X4: Master of the Desert Nomads - IC

Girgal, AC 23 (T15, FF20), HP 59/59, F +11,R+8,W+13

Girgal just says: "Come on, let's do our job. But I still wonder, where the master of the caught familiar is. I still don't think it was the bird-man."

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used Spells: SNA3, Produce Flame, enhance wildshape, spirit jaws

Ripclaw has:
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
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Despite Girgal's misgivings, the party informs Caravan Master Lamshar that the area has been made safe. He thanks you profusely.

In the morning the party sets out again, heading west on your mounts, for Lamshar has allowed you to keep the camels. You are equipped with small, portable tents and about a week's supply of food and water. Lamshar has shared a few pointers on the lay of the land, though you still have only a vague idea of how to find the pass across the western mountains.

After a few days' ride, the heat grows even worse, as you were warned to expect, for you are entering the worst part of the Sind Desert, “The Plain of Fire.” Here the temperatures are painfully hot during the day and seem only a little cooler during the night. The area is a large lava plain with many sharp rocks and blowing sand. There are no oases or wells anywhere, and only a few dried-out plants.

In the distance you notice a flying creature. It is but a small spot on the horizon, but given the distance, it must be a large creature. It resembles the wyvern but nearly blends into the blue sky - it is a blue dragon.

The dragon seem not to notice the party, as it flies past you on the north side, heading east, without ever coming close.

Despite that scare, night falls without further incident, and the party sets out again in the morning.

As you are travelling that next late afternoon, you notice that a low haze hovers above the ground ahead. An hour later, you can tell the haze is actually a large cloud. As you approach, the cloud resolves itself into a huge boiling mass of dust. Now you can begin to make out a faint sound, a sort of low rumble, that slowly rises and falls. As it grows nearer, the cloud now appears to be several miles across.

It reminds you of the time you saw the group of bandits approaching, but this is much larger. A massive army is heading this way!

It is too late to ride out of its way, but suddenly, a small cave mouth appears ahead in a small gully. Perhaps you haven't been noticed yet by the approaching army, as the army is too far away for you to make out any individual figures.

What do you do?
 
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Bevin Rockhammer Dwarf Rogue2/Enchanter6, AC20 FF17 T15, HP44/44, F+4,R+6,W+5

OOC: Is the cave mouth large enough for us to ride our camels inside? If it is that obvious, how can we hope to escape detection by the oncoming horde in there? Ahh, well, no matter I suppose. Perhaps we can hide around a corner or something.

"Quickly, friends! Let us shelter in yonder cave and avoid the army that descends like the wind upon us!"
 

Girgal, AC 23 (T15, FF20), HP 59/59, F +11,R+8,W+13

Girgal calls: "Let's try to hide in there. It was close enough the last time, and this group is much bigger!" And he moves toward the entrance, trying to remember any creatures that would live in a cave like this...

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Know nature: +11, Hide+11

used Spells:

Ripclaw has:
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+13, Move Silently+9
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Girgal can't think of many normal animals that would lair in the middle of the desert - unless you count giant scorpions and snakes - but certainly there are any number of monsters that might use such a cave.

As luck would have it, this cave proves to be uninhabited, about 50' deep and large enough to fit the whole party.

Girgal doesn't see any tracks leading into the cave - until the party enters. Working quickly, and with some help from the others, he tries to brush them away - painting the party into a corner, as it were.

Fortunately the cave is at the bottom of a small ravine, which helps conceal the party from those who don't bother climbing down.

Huddled in the cave you can hear the army, overhead - this seems to go on for hours. Some of the deep, gruff voices could be trolls or other giants. In all likelihood, you are now surrounded by the main body of the Master's army.

Occasionally you can catch glimpses of creatures moving at the top of the ravine: men, bugbears, goblins on dire wolves, a giant of some type, and trolls. Many of the creatures come to the gully and throw refuse into it, including some dead bodies - men and goblins.

From somewhere, a few buzzards flock to the ravine and begin feeding. The cave begins to fill with the odor of rot.

Finally, night falls. You can see the glow of fires beyond the edge of the gully. The buzzards have left, so if you decide to leave the cave and investigate, you can probably do so without making any noticeable noise.
 

Bevin Rockhammer Dwarf Rogue2/Enchanter6, AC20 FF17 T15, HP44/44, F+4,R+6,W+5

Bevin, ever sneaky, restless, and reckless, creeps to the edge of the ravine to have a look at what's out there.

Bevin's skills: Move Silently +8; Hide +8; Climb +8; Spot +9; Appraise +8 ??
 

Girgal, AC 23 (T15, FF20), HP 59/59, F +11,R+8,W+13

"Perhaps I can spy in animal form. Bevin, do you know any invisibility spell or something alike?" Girgal speaks to the others.

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Are the buzzards small sized or smaller?

Hide+11, move silently +9

used Spells:

Ripclaw has:
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+13, Move Silently+9
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Bevin Rockhammer Dwarf Rogue2/Enchanter6, AC20 FF17 T15, HP44/44, F+4,R+6,W+5

"Perhaps I can spy in animal form. Bevin, do you know any invisibility spell or something alike?"speaks to the others.
"Shhhhhhh!" Bevin then whispers huskily to Garagos, "No, I don't know that spell or anything similar. I rely on my skills to do things like this." Bevin then continues sneaking as stated in a previous post.
 

Aram remains in the cave, letting Bevin and Girgal take the risks of scouting for a change. He remained wary, though. If they brought the enemy horde down upon them, he'd either have to help or sneak away in the confusion...
 


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