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In Hextor's Name (Completed 22 Oct 2004)

Kull's 9th Report - Part 4

Leading the others on, I entered a room where a number of slaves cowered against a wall, manacled together in a long line. Only one of the group stood tall, a wiry human with dusky skin and a taciturn nature. He gave his name as Jav, and professed to be a follower of the teachings of Wee Jas. On hearing this, Gnorric was all for releasing him on the spot, but I had no wish to encumber myself with a liability, and demanded first to know what use he could be to us. After all, finding him as a prisoner of the enemy was hardly an encouraging sign.

By way of answer, he slipped easily out of the manacles, tossing them on the ground before him. He then explained that he had not already escaped only because there had been no way past the three zombie ogres without fighting them: a task he could not manage alone. As I myself could not have stood against all three without aid, I could not fault his reasons. Accordingly, I allowed him to join us, while sending the other captives back out of the catacombs via the route we had taken.

It would be remiss of me not to mention that the speed and grace with which this 'Jav' moves - and a flash of henna on his wrists - makes me suspect that he is more than he appears. I believe he may even be an aspirant to the order of the Grey Messengers. While I have little love for the cults of the death goddess, they are times when the skills of such people are necessary, and if my supposition is correct, he may come in time to put those skills to Our Lord's use.

Before allowing them to depart, I bade the prisoners tell me what they could of the remainder of the catacombs, and how they had been brought here. It emerged that they were mostly villagers from Newtemple, who had been kidnapped from their homes by the supposed priests and set to work mining. Apparently the priests were searching for some kind of lost artefact - doubtless this was what led them to concoct that ridiculous story about the 'Hand of Pelor' - and were using the villagers as slaves to this end. The prisoners were also able to tell me that the priests' human appearance was only an illusion - beneath this they were actually some kind of foul cat-people.

Armed with some knowledge of what lay ahead, and knowing that the enemy had already used arcane magic, I protected myself from fire - which I have found to be the most common weapon of wizards - and led the way forward.

Soon, I arrived at a four-way intersection. One route led back the way I had come, while each of the other three led to a small chamber. In each chamber stood one of the supposed Pelorites, doubtless seeking to catch us in a cross-fire.

As far as it went, this was a reasonable plan - unfortunately for the 'priests', it did not go anywhere near far enough. Without other troops to protect them, and having chosen to fight in a location where there zombies were too large to manoeuvre, there was nothing to prevent us from charging forward to engage them. It was arrogance, nothing more. Even something as simple as a pit trap would have offered some protection.

It was true that the creatures were very hard to strike: the two I slew seemed to know my attacks as soon as I did, slipping aside of many blows. Even when my flail did land on one of them, it seemed to have little impact, as if they were somehow resistant to the blows. But as anyone who has fought skeletons would know, few things are immune to all weapons. When I saw their resistance to the flail, I tried striking them with the spiked gauntlets on my hands, and these pierced satisfyingly deep into their flesh.

When it saw that both of its companions had fallen, the last of the creatures attempted to turn me from my task, claiming that without the protection of its kind, the folk of Newtemple would soon be massacred by the invading humanoids. Perhaps it truly expected this sophistry to stay my hand. If so, then at least it did not have to bear its disappointment for long: within the minute, it lay dead at my feet.

With the threat of these cat-creatures destroyed, I returned to the surface and ordered the townsfolk to make ready to leave as soon as it was light. Initially, there was some resistance, but when I made it clear that their choices were to go and live, or stay and die, they became much more amenable.

It was a hard task to get them all aboard the ship, and I had to throw many unnecessary items into the sea, before it could be accomplished. Refugees will try to take the most useless of items, and I insisted that only food, clothes, weapons - of which they had none - and easily portable valuables were to come aboard.

After a few days' sailing, we returned to Saltmarsh, where the Pelorites handed over the reward they had promised. I intend now to organise an expedition to Mellin. While this will not directly progress my investigation of the rise of the swamp, it will allow me to acquire a number of supplies that I require. Our Lord has seen fit to grant me access to some of his more potent blessings, and the rituals for these require certain materials that cannot be acquired in a small village such as Saltmarsh. A journey to Mellin will also allow me to learn more of the war effort.

I will report again upon my return from Mellin.


In Hextor's Name,

Kull Redfist
 

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Lela said:
Well, that's interesting. Did that come with the module or did they use stats from some other golem?

The Stained Glass Golem was in the original adventure (which was for 2E). The 3E version is in Monster manual 2. I think the only change the DM made for 3.5 would have been to change the DR from 10/+2 to 10/magic.

The 'cat people' at the end are modified Rakshasa. The DM reduced their Hit Points, but left most of their other abilities intact or nearly-so. We got buckets of XP for this adventure, needless to say :)

At the end of this adventure, everyone except the druid hit 7th level. The druid reached 6th.

I'll add stats for Gnorric and Jav (his new cohort) to the RG thread next week - I don't have the stat blocks with me at the moment.
 

Now that you're getting up there in levels are there any plans for a PrC for Kull?

Thanks for the info on the golem!
 

Lela said:
Now that you're getting up there in levels are there any plans for a PrC for Kull?

'Now'? Heck, there were plans when he was being created :D. I'm an inveterate planner, so I usually have those sorts of things worked out well in advance. I know what Kull's feat selections will be through to about 15th level, for instance.

So yeah, there's a PrC planned. Templar, to be specific: and at the end of this session, Kull finished all the pre-reqs :)

But trust me - Gnorric and Jav's PrC plans are much scarier ...
 

I really meant that it was time I started asking about it. I usually don't ask at 1st, as characters tend to die and/or change over time. 7th is usually a good time to ask. By the way, Templar's Mettle=Fun. More so for Paladins but I'm sure you'll enjoy it.

Can't wait to find out what Gnorric's choice will be. What, since I seemed to have missed it, brought Jav into the party? I had thought he was a cohort.
 

Just got back from a D&D mini's game with my newfound Christmas loot. In which, incidentally, a mail-clad Half-orc led my forces in glorious battle (until he was bested in personal combat by an female elf and he decided discretion was the better part of valour. Um).

Interesting update. I take it that the town was swarmed shortly afterwards, or do you not know this for sure? And did Kull show any interest in the artifact they were looking for?
 

What, since I seemed to have missed it, brought Jav into the party? I had thought he was a cohort.

Yep, he is a cohort. But Mantreus has him headed for a PrC, just the same :)

Interesting update. I take it that the town was swarmed shortly afterwards, or do you not know this for sure? And did Kull show any interest in the artifact they were looking for?

We assume it was swarmed. It was, after all, empty, and the goblinoids probably have shamans that would notice the departure of the Rakshasa.

Kull's attitude toward the relic = dismissal. Who cares about some manky cat bauble? It's probably just a fossilised ball of twine.

The next session - which I will start updating late in the week, probably - was an interesting one. Due to circumstances, arwink and I were the only players. When your party consists of Kull and two antisocial Dwarves, you have to expect things to be a little less than diplomatic. Even if Kull does have ranks in it, these days :)
 

Capellan said:
Yep, he is a cohort. But Mantreus has him headed for a PrC, just the same :)
Ah, looks like I misread another statement. I'm sure M will enlighten us as to this mysterious PrC when he gets back (hint, hint).
 


Kull's 10th Report - Part 1

Kleim
Tenth Moon

To: Bishop-General Kartrak Visehart


Report from Kull Redfist


Sir,


My return to Saltmarsh has been delayed by unexpected developments, and a report is overdue, so I am taking this opportunity to provide an update on the status of my mission. At the time of writing, I am in the village of Kleim, on the Windholm Peninsula. I have come here in the course of a mission that, if successful, might change the entire complexion of the war.

After my last report, I spent several days dealing with matter of administration and security within Saltmarsh, before setting out on my journey for Mellin. I travelled in the company of Dargrim, and the Fharlanghian, Ulfgar. The wizard Gnorric had left several days earlier, together with one of the refugees from Torlynn, citing urgent business with the temple of Wee Jas. This sudden interest in the church of the death goddess bears watching, though it was in truth a relief to travel without his incessant prattle.

The journey to Mellin told a grim story of the progress of the war: refuse littered the roads, clear signs of an army in retreat and disorder, and I found in one orchard a murdered officer, hung by his own troops. Had I needed any further evidence of the rout of the Duke's armies, I had it when we were waylaid by a force of goblin scouts. No doubt they had the confidence to attack us only because of the hill giant that marched with them. They did not survive to learn from this mistake: giant and goblin alike fell before us, and our only loss was Dargrim's shield, split asunder by the giant's club.

The enemy carried provisions enough for a journey of many days: a long range patrol of the humanoids, I would say. This, at least, was a glimmer of good news: the cowardice of the human troops may be their saving grace, for they have fled so far and so fast that the enemy has lost contact. If - and only if - the army can be brought back into order, it might be possible to mount a defence of the Mellin River.

Of course, whether that line will be held - if it is even formed - is no certain matter. It was said that the defenders of Fire Pass could hold for months, yet they fell in weeks.

Upon reaching Mellin, I found the fields had been set aflame, and the city gates shut against all travellers. A few of the more nervous guards fired upon my group, but their skill matched their courage, and none of us were injured. I demanded entry, and after some delays, made my way within.

The purpose of my visit was to purchase magical reagents - and now a new shield for Dargrim - but while gathering the items I needed, I was approached by a messenger. He had been sent, it seemed, by a wizard named Gamist, who sought a meeting. I agreed, and accompanied the messenger to his master's home.

This Gamist may be the first man in the Duchy for whom I can feel even the slightest respect. The purpose of our meeting, he explained, was that he had need of someone to recover a substance known as Quoitine, which he believed could be found here on the Windholm Peninsula. The wizard's research in earth magic led him to believe that he could use this substance - a rare gemstone usually found only on the elemental plane of earth - to craft a powerful spell which would seal the mountain passes for several months, trapping the goblinoid armies and allowing time for them to be destroyed in detail.

I agreed immediately to undertake the task: while I could not be sure the man had the ability to do as he claimed, he at least had a plan to defeat the humanoids, which was more than could be said for any other I have met.

Leaving a message for Gnorric to follow when he was finished with his business at the church of Wee Jas, I set out the next morning. After two days travel, I arrived at the village of Kleim, on the edge of the peninsula. Pinned to the sign bearing the town's name was a notice, speaking of a threat to the town, and directing enquiries to one Councillor Baur. I decided to speak to the man and learn of this threat, in case it might interfere with my journey.

Councillor Baur proved to be a young man, obviously new to his position. He explained that the 'threat' was actually a theft: a gang of goblins had made off with the village's 'Sceptre of Truth', an item the villagers believed to have the power of forcing those holding it to speak only the truth. Whether this was true or not, I had little interest in searching for the item until the Councillor spoke of where he believed the goblins were hiding.

It seemed that there was a small, rocky island just off the coast, where an adventurer named Raven had built a stronghold for himself. Raven had not been seen for some years, and the goblins were thought to have taken the building for themselves. This in itself was not that interesting: but the fact that Raven had built his home on the ruins of an older fortress most certainly was. Twice before, I have found ancient strongholds that were cast down by magic. It was possible that these ruins were a third, and that more information on the growth of the swamp could be found there.

I thus decided to help the Councillor recover his lost Sceptre.
 
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