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Karnak Campaign - Desert Lands

970321          Here Fishy, Fishy, Fishy

In the Mountains.
Leaving their horses with appropriate arrangements with the caravan, the Part sets off to escort the gnomes to the aforementioned water hole deep in the desert mountains. Fiamma practices her language skills and learns that the gnomes have been driven out of their underground homes by the creatures - such as the slimes - that have been coming up from even farther below the earth, due to the recent earthquakes.

The gnomes and Fiamma make good time, hopping from rock to rock. But the bulkier warriors spend much energy climbing the uneven terrain. Eventually they come to a small hidden valley. The mountain overhangs are pocketed with caves which the gnomes eye appreciatively. The small lake in the center of the valley seems cool and clean and populated with waterfowl. Mindful that this is strange country, the Party resolves to ask permission of any who dwell here, so that the gnomes might be welcome to a new home. Fiamma composes and sings a "request permission" song. Then the Party retires; it's been a long day.

On Akbar and Fiamma's watch, they spot something rising from the lake. Making an assumption, Fiamma calls, "Here, fishy, fishy, fishy" and is greeted with a draconian laugh. A gnome faints and Akbar is over-awed. Fiamma's "fish" is a dragon-turtle. Eventually the gnomes are persuaded to speak with the dragon turtle and receive his permission to make their home in his land - for the annual price of one of their fine pieces of jewelry.


Content that their mission has been accomplished, the Party heads back the next day, following hard on the heels of the caravan. They find a place where the caravan camped ... and Shadya notes traces of a horseman that seems to have visited the campsite after the caravan had left and before they themselves had arrived. Wary, they proceed.

Leaving the mountains, they find the terrain greener and much more forested than Shadya is used to. Not far into the woods, though, they come upon a new-made grave. Hastening on, they catch up with the caravan. They are told that the grave they passed was of one of the caravan guards who had been shot with a poison arrow from ambush. Concerned still more, the Party resumes its task of guarding the caravan.

After making camp for the night, Shadya and Orlando discuss the rider they did not find and the poison arrow ambush. They make up their minds to retrace the trail back to the grave and search forward for signs of the suppposedly hidden rider. Fiamma opts to come along.

Fiamma's elven sight eventually notices something off in the woods - someways before the site of the grave. Cautiously the three enter the woods and approach a camp well off the trail. Fiamma spots the camper and casts Charm on him. He invites the three to join him. In the course of the conversation, Fiamma decides that this is the assassin. Shadya and he fight. The stranger has some very clever moves that very nearly win the day, but Shadya manages to cut him down ... and breathes a prayer of thanksgiving when Fiamma discovers poison on his arrow tips.

The three return to camp ... without completing their originally intended search.


The next day the caravan reaches its destination. The Party receives its dismissal and spreads out through town to see what it can learn. Akbar and Nawir search the market for herbs; Akbar is determined to brew an antidote to the arrow poison that the assassin used. Fiamma plays and sings, telling tales in the hopes of learning new ones - particularly about troops and such like things. Eventually Nasir notes that they seem to be being followed. He tells Shadya who hides in an alleyway with the intent of surprising the shadower. But no one matching the description Nasir gave passes by. The next day the Party moves on, following the road to the southern pass, as per instructions.

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