Empire of Sand

A Plot Revealed

After neutralizing the poisoner's den, you collected Merric and the deactivated giant armor, slowly dragging them both back the way you had come. Emerging from the Muzad in the Docks Ward, the realization that Bollus had likely been keeping tabs of you this whole time you've been staying at the house he lent you, you decide it is not safe to return. You quickly decide to head to Pasha Parvel's villa to figure out what to do next. Asad, pulling a stone from his pocket, announces that he has an urgent message waiting for him, and rides off. 

You loaded the armor into a cart and made your way to Parvel's. He greeted you as friends and invited you inside. He seemed genuinely flustered when you told him of what had transpired, and he suggested that you go tell Vizier Anders as soon as possible, ensuring you that he was an honest man. After enjoying a brief moment of rest and a breakfast, Asad returned. He had gathered all of his things and informed you that he would be departing immediately. Drumpf demanded, quite concerned, why he was leaving. Though initially reluctant to divulge his reasons, Asad eventually told you that his father was in ailing health and that he had to depart immediately for Calimport. Before leaving, he gave you his house's message sigil, which will allow you to communicate with him if necessary. You all bid him farewell and he left. 

Parvel, servants with parasols in tow, then lead you to the Gold Sabban. His presence allowed you access all the way through the affluent sabban and to the gates of the Vizier's home, the Firestone Villa. You were granted an audience with Vizier Anders. Present at the meeting were Khelben "Blackstaff" Arunsun, the head mage of the Arcanum; Feck, a gnomish enchanter; Armoria, a silver dragonborn head guard; and an unnamed scribe. Anders listened intently to you story, but warned that such charges levied against a noble required more than just your word. At that, Tagrid dropped his invisibility spell on the wounded Merric. Anders instructed Feck to fetch a cleric.

The cleric, Nadeen, a follower of Tymora, healed Merric and then cast a Zone of Truth spell. Anders questioned Merric, who admitted his and Bollus' involvement. Tag and Hitash both voluntarily stepped inside the circle and gave their testimony again, telling Anders about everything that had occurred, including the kidnapping of Tag's sister and Damaceus's treachery. After this, Anders called his guards to drag Merric off, instructed Khelben to get some mages together to investigate and secure the poisoner's den, and ordered Armoria to send a unit to capture Bollus. Following this, Anders expressed his gratitude and gave you a reward of 5,000 gp, as well as an item from his special collection. 

He led you upstairs and instructed Feck to allow you to choose one item each. The highly excitable gnome happily showed you the collection. From it, Tagrid chose an Ioun Stone of Reserve, Hitash chose a Wand of the Warmage, and Drumph chose a magical Orcish great axe named "Foe Cleaver". Feck tried out a new spell he had been working on, and it allowed you to immediately attune to your new items. This was fortunate, as soon after you heard a loud yell and a bang from the room next to you. 

Drumph charged into the hallway and saw Armoria and another guard struggling to open the locked door in front of her. Drumph charged forward and slammed into the room, splintering the door. Inside, Drumph saw no one but Vizier Anders – clawing at his throat and seemingly fighting off an invisible assailant. The rest of you come around the corner just in time to see Anders get pummeled by something unseen, and the other guard get flung across the room. 

Quick-thinking Hitash cast Faerie Fire, which caused the two invisible entities to be outlined in sparkling pink and purple light. Anders eventually broke the grapple of the entity and the four of you, plus Armoria began to fight the creatures. Hitash determined that they were likely elemental creatures, and not ghosts. Using your new equipment, you eventually were able to defeat the would-be assassins. Tagrid killed one with his magical dagger, and Hitash blasted one with a powerful spell before the frightened Feck entered the room and trapped the entity with a Planar Binding. The elemental, now under the command of Feck, revealed that it had been summoned and commanded by Bollus' court wizard, Margrave. Feck assured you that the entity would return to its own plane and not be a further threat. He dropped the binding and the invisible stalker dissapated.

After receiving some much needed healing from Tagrid, Anders once again expressed his gratitude. At this moment, more guards began pouring in, followed closely by Khelben. Khelben announces that Bollus and his household have been successfully apprehended.  Anders gifted you the house that Bollus had leased to you and bade you to attend the council meeting so that the other members could meet the ones who had saved them. Hitash asks Anders about enchanted armor, but Anders defers to Khelben, who informs you it isn't a terribly difficult process. He also bids you to come visit him at the Redstone Spire in the Mages Ward to discuss the possibility of tracking down Damaceus.  Drumph takes the time to try to flirt with Armoria, who seems mildly interested in his advances and invites you out for a drink sometime.

XP

Using your allies to your advantage: 500xp

2 Invisible Stalker: 4600 xp

Saving Anders: 700 xp

Bringing Bollus to justice: 600 xp

Making friends in high places: 500 xp

RP: 500 xp

Total: 7900/3 =2500 =    6528 total xp for everyone. LEVEL UP!

Loot

a sweet house

5,000 gp

View
The Poison Plot

You bid farewell to Parvel, leaving Oded there as his ward. You made your way back to Bollus' khanduq to get another audience with him in an attempt to gather more information. The guard at the gate informed you that Bollus was away at a meeting and did not know when he would return. Hitash commanded Buttles to fly through a window to investigate. The imp managed to fly through a window and found the door to Bollus' audience chamber open. Inside, he found a scribe working at his desk. Peering over his shoulder, Buttle's was able to read what the scribe was working on – a receipt for an order of wine.  The scribe packed away his inks and quills and took leave of the room, leaving Buttles an opportunity to rifle through some more of the paperwork. He found several other receipts, all for barrels and crates of wine. The payment for these shipments was all made out to one Sudeiman Rien. Tagrid mentions that he knows the man, having sailed on his vessel to Memnon. On the journey, Tagrid told, they were attacked by pirates; Tagrid was able to escape and get help from the navy, thereby likely saving Sudeiman's life.

After Hitash called Buttles back, you all decided to post a watch on Bollus' khanduq. Asad agreed to watch the house while the rest of you returned to your house in the Maker's Ward. You kept up a line of communication using your sending stones, and Asad reported that Bollus had yet to return home. The rest of you relaxed and took rest. Eventually Hitash nodded off and began to dream. In this dream, he found himself staring into two pupiless, blood-black eyes set in a pale face that had a terrifying, eldritch beauty about it. The scene shifted and he found himself looking down at a man with a severely burned arm on a ship. Next, he saw several men wheeling carts of crates on a dock. The scene shifted again and he was flying through a maze of dark, twisting tunnels and sewers. Then he stood on a dark balcony overlooking a room with several shadowy figures. Finally, the room filled with a choking green-grey fog and his ears rang with the sounds of coughing and death rattles – which finally woke him.

Drumph and Tagrid noticed Hitash wake with a start, sweat pouring down his face. In a moment of as yet unseen tenderness, Drumph comforted Hitash and asked him to describe the dream in detail. Hitash was convince that this was no ordinary dream, and that it was perhaps prophetic in nature. You decided to try to investigate further. Tagrid suggested that you should start the search at the docks district, with the hopes that he could find Sudeiman Rein and question him about the wine shipments you had learned about earlier. 

You made your way to the docks just after midnight. After some searching, Tagrid identified Sudieman's ship, a sleek, fast merchant vessel. The gangplank was down and you snuck on board, startling a sailor who was out having a smoke. Tagrid managed to calm the man down and persuaded him to go get captain Rein. A few moments later, Rein appeared on deck, wearing his night cap and rubbing sleep from his eyes. He greeted Tagrid warmly, though he was a bit confused as to why he was making a social call at such a late hour. When Tag mentioned the wine shipments, Sudeiman looked around suspiciously before ushering you into his quarters. 

Sudeiman was utterly put off by the line of questioning, baffled by the fact that you knew of his business dealings with Bollus.  When pressed, he finally admitted that he was no mere merchant – he was in fact a dealer in poisons. Sudeiman conceded that he owed Tagrid his life and agreed to provide your party information. He told you that the wine shipments were all cleverly disguised poison – a particular variety called othur. When heated, this normally inert liquid vaporizes and turns into a deadly inhaled poison. You pressed him for more information about how he delivered the poison to Bollus, but Sudeiman told you that the poison was left at a drop off location, not far from the docks in the Muzad. You were able to persuade him to lead you to the location. 

At this point you decided to call Asad to come and assist you in the search. Once he arrived, you set off following Sudeiman's directions. True to his word, you discovered tracks in the dust that appeared to come from a cart. You followed the tracks until the tunnel came to an end, opening into what appeared to be an underground portion of the city, complete with crumbling dwellings, alleys, and larger side streets. At this point you lost the trail, but Hitash had an overwhelming sense of deja vu, certain that he had seen this area in his dream. 

You followed as Hitash led you through the twisting streets, tunnels, and sewers of the Muzad. After about an hour, you came to a wide portion of the sewer. Driven by his sense of knowing, Hitash did not notice the pressure plate in the floor. He triggered it and a trap door opened beneath his feet, dropping him 20 feet into the pitch black, foul smelling water beneath. The trap door sprang back into place, leaving Tagrid and a confused Drumph above. 

Down in the pit, Hitash felt something brush his leg and, through Buttles, saw ripples on the surface of the water. The creature wrapped a tentacle around his leg and attempted to drag him under the surface. Above, Drumph attempted to smash open the trap door, to no avail. Tagrid managed to trigger the trapdoor without falling in, and Asad jammed a torch into the opening, preventing the door from closing once more. Drumph dropped into the pit and took a few swings at the creature while Tagrid lowered a rope. Drumph grabbed Hitash and pulled him up the rope to safety. Hitash blasted the creature from above until the surface of the water became still. 

You carefully scouted down the rest of the passageway, using Asad's ten foot pole to check for traps. The passageway split, one way leading up a set of stairs and the other down. You chose to go down. Peeking around the corner, you saw a set of heavy iron doors. Drumph knocked on the door and when it opened he saw two yellow, reptilian eyes staring back at him. The figured shouted something over its shoulder and a gutteral language before stepping into the corridor and pulling the door shut behind it. The green scaled humanoid took a few swings at  Drumph. Asad managed to bash it between the legs with the ten foot pole; unnoticed by any of you, a second figured had creeped up behind the group. The man shot Tagrid in the back with a crossbow.  Drumph quickly managed to eviscerate the lizardfolk man and the rest of you handled the man with the crossbow. 

After several failed attempts to break down the doors or pick the lock, you decided to try your luck upstairs. Buttles scouted ahead and saw that there was a balcony that looked over a large room. Inside, Buttles could see two more lizardfolk standing in front of the door with raised clubs. On one side of the room stood two large, metalic holding basins and a network of pipes running from them and through holes in the ceiling. A huge metal construct with a glowing blue gem in the center of its chest stood pouring the contents of a barrel into one of the tanks. A tall wooden scaffold stood in front of the tanks.

You formed a quick plan: Tagrid would go in invisible and try to open the door, while Hitash waited above on the balcony and Drumph and Asad made their way back to the door. Tagrid was able to slide down one of the columns and into the room without being noticed. He saw that there was one other in this room – a man dressed in fine leather armor, armed with a crossbow and short sword. Tagrid crept towards the door and was able to slip by the lizardfolk. Meanwhile, Hitash assumed the appearance of the crossbow wielding man you had killed. He got the attention of the enemies and feigned being strangled by some invisible force. The roguish looking man ordered one of the lizardfolk to go sort out the situation. 

As soon as the lizardfolk opened the door, he was greeted by Drumph's axe to his face. Tagrid broke his invisibility to cast as spell on the rogue. The man collapsed to the ground in a fit of horrible, uncontrollable laughter. Drumph and Asad rushed in and, with Hitash's help from above, were able to quickly dispatch the two lizardfolk before turning their attention on the man rolling on the ground laughing. The large construct lumbered over to protect its master. It swung at you with its huge iron fists, dealing some damage. Asad managed to severely wound the rogue, but not enough to kill him. The rogue sprung up and, with unnatural speed, leapt to the top of the scaffolding and, rather than firing his crossbow, instead pulled out pan flute and began to play.

Tagrid made a quick decision to try to aim for the gem in the center of the construct's chest, assuming that it was the arcane source that was powering it. After a few well placed strikes, the gem shattered and the construct slumped forward and froze in place. Drumph and Asad swung away at the wooden scaffolding, easily destroying it and sending the rogue tumbling through the air. The rogue sprang up and ran for the door, just as a swarm of angry rats began pouring in the door. Asad gave chase and cleaved through one of the man's legs, rendering him unconscious and near death. Meanwhile, Drumph and Tagrid hacked away at the rodents, Drumph hollering about his one good nut the whole time.

After stabilizing the man, you drug him back into the room to be questioned. On his person you found a pair of enchanted boots, the wooden pipes, a crossbow and short sword, a ring of poison resistance, and a unique dagger, along with a good quantity of coin and a note. The note, written in the now familiar handwriting, seemed to mention you and also gave details for the poison plot. The attack was to be carried out that very evening during the council meeting that Bollus had asked you to attend. You also further inspected the construct. Asad mentioned that constructs similar to these were used by noble houses in Calimport as guards, though this one seemed to be of a black market variety. Hitash was fairly certain that the construct could potentially be repaired with a new enchantment.

Asad then proceeded to wake up the wounded man. He seemed reluctant to talk, until Tagrid and Hitash hit him with a combination of Friends and Suggestion spells. The man then became relatively amiable and introduced himself as Merric. He told you how the poison system functioned and who the target was, and also implicated Bollus as the one who was paying him. That was all you were able to get out of him before he slipped back into unconsciousness.  

As you debated what to do next, Hitash sent Buttles to scout out the rest of the tunnels near this building. He found that one of the tunnels led to a storm grate. Peeking through the bars, he could see a large, white stone building that you assumed was the council chambers. You decided to take both Merric and the construct back to your house and you began to make your way there.

XP

The creature in the pit: 200 xp

3 Lizardfolk: 300

Crossbow guy: 100

Construct (disabled, but not destroyed): 200

Merric (brought to 0hp, still alive): 1800

Swarm of Rats: 100

RP: 500

Total: 3200/4 = 800 each which puts everyone at 4062.

Loot

1,000 gp

Boots of Striding and Springing (Asad)

Pipes of the Sewers (Tagrid)

Dagger of Venom (Tagrid)

Ring of Poison Resistance 

8 foot tall iron construct, disabled 

 

View
Following breadcrumbs

After exiting the conspirators' hideout, you returned to your house for a rest. Around noontime, Tagrid and Hitash decided to head back to the Arcana Ward to check on Adhem, while Asad and Drumph headed to a fighting pit in the Slaver's Ward so Asad could make some quick cash. 

When Tagrid and Hitash knocked on Almaza's door, there was no answer. The door was unlocked. Some quick investigation discovered some obvious signs of struggle – a tipped over chair and scattered potion bottles.  Tagrid had a quick chat with Almaza's next door neighbor, who revealed that she had heard a scream in the early morning hours. Tagrid used his new sending stone to message Asad, who arrived on the scene an hour later.  When Asad arrived, he was able to find some footprints tracking through the potion remnants on the floor – three sets, likely belonging to Adhem, Almaza, and the unknown assailant.  You put your heads together and deduced that it was likely Damaceus who had done the deed.

You made your way to his office and discovered a note on his door, saying simply that he had to return home because of some family matters. Hitash and Tagrid made use of a clever illusion to break into the office. Damaceus had clearly left in a hurry, but he left no real clues as to his whereabouts. Asad and Drumph decided to ask around and gather some information on Damaceus. They were able to find out that Damaceus was originally from Calimport and that he had no family in Memnon. 

After a while, Tagrid and Hitash joined Drumph and Asad in the street and you began discussing what to do next. As you debated, an assailant crept up behind Hitash, unnoticed. The assassin plunged his blade into Hitash's side and took off down the street. You all gave chase, Asad on his horse and the rest of you on foot. Just as the perpetrator was about to dodge down a narrow alley, Asad struck him with the flat edge of his blade, knocking him unconscious. A crowd began to gather around you as you realized the assassin was a young boy. Tagrid cast invisibility on the boy and cast an illusion of him in the same place. He carefully placed the unconcious body on Asad's horse while Hitash and Asad informed the crowd of what had happened. The city guard was called and arrived on scene. 

Asad mounted his horse and, upon discovering the invisible form, nearly let the cat out of the bag. Tagrid messaged him and informed him of what was happening. Asad took off back to the house while the rest of you dealt with the guards, who had just discovered the illusion. 

Back at the house, Asad messaged Tagrid to tell him to drop the invisibility. He woke the boy up and began to interrogate him. The lad said his name was Oded and that a fat man with a mustache had offered him and his street brothers a hefty sum of money to try to assassinate members of your party. He also said that he was a member of the Parvel Guild, a crime cartel primarily involved in petty street level crime. Asad felt pity for the boy and allowed him to eat some food, and offered him protection.

Hitash mentioned a criminal contact who may be able to provide more information on Parvel. He led you to one of the street level entrances to the Muzad, where you saw a tiefling man named Chance working a gambling table with card and dice games. Chance offered you information, but only if you played one of his games. You would roll the dice three times, the loser for each throw would have to answer a question posed by the other. You managed to win one of your throws and asked Chance for information on Parvel. He answered in convoluted riddles, saying that you were asking about two men – a noble and a crime lord. He said that the crime lord can be found by chasing rats. Asad intimidated him for more information, and he revealed that: "the noble can be found in a house that glows red at dawn and dusk, and that the crime lord can be found anywhere the three fingered hand was adorned. Asad was able to gather that Parvel was a lesser noble who lived in a copper-domed khanduq, and that his criminal guild symbol was a three-fingered hand. Looking around, you saw that you were standing in Parvel's territory. 

Tired of Chance's games, Asad decided to try to find the nobleman's residence. You found it easily and were gained an audience. You entered his audience chamber with Oded in tow and explained the situation. Parvel was genuinely disturbed and remorseful over what happened. You managed to gain his allegiance against Bollus should it come to that, though he cautioned he would not be able to act openly. He also agreed to take on Oded as a servant in his household.

You took your leave of Parvel around dinnertime, still discussing what your next move would be. You decided that you will stay at least until the council meeting.

XP

Memnon PIs (investigating Damaceus): 100

Clever Illusionists: 100

Capturing the would-be assassin: 200

A game of Chance: 50

Friends in High(ish) Places: 200

Child Protective Services (giving Oded the opportunity for a better life): 50

RP: 500

Total: 1200/4 = 300 each

That puts everyone at 3,262.

 

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The Efreeti Conspiracy

After following Damaceus through the mosaic, you found yourselves crammed into a narrow, pitch black room. Hitash thought better of the situation, and decided to see if there was a mosaic on this side and if it could take your back to the Shrine of All Faiths. There was indeed a mosaic, but as he ran his hands over it, he could tell that it was no longer charged. Hitash recalled some details about these mosaics – called Calishite mosaics. He knew that they are an old and complex form of magic and could be used to store any number of spells, this one obviously storing a teleportation spell. To the best of his knowledge, the one you had just passed through required some time to recharge and/or it was only active during certain times of day.

Drumph tried the door in front of you, finding it locked. Feeling the door, he also noticed some metal embossing that seemed to be in the shape of a flame. Hitash lit a torch and used it to activate the rune on the door, causing it to swing open. You peeked in and saw a long room with two doors on the north wall, as well as what looked like two shuttered windows in between.  A few moments later, the shutters slid up and two bladed, mechanical constructs flew out and attacked you. You were able to easily destroy them, though you took some damage as they exploded when they were rendered nonoperational. 

You checked both doors for traps and they seemed to be safe and unlocked. Drumph decided to open the easternmost door and was greeted by a gout of flame.  After determining that the trap was spent, Asad was sent in to investigate. He found a narrow hallway with a door going east and another corridor going west, leading to a downward staircase to the south and another door to the west. Buttles was sent to peek through the keyhole of the eastern door, discovering a dark room holding some rubble and a statue. Asad kicked the door down and confirmed that the room was safe to enter. 

The statue was that of a woman with a mischievous grin, holding a pair of dice in one outstretched hand.  Tagrid and Hitash knew this to be the goddess Tymora, commonly known as Lady Luck. Worshippers of this deity would typically make an offering of a gold coin to gain her favor. Hitash offered up his pair of weighted dice. The statue raised up her other hand and took them. Seemingly pleased with this offering, the set of stone dice in her other hand rolled to the floor and Hitash collected them, feeling like the luckiest man in the world. 

Next you decided to investigate the door at then end of the hallway containing the staircase. Pushing it open, you found yourselves inside of a small office. On the desk, Hitash found an alchemy jug and an ancient scroll that was being copied onto fresh parchment. Inspecting it, he found it to be something called Salivar's Sanctifying Touch. Tagrid found some books on a bookshelf related to the history of Calishite mosaics. Though the tome detailing the full process of their creation had been lost, the books mentioned some of the spells required – you discover that Salivar's Sanctifying Touch is the first step in the complicated process. Asad mentions that the Codex Thealnakar, the book detailing the mosaics creation process, last known location was the hoard of the blue dragon Irykathagria. The dragon perished in Calimport during the Dracorage, and the hoard had disappeared as well. While you were inspecting the books, Drumph took another look at the desk and found a crystal potion bottle that looked similar to the ones Tagrid had gotten from Damaceus. Though he wasn't sure, Tagrid downed the potion and regained some more of his youth. 

Having explored this level, you decided to check downstairs. You stealthed down the stairs and came into a wide corridor that led into a large chamber with a lifted portcullis.  Inside stood three red-robed figures, including Damaceus. Their backs to you, they gathered around a stone alter and held a discussion in a language none of you could understand. You hugged the shadows of the walls and discussed what to do next, too loudly. Damaceus turned, saw you, and hollered in Common, "Intruders!" Tagrid attempted to be diplomatic, but Damaceus was enraged and called for your deaths. 

After trading a few blows with you, Damaceus' two followers erupted in flames, their forms changing into humaniod monstrosities made of flame and shadow. They resisted your blades, and hurled gouts of fire at you. Damaceus ran to the alter and snatched the Efreeti bottle, before disappearing with a loud crack. Looking up, you saw him reappear on a catwalk 20 feet above you. He then targeted Hitash with a spell that made him highly sensitive to the heat of the flames from the elemental creatures as well as the torches lining the walls.  

Tagrid targeted the Efreeti bottle in Damaceus' hands. The bottle glowed red hot, burning Damaceus and causing him to drop the bottle, which landed precariously close to the edge of the catwalk. Hitash saw this and commanded Buttles to retrieve the bottle. Buttles flew up, grabbed the bottle, and then flew out of the room. Tagrid hit the lever for the portculis, lowering it as Buttles escaped the room and trapping the rest of you in the chamber for the time being. As this was happening, Damaceus hurled a chair across the room at Hitash and Drumph managed to cleave one of the creatures in half with his axe, despite its resistance to such damage. 

Damaceus yet again disappeared with a crack, and did not reappear anywhere else in the room. Hitash commanded Buttles to return to his extra-dimensional pocket, with the Efreeti bottle. The other creature, seeing her comrade dead and her master abandoning her, surrendered. She reverted back to her human form. You cornered her and grabbed her for interrogation. Tagrid produced a vial of poison called Midnight Tears and threatened to use it on her unless she talked. When asked what they wanted with the bottle, she replied, "Freedom." When pressed, she explained that her and her people, the Genasi, were tired of being hunted down and forced into hiding. She believed that releasing the Efreeti would help return things to "the old ways". When asked about Damaceus' role in this, she said simply that he was "a friend" of her people.

Though Drumph and Tagrid were skeptical, Hitash knew that at least some of what she spoke was true. The Genasi, the offspring of Djinni and Efreeti, had been mercilessly hunted and exterminated in the past; those that remained kept themselves hidden, sometimes under illusion spells or else deep within the Muzad. The Genasi woman tried to tempt you with the power of the Efreeti, saying that if they helped her cause, you would be rewarded beyond your wildest dreams. You did not buy into it. Tagrid pushed her further, asking if she knew the location of any other bottles, or where Damaceus may have gone. She kept her mouth shut. Tagrid threatened her again with the poison, and this time she defiantly opened her mouth, daring you to do it. Just before you ended her life, she laughed and said you would be in for a surprise if ever you made your way to Calimport. 

After finishing her, you investigated the rest of the room. On a table in the back of the room, you found several items. The first was a set of black metal manacles which Asad determined to be dimensional shackles, used to keep beings bound to a single plane of existence. You also found a bowl holding four small stones, which after investigating, seemed to have the power of allowing long distance communication between the holders of the stones. The only other items of interest were three blackened bone statuettes of Efreeti warriors. 

After a time, you made your way back upstairs and tried the mosaic again. This time, it activated and transported you back to the Shrine of All Faiths. It is early morning, and the sun has not yet risen . . . 

<u>XP</u>

2 Tridrones – 200

2 Genasi - 200

Keeping the Efreeti Bottle – 400

Lucky – 50

Salivar's Sanctifying Touch – 50

Getting Damaceus to flee – 1000

RP - 500

Total: 2400/4 = 600 each

This puts everyone at 2962.   LEVEL UP!

<u>Loot </u>

Salivar's Sanctifying Touch: an old scroll and a new copy of the first step of creating Calishite mosaics (Hitash)

Tymora's Lucky Dice: stone dice that grant +8 to one saving or ability throw, one time use (Hitash)

Sending Stones: small stones that allows a message to be sent over any distance to the other stones in the set – this is done through the sending spell; limit 25 words, recharges at dawn (everyone)

Dimensional Shackles: these black metal manacles prevent a creature from using any form of extradimensional movement, including teleportation or planeshifting (Drumph)

Crystal potion bottles (3): these bottles once contained over 24,000 gp worth of potions (Tagrid)

Carved bone statuettes (3): carved from blackened bone, these statuettes depict Efreeti warriors; value of 25 gp each (Asad)

View
Shopping Sprees and Midnight Meetings

You decided to rest in the oasis during the heat of the day and continue on to Memnon at night. You arrived at the city gates at dawn the next day. Your first order of business was to do some shopping in the Caravan Ward, with Adhem disguised as a priest. Hitash managed to sell one of the horses for a good price by winning a dice game with his loaded dice. After unloading some of your more useless items, you turned your attention to two of the most pressing matters at hand: figuring out what to do with Adhem and finding a way to de-age Tagrid.

To kill two birds with one stone, you paid Tag's sister a visit. She is currently studing to be a healer in the Arcana Ward. On the way, Drumph tried to sell a brass bottle to a potion shop, but the shopkeeper wasn't interested. You went up to Tag's sister's dorm and explained the situation to her and she agreed to hide Adhem, at least for the time being. She also offered to take you to see Damaceus, a powerful mage who runs the School of Transmutation. 

When you met with Damaceus, he ascertained that the aging could not be removed via a spell; however, he told you that a Potion of Longevity may work. Unfortunately, the potion is very rare and expensive. He offered you two, for the low low price of only 8,000 gp each. While he was talking to the group, he used Message to tell Tagrid that he would give him the potions if Tagrid gave him a brass bottle that was in the possession of Drumph. They would make the trade at midnight in front of the Shrine of All Faiths.

After the meeting, you decided to rest in an inn. While everyone was sleeping, Tagrid stole the bottle from Drumph. When Drumph awoke, he realized the bottle was gone and confronted Tagrid. The two got into a heated agrument that turned physical. Drumph grappled Tag and took the bottle back. Drumph demanded a trade of "something you love" from Tagrid in exchange for the bottle. Tagrid gave him a pound of rare, very expensive coffee. While this was happening, Hitash sent Buttles to scout out Bollus Telbet's khanduq. Asad met up with him shortly. 

After Tagrid and Drumph sorted out their issues, they joined the rest of the group to go speak to Bollus. You enter the residence and demand to speak to Bollus. As you approach his meeting chamber, you see a mage dressed in black robes and bearing a black staff exit the chambers. Asad shoved Atala's note into his face and asked about the scorpion seal, to which he replied he didn't know before walking away. 

During the meeting with Bollus, you read him the letter and informed him of his son's death. Bollus seemed genuinely distraught and shared with you another letter, also signed by the Scorpion, that detailed the reason why his son had been taken – Bollus had been interfering in Council business. Bollus explained that he had come to odds with the Vizier of Memnon, Anders Gnarlbach, over the liberties the navy had been taking of late. He asked you to attend a council meeting in two days time and also provided you a nice residence in the Makers Ward.

After checking out your new residence, you decided to do some more shopping. Hitash, Tag, and Asad picked up some new armor and sold off some old weapons in the Smith's Sabban. You then decided to head back to the Arcana Ward to check up on Adhem and update him on the situation. You also picked up some more Healing Potions before heading back to your house.

Asad went to house Elmir and asked for the assistance of one of their mages. Magnus accompained you back to your home and performed an Identify ritual on the bottle. He told you it was an Efreeti Bottle, a highly dangerous and illegal artifact. As midnight approached, Tagrid tried to leave to meet Damaceus, but was stopped by the rest of the party. After a furious debate, you decided to go to the meeting – Tag meeting Damaceus and the rest of you watching from the shadows. As promised, Damaceus was in front of the Shrine, waiting. When Tag asked him about his intentions, Damaceus explained that the bottle had been stolen from a vault under the Guild Arcanum; he didn't want to see the group arrested, so set up this meeting instead. Tagrid handed over the bottle and recieved his potions, which reversed some of the aging. 

You watched Damaceus walk into the Shrine courtyard and then disappear into a mosaic. You decided to follow. You found yourself in a very small, dark room with a door.

XP

Exploring Memnon - 500

Meeting Bollus - 200

RP – 1000

Total: 1700/4 = 425

The puts everyone at 2362 

 

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Welcome to the Hotel Calimshania

You elected to rest in the bandit's cave during the heat of the day. Jasmal, the mage girl who assisted you, quickly gathered her things and left – saying she had business to attend to elsewhere and assuring Hitash that she could not continue on with you. The next evening you departed to travel to Memnon, and Hitash and Asad were able to guide the group in the proper direction. The night passed uneventfully. 

As dawn approached, you began to feel sleepy. Suddenly you smelled smoke, bringing with it the scent of cooking meats. Up ahead in the distance, you saw a shimmering light. As you approached, you saw an inn with an oasis behind it. You knew of no historical record of this inn, but the location of it just off of a main trade route made sense. A young woman stepped out of the inn and began putting out the lantern. She heard you approach and beckoned you to come stay at her lovely inn.  She called to her bellboy, Buus, who helped tie and water your horses.  Unbeknownst to you, the woman attempted to Charm Drumpf, but she was unsuccessful. A bell began to toll, and looking up you could see the inn had a third floor bell tower.

The woman led you into the inn by candlelight down a long, dark hallway to the oasis garden in the back of the inn. A band was playing, people were dancing, and the woman informed you to call for Buus or The Captain if you needed anything. Tagrid recognized the song the band was playing, a classic piece by his long-dead hero Afe Taciki. Asad grabbed some food and then ordered Buus to take him and Adhem (in disguise as Asad's cousin from Calimport) to their room. Hitash sent his newly acquired familiar, Buttles the Invisible Imp, to monitor the situation.

Drumph proceeded to order roughly 14 beers from The Captain. The Captain wore an old-fashioned naval hat and seemed thrilled about your presence at the inn. Drumpf began to get suspicious (and irritated) at the fact he wasn't getting drunk. Just then the bell began to toll again and Hitash noticed something strange. The band had begun playing the same song and the Captain and patrons seemed to be repeating the initial movements and conversations they were having when you arrived.

Hitash informed you of what he saw, and you observed the situation through several bell tolls. You were now all convinced that some sort of magical timeloop event was occurring.  Tagrid went to speak to one of the musicians, the band lyre player. The man seemed to have forgotten his name, where he had come from, and how long he had been at the inn. He warned you, "Whatever you do, don't . . . fall . . . asleep." Following this cryptic message, the bell tolled and he went into another loop.

Meanwhile, Asad was lying in his room trying to get some shut eye. Suddenly he felt a strange presence take hold of his body, rendering him unable to control his body. The presence did not feel malicious, but rather full of sorrow and fear. The presence imparted a message in his mind, "Stop her . . . go to the master's chambers," before departing and giving him control of his body. As the presence left, the rest of the party banged on the door. 

Asad led the group up to the second floor. Down the hallway, you saw a large door with the words "Captain __________" in gold foil letters. You kicked the door down, blasting it nearly off of its hinges. The room was large and contained an ornate, four-poster bed and a large mirrored dresser – the glass was missing from the dresser. Hitash found an old book on the dresser, which upon closer inspection seemed to be the Captain's journal. It discussed his struggling business, the arrival of a beautiful woman and her manservant, and the strange events that followed. Meanwhile, Tagrid pulled out a mirror and began inspecting the room. In the reflection, the room appeared dusty, rundown, and covered in blood.

Just then, you heard Buus approaching. You followed him back downstairs and demanded to speak to the woman, hatching a plan to try to attack her by surprise. When shown the journal, she said it likely belonged to some criminal who had stayed at the inn previously. You saw through her deception, and Asad plunged his dagger into her shoulder. Though not seriously injured, she shrieked and fled up the stairs. Hitash and Tagrid followed close behind while Asad blocked Buus from going up the stairs.

Asad attempted to attack Buus, but his steel sword was ineffectual. Buus began to transform, growing long claws and his head assuming the form of a jackal. Asad managed to defend the stairs and slay the creature with his silvered dagger.

Upstairs, Hitash, Drumpf, and Tagrid tried to take down the woman. She proved resistant to Drumpf's weapon, but was easily damaged by Tagrid and Hitash's spells. Just then, a large, misty figure materialized out of the wall and stood between the party and the woman, allowing her time to escape up to the third floor. The Captain, clearly a ghost, managed to frighten Tagrid so badly that he aged about 40 years, sprouting white hair and a beard to match. The bell tolled again, and the Captain disappeared – presumably to reset in the time loop. 

Drumpf was the first to reach the third floor, discovering the woman within the 10×10 bell tower. The room contained nothing else, save the massive bell suspended from the ceiling by a chain. Tagrid and Hitash were able to deal significant damage to the girl, who, in her rage, showed her true form – a nightmare of a woman with red skin, wings, and horns. She attempted to Charm Hitash, but failed. The Captain made another appearance, but before he could deal any more damage, Drumpf had the insight to attack the bell. When he struck it with his axe, the Captain howled in rage and disappeared. The woman moved forward to strike at Drumpf, placing her beneath the bell. Drumpf smacked the bell with a second blow so powerful it cracked up the middle and came loose from its moorings. The bell crashed down, pinning the monster beneath it. Near death, she reassumed her human form and pleaded with Drumpf to save her – he, of course, refused. 

The reverberations from the bell were so strong that Hitash was knocked off his feet. The shaking did not stop, and instead grew heavier – as if the whole building were collapsing. You ran down the stairs and could see the hallways beginning to contract. You ran into Asad and Adhem on the first floor and managed to run out the front door before the entire inn reverse-big banged into itself. 

You watched watched from a nearby sand dune as the inn was erased. In the dawn light, you could see dozens of wispy figures ascending into the sky. Two of them, the Captain and his daughter, Ana, expressed their gratitude to you before fading from view.  You notice that the oasis was still intact and 6 of your 8 horses returned to your sides. You decided to investigate the oasis further. Hitash discovered a row of graves as well as a mysterious object poking out of the sand. Upon closer inspection, the object turned out to be the fine lyre that the musician was playing. Tagrid recognizes it immediately as Afe's Lyre and Asad's use of Detect Magic revealed that it was once a magical instrument, though it is now too damaged to function. Hitash decided to loot one of the graves, and discovered 100 gold coins, impressed with an image of a syl-pasha from three hundred years prior. The rest of the party wasn't thrilled about grave robbing, but allowed it – Tagrid forbidding him from looting the grave of Afe, should Hitash stumble upon it. 

<u>XP</u>

Killing Buus – 500

Killing The Woman (totally a succubus) – 1100

Dropping the Captain to half hp – 600

Holding your drink (Drumph) – 100

Memories revealed (Hitash) – 100

A fine performance (Tagrid) – 100

In Ana's possession (Asad) – 100

Destroying the Inn – 500

RP – 500

3600/4 = 900 per player

Everyone is now at 1937.

<u>Loot</u>

100 old ass gold coins (Hitash)

Afe's Lyre (Tagrid)

From the graves

80 additional gold pieces (looking at the coins, they range in age from 300 years old to present)

A scroll case containing a Scroll of See Invisibility

 

 

 

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The Bit Bandit's Lair

You sped away from the destruction of the [[Friary of St. Amahl]]. Not soon after, Octotillo slows the caravan and begins bearing north, back towards Memnon. You were able to convince him to continue and that you would keep him safe from harm.  He asked for  some sort of insurance in case you were slaughtered by the bandits, and you relinquished a few healing potions and a scroll. As night fell, Octotillo once again halted the caravan, saying he would go no further. He agreed to stay until dawn and gave you a healing potion and the scroll – he kept the more valuable potion for insurance.  Azir and Soseke elected to return to Memnon to spread word of what had happened.

As you crept over the dunes, you saw the cave oasis where the bandits were holing up. Drumph and Tagrid were able to sneak close enough to overhear the conversation of two of the bandits, the female mage and a man. He tried, and failed, to convince her to leave with him before he took off on his horse – straight towards Asad. Asad came face to face with the bandit, who introduced himself as Hitash and insisted he was deserting the Bit Bandits. He informed you that Adhem was badly injured and being denied his medication. He also agreed to help you take out the bandits, as long as you promised not to harm the mage, Jasmal. You agreed, though Asad stipulated that if she became hostile he would neutralize her.

Hitash went back to the oasis and convinced Jasmal to come over to you. Jasmal was a nervous wreck, but was easily swayed to assist – or at least not hinder – your progress. You hatched a plan which involved shoving burning brush into a small ventilation crack on one side of the cave and setting a trip wire and additional fire at the front of the cave. Tagrid cast his unseen servant and bid it to begin untying Adhem. Two bandits, Khmed and Jasir, exited the cave to begin their watch but were quickly ambushed and killed by Asad and Drumph.  A third bandit, out to take a leak, was similarly dispatched. Once the fires were set, it wasn't long for one of them to come up and notice – alerting the others to the fire.

The remaining bandits charged out of the cave, all but one of them tripping and falling into the flames. The leader, Atala, managed to vault over her fallen comrades and immediately spotted Drumph and Asad. She was, however, not much of a match for Asad's keen blade and Drumph's mighty axe. She fled back into the cave as you began hacking at the other singed bandits. Asad, determined not to let her get a hold of Adhem, raced in after her. She was so intent upon stabbing her hostage, that she didn't notice him – until he lopped off her head. The remaining bandits were dealt with – including Atala's right hand man Haseid who had taken an arrow in the rump earlier in combat. The final bandit, just coming out from under the effects of a well-placed sleep spell. You tied him up, hung him upside down from a tree, and tortured him a bit. Confident that he knew nothing of import, you killed him. 

Asad, who had drug Adhem from the cave, began checking him over. The boy was pale and barely breathing – not to mention having lost a lot of blood and a finger. Tagrid healed him with a spell and Asad was able to properly administer his medication.  Inside the bandit's cave, you found  jewelry, a set of dice carved from bone, a silvered dagger, and a scroll of sleep. Drumph began harvesting fingers, which is no doubt when the Ring of Protection was discovered. On Atala's body you found some Bracers of Defense and a letter detailing the plans for Adhem's capture. When Adhem was shown the letter he said, in disbelief, that it looked like his father's handwriting. 

While the cave was being looted, Tagrid decided to tell Ocotillo to get the caravan ready for departure. When he arrived, the wagon, camels, and Octotillo were gone. Asad rode out to look for signs of the halfling, and found some debris and some abnormal indentations and tunnels in the sand. 

You have decided to remain in the cave, at least for the time being. Adhem has seven doses of his medication, enough for the next 4 to 7 days, and you have plenty of water. 

<u>XP</u>

Atala: 450

Haseid (Arrowass):  200

Bandits: 600

Planning: 500

Adhem lives: 500

RP: 500

Total:  2750/4 = 687

This puts everyone at 1037 so . . . LEVEL UP

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Bandits on the road/The Friary of St. Amahl

Your party, consisting of Asad Naqvi, Drumph, Azir Jassan, Soseki Domohiro, and Tagrid al-Zalam have all accepted an offer from the wealthy Bollus Talbet of Memnon. You were tasked with protecting his 18 year old son, Adhem, on his journey from Memnon to the Friary of St. Amahl, some 75 miles into the Calim Desert. 

The party awoke on the third day after a rather uneventful journey. After helping the caravaner, the halfling Octillo Sandburrow, hook up the camels, you set off for the last day of travel. Several of the party were concerned about Adhem's apparently ailing health, but the lad ensured them that he was fine as long as he had his medication. 

About an hour after Octillo turns the caravan in the direction of the Friary, you spot a man ahead of you. He wears all black and tries to wave you down. Tagrid cautiously approached the man and questioned him. It was obvious that his story about being ambushed by bandits was false. Asad and Azir shoot him as he reaches to pull something from under his shirt.

Suddenly, you heard the hoof beats of at least a dozen riders. The bandits, clothed in black and red, quickly close to surround you. Soseki hid beneath the wagon, Asad took up a position inside of the wagon, while Azir positioned himself between two of the camels.  Drumph managed to stick a javelin in the arm of one of the riders before the leader approached to parlay. She demanded that Adhem be turned over to her as a hostage. Despite Tagrid's best attempt at persuading her otherwise, she insisted. A female bandit mage managed to blind both Drumph and Tagrid and the other bandits began to close ranks. Before an all out fight could break out, Adhem voluntarily went with the bandits, to prevent any further bloodshed on his behalf. Before Adhem can be carried off, Tagrid notices he does not have his medication and Asad throws it to him. Adhem then disappears in an easterly direction with the majority of the riders. Two other riders ride to the north. The bandit leader laughs and leaves behind four of her riders to "ensure that you make it on the right road."

After the rest of the bandits disappear, the other four attack. You deal with them easily – Tagrid decapitates one of them, Drumph smashes one of them into the ground with the flat edge of his greataxe, and Soseki creeps out from beneath the wagon to eviscerate and then kick through a third. One of them manages to attack Drumph, but the half-orc's greasy, hairy skin is highly resistant (4 damage). 

After the skirmish, you search the bodies and find 2 scimitars, two short bows, twenty arrows, 4 water skins, and a simple tin whistle (the object the first scout had been reaching for when you shot him). Asad is certain of the direction the bandits are heading in and that they are going to their base of operations. Despite this, you decide to head to the Friary to restock on supplies and possibly get some help tracking them down.

Before long, you notice that the sand has been superheated in places and there are glassy patches all around. You also see a body – charred and desiccated from intense heat. When you enter the Friary, you find more charred bodies. Nothing remains alive. Inside the main hall, you discover that the well, thought to be limitless, is bone dry. Azir searches the shelves along the walls and finds 6 potions of healing and one potion of greater healing that survived the event. On a nearby podium, he also finds a Scroll of Aura of Vitality.  Asad was anxious to leave and urged the group to hurry. 

Once outside of the Friary walls, you saw a line of some 20 black clothed riders watching you from a high ridge of sand. The leader, Bardeid Pashar, rode down to speak with you. He called the place "cursed" and insisted that you leave quickly, though he could not answer what had caused the devastation, saying only that it was an "ancient evil". When asked about the bandit group, he named them as the Bit Bandits and their leader as Atala. He said that their order, the Madeen, do not interfere in the affairs of the bandit groups; nonetheless, he gave you some water and told you the location of the bandit's hideout, an oasis with a small cave that you should be able to reach by nightfall.

You are now on your way to rescue Adhem . . . 

<u>XP</u>

killing the scout: 100

4 bandits: 400

giving Adhem his medicine: 100

investigating the Friary: 300

talking to Bardeid: 100

RP: 750

Total: 1750/5 players =  350xp per player

LEVEL UP!

 

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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