with. They defeated many foes, hoping to make a name for themselves and secure an invitation to the High-Mayor’s palace. For Kell had learned that the Shard of Gareth was indeed in Casiorn - and the Kestrels were determined to reclaim it.

Meanwhile, the Kestrels began to uncover signs that someone was poisoning the gladiators. It seemed that a performance-enhancing drug was sweeping through both stables (although hitting Akevi’s hardest), leading to addiction, gradual weakness when not drugged, and eventual death. But who was behind this? Some signs pointed to Hafiz, although it seemed nonsensical that he would ruin his own business. Other hints seemed to indicate that Volpone was behind the deaths; he had detected as evil, and insulted the Kestrels at every turn, but those facts in and of themselves didn’t make him the culprit.

All that was certain was that someone at the arena was ordering vast quantities of fararja leaf, an herb with a strong mint-like smell. The Kestrels had detected this smell on the breaths of some gladiators they fought, concluding that faraja leaves must be an ingredient in the mysterious and lethal drug.

= = =

Other problems arose as well. One day, the Kestrels were summoned to a meeting at a seedy inn, where they were greeted by Dothar, a Knight of the White Mountain whom they had met in Durenor. Dothar said that he had been ordered by Eluchir the Truthspeaker to recover the Shard of Gareth, and was prepared to give the party 10,000 Gold Crowns to use in that endeavor. Brogun wanted to use the money to purchase the Shard from High-Mayor Kordas, but Kell was unconvinced. The Herbalish didn’t like the fact that the Knights of the White Mountain were now calling themselves the Knights of Truth; he felt it smacked of totalitarianism.

Furthermore, Kell had been approached by another druid nicknamed Oakarms. This fellow, part of a heretical sect called the Redeemers, told Kell some of the powers of the Shard: that it would cause plants to grow uncontrollably and that it could enhance the powers of those attuned to nature. Oakarms speculated that the Shard had lain dormant in its shrine atop the White Mountain in Durenor because that aerie was so cold and bleak that the Shard’s powers could not function. In any event, Oakarms hinted that the Redeemers wanted to claim the Shard for themselves, to use its powers for good: for the Redeemers believed that nature’s purpose was to promote goodness.

But Kell also met up with Almar, a high druid of the Herbalish, who came to Casiorn specifically to see that the Shard of Gareth made its way into Herbalish hands. “Pay no attention to Oakarms’ teleological sophistry,” Almar thundered. “Nature has no purpose. The Shard must be returned to the sacred First Tree.”

The confused ranger didn’t know what to make of these competing claims. Certainly, the Knights of the White Mountain had faithfully guarded the Shard for centuries. But then why had Eluchir asked a lone knight to bring it to Hammerdal? And could the renamed Knights of Truth be trusted? What of the Redeemers? It did sound like the Shard could be a powerful force for good… if it could be controlled. Should Kell obey the wishes of Almar, his nominal superior?

Kell’s head ached.

= = =

The Kestrels were summoned to yet another meeting with Dothar. The Knight was fed up with waiting - he wanted results. Brogun explained that after only a few more battles, the group would be famous enough to secure an invitation to the High-Mayor’s upcoming banquet.

“You’d better hope so,” replied Dothar, “because you are not the only ones with an interest in this relic.”

Kell remained conspicuously silent.

On their way back from this meeting, the Kestrels passed through a sleazy part of town.

“Psst! Kestrels!” came a guttural, accented voice. The speaker was a short, extremely sunburned man with an elaborate mustache, wearing a turban.

“Who are you?” Brogun demanded.

The mustachioed stranger sneered. “Let us just say that I have information about a certain… item.” Intrigued, the Kestrels agreed to hear what the man had to say.

“For 500 Crowns, I will tell you the… item’s… whereabouts.”

“We already know that,” said Kell dismissively. The man looked strangely familiar to him - where had they seen him before?

“Ah,” continued the stranger, “you know it is in the High-Mayor’s palace. But do you know where? Or how it is guarded? Or what it can do?”

The ever impatient Brogun tossed a large sack of gold on the ground. “Tell us,” the dwarf grunted.

As the stranger reached for the money, Kell suddenly remembered who he was: one of the Cener assassins who had assaulted them in the forest outside Durenor and stolen the Shard! The Herbalish scout quickly knocked and arrow to his bow and let fly and point-blank range —

— and missed, as the Cener reacted with preternatural speed. “Foolish Kestrels!” he hissed, snatching up the gold and leaping a full fifteen feet up the wall of a nearby building, then began to climb towards the roof.

Kednor whipped out a throwing hammer and tossed it upwards, where it crunched satisfyingly into the Cener’s back. At nearly the same instant, Otieno finished the words of a spell, unleashing a scorching ray that struck their fleeing enemy right in the back, burning him horribly.

Kell shouldered his bow and began to climb as well. “Surround the building!” he yelled. “Don’t let him escape!”

Each of the dwarves ran to one side of the building, while Otieno took up position in an adjacent alleyway and readied another spell. As the sorcerer craned his neck upwards, he caught a glimpse of the Cener bounding across the gap overhead. Arcane energy streaked out from Otieno’s fingers, blasting into his target, who completed his leap by falling heavily onto the roof of the next building.

Kell saw Otieno’s magic missiles strike home, saw his quarry pitch headlong into the dust and grit that lined the flat roof across the alley. Racing toward the gap, Kell propelled himself off the edge of the roof.
 

When In Doubt, Sow Confusion

Kell saw Otieno’s magic missiles strike home, saw his quarry pitch headlong into the dust and grit that lined the flat roof across the alley. Racing toward the gap, Kell propelled himself off the edge of the roof —

— and slammed painfully into the side of the nearby building. Kell scrabbled for a handhold, but couldn’t hang on, and fell some thirty feet to the cobblestoned street below, where he lay broken and bleeding.

[DM’s note: It was only 10 feet across the alley, which should have been an easy Jump check for Kell — except that he rolled low and blew it, even with his bonuses. He then needed to succeed on a Reflex save to grab onto the edge of the building, but he failed that roll too.]

Hearing the commotion, Brogun rounded the corner in time to see Kell crumple to the ground and pass out from the pain of his fall (or technically, from the sudden stop at the end of the fall). The dwarven cleric healed his companion, who immediately wanted to go after the assassin.

But when the Kestrels reached the top of the building where the man had seemingly been struck down by Otieno’s magic missiles, they found only some dried blood and a discarded, empty bottle of Laumspur.

Kell fumed. “We had him! We had him, but we let him get away,” he snapped at no one in particular. The others coughed softly to themselves and looked away. Otieno opened his mouth, then shut it and shook his head negatively in response to a quizzical look from Kell.

The ranger wanted to abandon their gladiating, and even set aside their quest for the Shard of Gareth, in favor of pursuing the “despicable Cener.”

Brogun spoke slowly. “No. We have given Akevi our word that we will determine the cause of her gladiators’ deaths. And we have sworn to retrieve the Shard.” He stared up at Kell. “Have you forgotten your vow to Ilthian, the dryad?”

The Herbalish actually screamed in frustration, his voice ringing out through the surrounding slums: “We shall track you wherever you go, Cener. Know that!”

= = =

That evening, the Company discovered another indication of their foe’s prowess. Earlier, Brogun had protected a chest with a glyph of warding and stored some spare gear and money within it. Upon opening it, he discovered a neatly written message.

Kestrels — I desired only to conduct a pleasant business transaction, but you had to resort to violence. So be it. — Nasir al-Faraj

“At least we know his name now,” Otieno pointed out, trying to look on the bright side. [Although inexplicably, the party would fail to act on this information until it was almost too late.]

= = =

Nasir prowled through the bazaar, unconsciously jingling the fat coin-purse at his side. He absently peeled flakes of skin from his sunburnt face, flicking them to the ground, where they were immediately devoured by starving gutter dogs.

The Kestrels had taken him by surprise. He was not used to that. Normally surprise was his ally.

Nasir nodded to himself. She will be again, he thought to himself.

After several hours of searching and inquiring, he located a merchant who could procure for him that which he required: several potions with which to augment his defensive capabilities. A substantial bribe, paid for by the money Nasir had taken from the Kestrels, induced the merchant also to acquire something special: a brooch of shielding. With those protective devices, plus his own ability to cast resist energy, Nasir felt confident he would survive yet another engagement with the so-called Kestrels.

They, on the other hand, would not.

= = =

Some signs of their investigation into the drug-making operation pointed the Kestrels toward Volpone Venazzi, the brutish gladiator and boss of the Sand Net stable. They decided to trail him to his home one night. After an almost comical amount of bumbling around, Kell (using his ring of the chameleon to disguise himself) created a diversion and lured Volpone away. The (lawful good!) dwarves then broke into his house and ransacked it, locating several medals that Volpone had won in the arena, as well as some incriminating-looking papers. Pocketing everything, Brogun and Kednor fled the area.

Kell led Volpone on a merry chase through the city before using stealth to slip away and return to the arena, with the brutish gladiator none the wiser. After the Kestrels re-organized themselves, they headed to Akevi’s quarters to show her the documents.

It turned out that Volpone kept extremely detailed financial records which indicated that he had been systematically skimming money off the top of his stable’s profits. If word of this were to get out, the gladiators in his stable would likely riot and demand their back pay, while Commissioner Hafiz would have Volpone arrested.

“Assuming that fat slimeball isn’t in on it,” Akevi muttered under her breath.

Brogun cleared his throat. “We could blackmail him,” he ventured.

“Who?” Akevi exclaimed in alarm.

“Volpone.”

The room grew so quiet that one could hear the crinkling of the papers as Akevi nervously laid them on her table.

Brogun pressed on. “We tell Volpone that unless he divulges his role in the gladiators’ deaths, we’ll go public with his embezzlement scheme.”

Akevi leapt to her feet and managed to stammer out a warning. “You’d create a total… total…”

“Clusterf--k?” Brogun offered, grinning. He began to warm to the idea. “In the confusion, we can also search Hafiz’s office, and check out that alchemist’s laboratory for good measure. Then we’ll challenge Volpone to a match and finish him off, which should solve everything.”

Abruptly, Kednor’s voice rose above his master’s. “I shall not go along with these criminal acts,” he boomed out. “This is the path to damnation.”


[DM's note: the players took me by surprise, and I had to ad-lib huge portions of the game. Using Kednor to enforce alignment restrictions was my was of reganing control while simultaneously deflecting their attention from my lack of preparation. Hamfisted? Yes. But it worked.]
 

The Dreadwood Wyvern, Part I

Kednor put his foot down, figuratively and literally. “We serve a higher power, Brogun. Order. Discipline. Strength. Those are our watchwords. Not anarchy and deceit.” The cohort glared at his master, eyes flashing.

“And all our efforts to play by the rules have failed.” Brogun was undeterred. He stood chest-to-chest with Kednor, their faces only inches apart. Traces of white spittle began to build up in the corner of Brogun’s mouth as he ranted. “Breaking into Volpone’s house was the smartest thing we’ve done since we got here. Now we know that he’s involved in the drug —”

“We do not know that!” shouted Kednor. “All that we know is that Volpone is cheating his gladiators. This crime is not the same as poisoning them with drugs. Furthermore, we gained that knowledge through theft, making us no better than him.”

“Nonsense!” Brogun roared in righteous fury. “We are better than him. It is our obligation to stop him, by any means necessary.”

Kednor took two paces backward and spat on the ground at Brogun’s feet. “Those words are the words of immorality. There can be no compromise where Goodness is concerned. Our methods must be as pure as our motives.”

Brogun, panting, wiped his mouth with the back of his shaking hand. “Very well, Kednor. We shall do things your way.”

For now, he thought to himself.

= = =

A chastened Brogun returned the documents to Volpone. Or at least most of the documents. The dwarf retained certain key papers that implicated the gladiator, hoping they would prove useful at a later date.

[And the DM began considering imposing penalties for this breach of alignment….]

The Kestrels’ next breakthrough in their investigation came when they traced the faraja leaves to a supplier in the local bazaar. An herbalist named Fra Lorenzo confirmed that he had sold “many shipments” of the strong-smelling plant to Paramezzus Nod, the alchemist who served the Veins as a healer.

The adventurers’ visit to Paramezzus, however, was a disaster. The alchemist refused to let them into his laboratory, and when someone mentioned his son, he began raving and howling. “My son was a god. A god! And she cut him down like a pig. Damn you! Damn your souls to Naar! Get out! Guards!”

Fortunately, Brogun was able to talk his way out of an awkward confrontation with Veins security. But he could not talk the group’s way out of an “impromptu” match pressed upon them by Commissioner Hafiz.

“Oh yes, a most excellent opportunity,” the fat man chortled. “I have been waiting for you to be ready to face one of our most celebrated creatures.”

Kell coughed softly. “What, uh, kind of creature?”

Hafiz laughed, his paroxysms of humor shaking the man’s rolls of flesh. “You shall see, yes? Very soon, you shall see.”

= = =

Brogun, Kednor, Otieno, and Kell stood on one side of the arena, protected from the blazing sun by multiple applications of endure elements. Kell strung his bow and withdrew two arrows from a quiver, fitting one to the string and holding the other vertically between the fourth and fifth fingers of his shooting hand. Otieno took several paces away from the rest of the group and readied a spell: he intended to blast whomever appeared before they could orient themselves. The two dwarves hefted their weapons and stood shoulder-to-shoulder, their philosophical differences forgotten for the moment.

In his luxury box, Commissioner Hafiz heaved himself to his feet and addressed the crowd, his voice augmented by magic. “Ladies and gentlemen, people of Casiorn, esteemed guests and worthy visitors,” he began.

Get on with it, Kell thought to himself.

Hafiz was continuing his introduction. “… know them as Brogun’s Bears!” Scattered applause rippled through the crowd. “Today,” Hafiz whispered, his voice distinctly audible, sounding disconcertingly close, “they face their greatest challenge. A creature so horrible, it once ate twenty men in a night! A creature so fearsome it took an entire day to subdue! I present — the Dreadwood Wyvern!”

On cue, hidden chains beneath the arena floor were cranked, drawing aside a massive trapdoor on the opposite side of the arena. Sand poured down into the opening, and for a moment, there was neither motion nor sound.

Then, with a rush, something burst forth from the aperture. It was a mottled mixture of brown and blue, its hide a mess of warts and bumps. A pair of wings, ugly but functional, jutted from the creature’s back, and they flapped powerfully, bearing it aloft.

The first impression was one of size and bulk: the thing was easily twenty feet long, its wingspan probably half-again that much. Its tail arched up over its back, and ended in a wicked-looking stinger that visibly glistened with venom. Two stubby legs trailed below its body, these appendages ending in thick talons, each the size and shape of a shovel head.

As the Dreadwood Wyvern heaved itself into flight, its head swiveled to take in the creatures arrayed before it: four tasty morsels of flesh. The thing opened its jaws and let loose a deep-throated growl, the sound a mixture of a lion’s roar and a bull alligator’s cough.

In the stands, the crowd’s roar echoed in bloodthirsty appreciation.
 

The Dreadwood Wyvern, Part II

Otieno narrowed his eyes and targeted a scorching ray at the beast. The blistering hot stream of fire streaked outward, but the Dreadwood Wyvern twisted in mid-flight, evading the spell, which splashed harmlessly against the invisible force-barrier that protected the audience from wayward magic. Kell’s nonmagical ranged assault fared no better, one of his arrows missing completely and a second bouncing off the wyvern’s tough hide.

Meanwhile, Brogun incanted a spell of summoning, drawing upon divine power to bring forth a holy ally to aid in the battle. A gleaming creature appeared in mid-air next to the Dreadwood Wyvern — a strange combination of horse and eagle, its hair and feathers both gleaming white. Yet even as the celestial hippogriff opened its beak to slash at its target, the wyvern plowed into it. The draconic creature’s mighty claws tore into the hippogriff, rending it horribly, white celestial blood raining down upon the sand. The Dreadwood Wyvern then clamped its jaws down upon the hippogriff’s back and neck, chomping through sinew and bone — and then through nothing, as the shattered summonee disappeared back to the heavens.

By Kirabá’s beard! Brogun thought in alarm.

Several paces away on the sand, Otieno pointed a finger at the wyvern. These don’t miss. A pair of magic missiles darted through the air, catching the creature just under its right wing. It growled in pain and dove towards the one who had hurt it.

“Otieno!” Kell shouted, snapping off a shot as he raced towards his companion.* The arrow took the Dreadwood Wyvern in the cheek, and it opened its mouth wide in fury. Even as Kell dashed in front of Otieno, the wyvern snatched at the Herbalish with both claws, tearing through his leather armor, furrowing the flesh beneath. Kell was driven to his knees. He threw up his hands to ward off a further blow, then felt something sharp and hot slide into his upper back.

Kell had been poisoned before, in the fight with Nasir and the other Cener. While that had been painful, it was like a soothing balm compared to the effects of the wyvern’s sting. Every muscle in the ranger’s body clenched spasmodically. “Oh gods, it hurts!” Kell cried out, tears running down his face.**

Meanwhile, Brogun had taken the opportunity to enhance Kednor’s strength with a spell. “When that thing comes near, pound it,” the cleric stated emphatically. Kednor merely grunted in annoyance: as if such a plan weren’t obvious. The problem was that the wyvern showed no intention of remaining on the ground long enough to be vulnerable. As soon as it had stung Kell, it beat its powerful wings once more, rising in the air to hover in place.

The Dreadwood Wyvern threw back its head and shrieked in momentary triumph. If a dumb beast could be said to be playing to the crowd, this one was doing so. In the stands, people surged to their feet, a few shaking their fists in anger, but the majority cheering for the monster. Muammar Hafiz grinned broadly: it looked as though the wyvern would solve the problem of the meddlesome adventurers quite nicely. Yes, quite nicely indeed.

Back on the sands, Kell sobbed in agony. He looked over at Brogun in an unspoken plea for help. The dwarf frowned and shook his head sadly.*** So the ranger did the only thing he could: he knocked arrows to his bow and continued firing at the wyvern circling above. Otieno blasted it with another pair of missiles, then grabbed Kell by the shoulder. “Move!” the sorcerer shouted. “We must take cover.” They staggered over the sand and took refuge under the luxury box that jutted out in an overhang. Kell withdrew a potion of Laumspur and quaffed it, feeling some of the wounds on his torso close. But the horrible fire within his veins continued to rage as the poison worked its way through his system.

Seeing the archer disappear from view, the wyvern turned its attention to the heavily armored short ones. It climbed through the air, attaining some height, then turned on its side, folded in its wings, and dove. Below, Kednor stood his ground, his warhammer held low and to the side, ready to sweep upwards and connect in what the paladin hoped would be a devastating power attack. He stepped forward, and the two combatants crashed together. Kednor swung his hammer up and then down, clipped the Dreadwood Wyvern in the side of the face on the upswing, but missed completely with his second stroke.

The monster tore into its target with jaw, talons, and wing buffets. Its claws punched through Kednor’s armor; its teeth clamped around his head. The wyvern grappled its prey and lifted him into the air, then squeezed its talons. Blood streamed out of dwarven armor, and though Kednor struggled vigorously, even his enhanced strength was no match for the Dreadwood Wyvern’s grappling.

Brogun rushed forward to aid his cohort, but was too late to land a blow on the wyvern as it took to the air. Cursing, the cleric attempted a spell of blindness upon the beast, to no avail.

From under the overhang, Kell steadied himself and took up his bow once more. He gritted his teeth against the poison and took aim. One arrow, then another, shot upwards to strike the wyvern, even as Otieno zapped it again with magic missiles.

The Dreadwood Wyvern had had enough. It decided to put an end to the archers cowering below. First, it squeezed its claws one last time into the dwarf, then dropped him to the sand below. Kednor landed awkwardly — for a moment, the others thought he was dead; but the stolid warrior clambered to his feet, wiping the blood from his eyes. As this was happening, the wyvern flew down towards Kell and Otieno, alighting on the sand in front of them. It slashed at the ranger with its claws, but miraculously missed, merely shredding the Veins banners that hung from the luxury box above.

Kell took a deep breath and fitted another arrow to his bow. He knew he would only get one shot at this. From beyond the wyvern, Kell could hear the sounds of mailed boots upon the sand as one of the dwarves charged forward. To his side, Otieno attempted to cast on the defensive, but the Dreadwood Wyvern swiped out a single talon, smashing the sorcerer into the wall behind.

His feet pounding the sand, Kednor tore across the arena floor. As he did so, he called upon the holy power of Kirabá to smite this enemy. At last the dwarf reached the Dreadwood Wyvern and swung his hammer in a tremendous overhand blow, slamming it into the creature’s spine. Just as the wyvern turned its head to confront this new threat, Kell released his arrow — and the shaft flew true, striking the great beast in the left eye.****

With a mighty groan, the Dreadwood Wyvern crashed to the blood-soaked sand.


* Flavor text only; Kell doesn’t actually have the Shot on the Run feat.
** You’d be crying too if you took 11 points of Con damage.
*** Brogun could not yet cast neutralize poison, and hadn’t prepared delay poison.
**** Sneak attack thanks to Kednor flanking the wyvern.
 
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Very cool arena combat! I believe I'm seeing wyverns used more and more these days. Maybe it's the new version of their poison save as opposed to the Save or Die days of 1e and 2e. Or it could be the cool Wyvern you had to fight in the beginning of Vagrant Story...
 

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