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

Thanks, RuinedOne. The Dreadwood Wyvern is taken from a Dungeon magazine adventure (Pandemonium in the Veins). I did advance it to 10 HD however. :D

As for the wyvern's poison, I'd say that Injury, Fortitude DC 17, initial and secondary damage 2d6 Con is pretty much save or die for many characters. It's an average of 7 Con damage, twice. So if your Con is 14 or lower and you fail the first save, you're probably dead (especially since the second Fort save will be made with your newly depleted Con modifier).

In my campaign, Kell's player is beginning to hate poison. "Great Fortitude is looking better and better all the time," he said. "You could always let your druid friends reincarnate you as a dwarf," Brogun's player smirked in reply. Hee hee.
 

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Brief Interlude: Dellarocca and Zabar

Greetings Zaccarias. Assume you are ready. Will scry, then translocate to your forge. -- Dellarocca

Zaccarias Zabar, dwarven artificer, creator of numerous works of magic including the blade Fulmine, interrupted a hammer blow in mid swing as he received the sending. He fumed for a moment, then mentally formed a reply.

Now not a good time. Axim demanding--

But even as Zabar completed this thought, there was a subtle shimmering in the air.

Michael Dellarocca of the Company of the Red Kestrel stepped out of nothingness into existence. He was clad as usual in an audacious deep blue cloak, the gilded rapier shining at his hip. Upon the first finger of his left hand, Dellarocca wore a plain band of brass.

Zabar eyed it greedily. Strange, he thought, it doesn’t look like much.

Seeing his gaze, Dellarocca smiled. “Yes, this is it.” Without further fanfare, the wizard plucked the ring off his hand and held it forth. “Now where is my item?”

The dwarf sighed and grumbled. With a few arcane gestures, he willed a mahogany chest, inlaid with platinum, to open. Another minor spell brought forth a metal object, some three feet long. Crafted of the finest Durenese iron, it was set with silver from Ruanon. It shone dully in the reflected firelight from the forge.

Dellarocca beamed as the scepter moved silently across the room. He reached out and grasped it. “At last,” the mage crooned, turning the thing over in his hand, examining it from all angles. The craftsmanship was flawless.

“It functions properly?”

Zabar grunted. “You may test it if you like,” he snarled. “But not here!” the dwarf quickly added.

Dellarocca placed the brass ring into Zabar’s outstretched palm. “Our transaction is now complete,” the wizard pronounced formally. He turned away, preparing to cast another teleport. Then, as if a thought had suddenly struck him, Dellarocca looked back over his shoulder at the artificer, who was even now slipping the ring onto a grimy finger.

“Zaccarias. Be careful. He is… intractable.” And with that, Dellarocca disappeared.

The fires roared in the forge as Zabar held up his hand and spoke a single word of power.
 

Joshua Randall said:
Here endeth the adventure Of Sound Mind, with the Company of the Red Kestrel battered but triumphant.
Very well done and a fun read.

I had planned to be running that module with the Silver Moon Adventurers, but made the mistake of mentioning that at a party and a loudmouth replied with "Oh yeah, that's the one where...." followed by three major spoilers, stated right in front of two of my players. So I ran "Beast of Burden" instead.

BTW, I've also enjoyed the Notes that you put at the end of the chapters - it's great for context. Keep up the good work.
 

Thanks for the kind words, Silver Moon. As things stand now, I am still several updates behind the actual campaign. The gap is closing quickly, however.

I have some grand plans for my campaign that will be revealed in due course... stay tuned!
 

Confrontations

“This is what happens when you play by the book!” Brogun thundered. The Company stood in Akevi’s office, gathered around the corpse of Kell, who had succumbed to the Dread Wyvern’s poison moments after the beast had fallen.

Kednor stopped in mid-action, one side of his bloodstained armor hanging open. “You should not blame Kell’s death on anyone but the wyvern,” the paladin stated.

“Wrong!” roared Brogun. “It is because we confronted Paramezzus that Commissioner Hafiz set us to fight the wyvern. He was obviously trying to silence us before we could shut down the drug ring. And now Kell is dead!”

Kednor shook his head sadly. “Again, you rush to judgment. We do not know that Hafiz is involved, and our evidence implicating Paramezzus is circumstantial only.”

Brogun began to splutter in outrage, but Kednor cut him off.

“In any case, we should continue our investigation until we have incontrovertible proof of someone’s guilt. That Kell has fallen is… regrettable, but he knew the risks when he took up the life of adventure. All of us — even you, Brogun — have had a taste of death.”

The war-priest opened his mouth to speak, only to be interrupted yet again.

“I will not compromise my principles,” Kednor emphasized. “Not for you, nor for anyone.”

= = =

Fortunately, Akevi knew a local priest who owed her a favor. Kell returned to life that very afternoon, feeling weakened by otherwise intact.* The group determined to relocate to an inn far from the arena, choosing one called the Drunken Minotaur as being suitably seedy and off the beaten path.

* I told the players when the campaign began that I would allow each PC, cohort, or NPC ally one quick’n’easy return from the dead. Kednor died (and was raised) off-stage. Brogun died fighting the Ministry of Winds but was raised via a limited wish cast by Loi-Kymar, Guildmaster of the Brotherhood of the Crystal Star. Otieno died in the fight with Caligraf in Choth’s lair; he was returned to life by a nameless priest in between adventures. Finally, Kell died thanks to the Dreadwood Wyvern’s poison. His inexpensive raising was the last time the players would have it so easy.

While recuperating that evening, the Company talked strategy. They decided that since all signs pointed to Paramezzus, another conversation with the alchemist was in order. This time, however, the more charismatic Kestrels (i.e., not Brogun) would do the talking.

In the event, it proved not to matter.

= = =

Before the Kestrels could confront Paramezzus, they received help from an unexpected source: Rufilius ‘Short Fang’ Syreme, the young boy who worshipped the gladiators as heroes and fancied himself on that path to glory. Short Fang accosted the Company just outside their inn.

“How did you find us here” Kell asked in alarm, visions of the assassin Nasir al-Faraj filling his head.

“Aww, it was nothing,” Short Fang said dismissively. “I just asked about a couple of dwarves in heavy armor.”

Kell glanced reprovingly at Brogun and Kednor, who shrugged apologetically.

“Now that I’ve found you,” the boy continued, “here you go.” He thrust out his hand, clutching a small bag of what appeared to be dried herbs.

Otieno took the proffered item and sniffed it gingerly. “Where did you get this?”

“From the Golden Shambler’s training belt,” Short Fang answered. “I was putting it on this morning and that thing fell out. What is it?”

“Dru—“ Brogun began, but Otieno cut him off. “A charm of some sort, meant to improve the Shambler’s battle prowess, no doubt.”

Short Fang sighed. “I guess it didn’t work.”

= = =

The adventurers hastened to the bizarre, where they once again spoke with Fra Lorenzo the herbalist. He confirmed that the poultice bag contained some sort of drug, definitely containing faraja leaves. “I will need a fresh sample to determine if this is, in fact, what has been killing the gladiators,” said Lorenzo.

“And I know where to get one,” Brogun announced with determination. “Paramezzus.”

Half an hour later, the Company of the Red Kestrel stood outside the alchemist’s door, believing themselves ready for whatever might happen. They knocked at the door, and when the crook-backed old man opened it, Otieno held forth the poultice. “We were wondering if you would sell us some of this,” he lied.

Paramezzus’s eyes narrowed, and he opened his mouth to speak. “You fools,” he hissed. “May Naar take your souls!”

The alchemist disappeared, leaving behind a cloud of acrid black smoke. From the arena above, cheers and shouts turned to screams of terror.
 


Nothing good, that's for sure!

I realize that I didn't do a very good job in the story of explaining the ramifications of Paramezzus's speech and action. First, Paramezzus referenced Naar. In the world of Magnamund, Naar is the ultimate god of all that is dark and evil. So anyone who worships him is by implication extremely wicked.

Second, Paramezzus disappeared - and this wasn't just turning invisible; it was a teleportation effect (mechanically, it was triggered by a contingency spell off the phrase "May Naar take your souls!"). In my version of Magnamund, access to teleportation magic is extremely tightly controlled. The PCs were only aware of two wizards who knew the spell: Loi-Kymar, Guildmaster of Toran, and Dellarocca, the patron of the Company of the Red Kestrel.

Apparently, however, knowledge of the teleport spell has leaked out. That should be a worrying thought for everyone.
 

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