The party completed the flyovers of the vale with no luck in locating the funeral mask. You decided to hike to the area of interest identified earlier in the day. The floor of the vale was filled with all manner of thorny growth - raspberry and black berry, prickly ash, roses, and other plants you couldn't identify. It took nearly five hours to reach your destination. Once there, the growth gave way to reveal a huge thorn wall covered in red roses. A quick fly-up revealed a solid hemisphere of thorn growth punctuated by tree trunks. Brute force won the debate about how to get in. It took 10 minutes for a wall of fire to burn through the thorns. This only revealed another thorn wall and passages left and right. "Crap, it's a maze." someone remarked.
Going left with Pip in the lead checking for traps, you traveled some distance when he stepped in a snare that pulled him 20' in the air. Seconds later you were attacked by several sprites who stepped out of the thorns, fired arrows and stepped back in. They were ineffective. Iam continued in the lead because he could not be snared. He walked through several snares and you made your way to the center. You were not attacked.
The center of the maze was an open area (under the thorn wall) with a stone, spiral stair descending in the middle. The stair was surrounded by several standing stones and three huge trees grew at compass points opposite and left/right. Pip entered invisibly , whispering back "It's clear straight to the stones." Powduce entered to the right, followed by Iam don the middle. The gigantic tree across animated and charged (trampled) Iam and caught Pip. The other trees animated also animated and a few sprites started firing arrows from the thorns. The trees were beat down quickly (vulnerability to fire + meteor swarm = conflagration). One of the sprites was killed. The others disappeared into the thorns.
Down the stairs it was easy to determine which direction to go - a set of ornate oak doors. The grouped bashed at the door and needed a knock or two from Potenzia to get in. Inside were nearly a dozen sprites around a low stone table set with a feast. They were ready for a fight. As you worked your way in some fell under control of their 'suggestion' to leave them alone. The result was 'confusion' as those affected would move in and out of protection circles. The sprites daggers and arrows were poisoned and two (Pip and Potenzia) were affected. Pip used a neutralize potion to avoid secondary effects. Potenzia was struck after the combat with nearly debilitating Str damage. You noticed tha many of the sprites were missing ears.
As the group pushed in, taking care of the sprite caster, a voice from behind another wall of thorns asked "Who are you and what do you want?"
"We're here for the mask." was the reply.
The voice followed up with, "We don't have them anymore."
Another group member said "Too bad for you then." The battle continued.
The group was gaining the upper hand when the sprites used a familiar strategy - obscuring mist. This greatly slowed advancement and allowed the sprite to put up another wall of thorns. Zoltan and Powduc could not penetrate it. The sprite leader and maybe one or two others fled through the thorns. The group chased down a couple sprites who fled in different directions.
The mist finally went away and you burned through the wall with another wall of fire. Behind was a throne room and bedchamber. Alorian quickley noticed a secret door and passage that went back up the the central clearing.
When you reached the surface, there was a small arrow with a note attached stuck in the ground. It read, "You are a quite strong group. In exchange for a favor, I'll tell you where to find the masks."
You agree. Turns out the sprites stole both masks to get the 'ear harvesting' to end. The King of the Roses give you directions to the place where you can find the masks. You ask "What's the favor?" He replies, you'll have to kill the guy we gave them to to get the masks - that's the favor.
You head off with his map and directions.
After clearing the vale, you started up some steep foothills. Periodically you could see in the distance a couple large flying creatures. The next day, when you saw them again, Powduc and Zoltan could tell they were reptilian and likely redish in color. The King of the Roses' directions proved perfect. You arived at a small keep carved directly from the stone with an inviting double door. You approached cautiously and Pip climbed up the wall to take a better look and found nothing. You opened the door and waited for Pip to lead. He found a trip wire a few feet in and directed everyone to skirt to the right. As the group opened a door, Pip looked behind a tapestry for any concealed doors - and screamed in pain, and the door opposite flung open. There were two werewolf like beasts, one of which was blinking. As the first one rushed toward the back of the party, you realized its intent was not to attack but to trigger the trip wire. The tapestry fell and many of you were unable to avert your gaze in time as the symbol of pain glowed brightly. The other beast covered the group with waves of despair. Some of you fell under its influence.
Several rounds were spent fighting and tracking these beasts throughout the keep as they not only blinked in and out but dimension door'd all over. You 'discovered' an illusionary wall, but not until several rounds of their waves of despair attacks. Nearly everyone was effected by now. A couple members were also suggested or charmed. You followed them through this wall to find a laboratory with a fleshy construct on a table. You quickly beat down the golem and explored a bit more. You discovered a treasury and spent several rounds identifying a few items.
Going back about the only way left to go, you came to a hall and Iam entered and saw Count Julistar, a bearded devil, two of the wolfish creatures, the keeps owner sitting ona large stone throne (Xaven - matching the description from the King of the Roses), and an eryines standing next to him. Powduc charged past at one of the wolf creatures only to stop in front and realize that he was on unstable ground. He adjusted his position and disappeared. Pip moved in invisibly to flank. the rest of the group tried as best you could to move in through a 5' hall.
Powduc had fallen through the floor only to land, unhurt, in front of a huge red dragon. It snatched him in its claws and flew off over the the edge of the cliff. He soon after dimension door'd back to the keep.
Blades and spells started flying. Iam engaged Julistar, Schweitzer the devil, and Alorian one of the wolf creatures. A single, bright dart appeared out of thin air several times, drilling through Iams armor and doing serious damage. The figure remained sitting on the throne and another version stepped out from behind, cast a spell, and Schweitzer disappeared. More spells and Iam disappeared. Zoltan started to cast walls of force to separate the dart thrower, erinyes, and Xaven from the group. Pip tried to follow an opponent to continue to flank and 'found' another area of floor that might be illusionary. Xaven disintegrated the walls as fast as Zoltan could put them in place. The wolf beasts dimensioned door'd out and came back and went out again. Zoltan, tiring of the back and forth, placed a force cage around Xaven and the erinyes. They each teleported away. The battle went easily from here. A glitter dust revealed the halfling, Julistar and his beared devil were quickly dispatched, followed by the halfling.
While one side of the battle was waning, a wolf beast appeared at teh back of the group and used it magic abilities. It ran and Powduc followed only to run into Xaven and gang in another room. Pip moved in invisibly only to notice that both the erinyes and Xaven could see him. She entangled him in her rope removing him from combat. Powduc was mazed. Potenzi and Zoltan moved in and let lose with what they had left. Zoltan powerword stunned the erinyes and Xaven was forced to flee (teleport). He did not return.
After several more minutes, all those mazed returned, some curing was done and you finished searching the place. You found a stone coffer behind the throne with two seemingly identical masks.
Until next time.
Wednesday, September 9, 2009
Monday, August 24, 2009
Four Pharaohs - Session One (point five)
The Bloodsworn Vale is about 2 miles wide by 4 miles long. The plan is to head to the valley and do several flyovers on pips' carpet with Leo trying to locate object. As you are preparing for the trip (food, maps, equipment, etc.) you receive a sealed note. It is from Neferet. She has information about the third bidder - the one with the nasty scar. He is most likely Count Julistar. Not known much in these parts, but he is infamously known further south (closer to Mirvia) as a mercenary. He has several known associates including a half-orc thug, a female sage and a halfling spy. He is not known as a collector or for any interest in arts or antiquities. He is thought to be involved with a demon worshiping cult.
- Until Next Time.
- Until Next Time.
Sunday, August 23, 2009
Four Pharaohs - Session One
The group welcomes Powduc, as no one has really seen him for nearly a year. Pleasantries are dispensed and you all get to business. Turns out that Powduc has a benefactor, or rather may have one. All he needs do in order to receive the assistance is a small job - act as hie agent at the Sothis Antiquities Market. Powduc does not seem to trust this philanthropist completely, even though Pip did his best to dig up any dirt.
As the market is coming up quickly, the group, sans Zoltan, sail off to Giorandi. You reach Sothis and see clearly that the city is abuzz about something. It doesn't take much skill to find out that the market is three days away. However, there is still the issue of invitations.
Powduc checks in with an old family friend and is able to secure five tickets, which are enough because some of you can enter as guards for the 'invited.' The day of the market arrives and you all head to a huge blue tent that has been erected. Inside are scores, if not hundreds of tables filled with all manner of items: swords, sculpture, tapestries, gems and jewelry, scrolls, knick0knacks, and more. Realizing that you don't really know what you''re looking for, Pip scouts the place. He returns knowing the area with items purported to be from the time opf the pharaohs. Once there, you realize once again that you have no good idea of which items are real artifacts and which might be fakes. Everyone reaches deep into their knowledge and with little success. A woman approaches Powduc and says "Not everything is as it seems." He introduces the group to Neferet Anu, the family friend who arranged your invites. She helps narrow down your choices to six key items.
The auction begins. You are quickly able to size up the opposition. There are four other people seriously bidding on items from this time. The first is a bookish looking man in his late 60's wearing non-descript clothing. The second is a wealthy looking man in his 40's with a look of someone who spent much of his youth outside. The third is a tall man dressed in black and reds with a scar across his face. The last is a lavishly adorned woman with a large entourage. The first three are the most serious bidders. You split up the task of bidding on each of the six items to avoid drawing any attention to yourselves. Each time the bidding comes down to yourselves and the third man. You place the winning bids on four of the six items: a set of seven gold coins, a set of charcoal rubbings, a jade figurine, and a set of papyrus scrolls.
Pip does a little reconnaissance and notices the man with scar is accompanied by a halfling and up close the scar is quite nasty. It is actually three parallel scars, as if from claws, that run from his hairline, mid forehead across his right eye to below his right ear. Some of you notice the halfling appears to be reconnoitering you. Pip follws him but loses him in the crowd.

A little nervous about this scarred man and any potential companions, Powduc asks Leo to try to scry him. Leo teleports off to his temple to try. Powduc searches out the contact his benefactor had arragned for some help in determining who these other bidders were, and the rest of the group tries to figure out what it is you bought at the auction. The charcoal rubbings are a series and after you arrange them in order, the text (via a helm of comprehend languages) has numerous references to the Four Pharaohs and refers to a funeral mask. The scrolls are pages and pages of mathematical formulas. Leo returns unsuccessful and explores the city a bit. He finds the Sothis Exhibitory (think Smithsonian). Inside he finds several employees/curators busy in one section of the museum. He finds out that they are preparing the exhibits for some newly acquired items. He also sees on his visit a prominently displayed golden, full-face mask with gold and onyx inlay and a cobra head. The whole thing is ringed by many exotic looking feathers.
Powduc follows the directions and waits contact. The group determines that the scrolls with the formulas are actually very complicated star charts and 'prove and predicts' a very rare celestial alignment that occurs every 56 years. According to the charts, this alignment is presently occurring. Leo returns and reports what he found.
The next morning as the group heads to the main room for breakfast, Neferet is there to meet you. She says to Powduc, "We should talk." Turns out she is also his arranged contact and was not as open earlier because she didn't know exactly why Powduc was at the auction. She aggrees to help find out more about the other bidders and connects you with someone who knows much more about the pyramids of the Four Pharaohs than anyone else.
The bidders were first the Arch Docent - head curator of the Exhibitory and second The Crook-bearer, a private individual, wealthy and an art collector. It is rumored that the Crook-bearer has a funeral mask matching the description and identical to the one Leo saw in his own collection. The other two are unknown.
She introduces you to Reagos, an odd man who wears a blindfold, has a paper phobia, and moves around his house by following a web of string. He tells a story of actually being at the main pyramid 56 years ago. The mask must be worn to bring the main pyramid to the material plane. When his group was inside, they noticed the place was covered with ancient inscriptions. According to the inscriptions, the four pharaohs had declared that all intruders would be doomed to live out their existence as eternal guardians of the tomb. Apparently, anyone who saw the four symbols of the pharaohs’ namesakes would forever become enslaved monsters.
They ignored them think it merely a scare tactic. Not so. the party bowman, suddenly cried out in alarm, warning the rest of us to avert our eyes—he had seen the fourth and final rune. Moments later, Seraton transformed. He became a withered husk, like the embalmed bodies we had expected to find. And he was filled with a terrible, smoldering anger. I remember Seraton driving his entire arm through the group leader’s chest, exploding him into dust. The mask fell and he grabbed it and ran. he was the only one to escape. He eventually sold the mask to an unknown merchant.
Neferet arranges a meeting between the group and the Arch Docent two hours after the museum closes for you to find out more about the mask (thinking there is adventure to be had). Leo and Potenzia ports of to Saltmarsh to get Zoltan. You all reach the museum to find the fron tcourtyard gate open. As you approach the building you notice two bodies lying on the ground - they are dead. The main doors are locked and there is an unsuccessful attempt to force them. Pip opens the lock and another unsuccessful attempt. Potenzia 'knocks' the door and they open. The group moves in to painfully discover the floor covered with 'spike stones' and the hall to the Four Pharaohs wing blocked by a 'wall of thorns.' Several forced their way through and Leo moved ethereally until Zoltan dispelled the wall. You 'found' a bout a half dozen, mean-looking fey creatures grouped around the funeral mask display. You started to overpower them when three of them created an area of obscuring mist. This only made things a little harder, but bought them some time. Pip understood one to say "I have the mask, make for the ropes."
They weren't much of a threat to any of you but were not complete push-overs. A couple targeted Alorian with some sort of suggestion. They spoke to him in elvish. After the fight was finished and the mist cleared, the mask was gone and one fey remained unconscious. No one spotted anyone leaving. One thing you did notice was that about half of the fey had bandages on one ear (some left, some right). Looking under the wraps you see that they were missing an ear - cut clean off and were at various stages of healing.
Realizing the trouble that you could be in after confirming that the Arch Docent was one of the dead figures, Powduc and Pip set off to find Neferet. The rest stayed and guarded the museum. Ten minutes later Neferet approaches the gate and see you. She shakes her head in disappointment. Someone states "It wasn't our...." and gets cut off. She say "I know. You need to go. Now!" Leo begins to say "I can cast.." and gets cut off. He continues "raise dead..." and get cut off again. She urges you all to leave and you will talk tomorrow. "What about the fey-in-the-bag?" someone asks. Neferet says she'll take care of it.
The next day you are informed that if your offer for raise dead is still good, that much can be smoothed over. You are also told that the Crook-Bearer's estate was robbed in a similar manner last night and only one item seems to be missing. The little beasties are known as blood sprites. They are quite rare native to only one location - the Bloodsworn Vale (a two day ride). Leo raises the Arch Docent (and is reimbursed for the cost). Leo attempts to locate the mask (object) with no luck.
-End of Session One
As the market is coming up quickly, the group, sans Zoltan, sail off to Giorandi. You reach Sothis and see clearly that the city is abuzz about something. It doesn't take much skill to find out that the market is three days away. However, there is still the issue of invitations.
Powduc checks in with an old family friend and is able to secure five tickets, which are enough because some of you can enter as guards for the 'invited.' The day of the market arrives and you all head to a huge blue tent that has been erected. Inside are scores, if not hundreds of tables filled with all manner of items: swords, sculpture, tapestries, gems and jewelry, scrolls, knick0knacks, and more. Realizing that you don't really know what you''re looking for, Pip scouts the place. He returns knowing the area with items purported to be from the time opf the pharaohs. Once there, you realize once again that you have no good idea of which items are real artifacts and which might be fakes. Everyone reaches deep into their knowledge and with little success. A woman approaches Powduc and says "Not everything is as it seems." He introduces the group to Neferet Anu, the family friend who arranged your invites. She helps narrow down your choices to six key items.
The auction begins. You are quickly able to size up the opposition. There are four other people seriously bidding on items from this time. The first is a bookish looking man in his late 60's wearing non-descript clothing. The second is a wealthy looking man in his 40's with a look of someone who spent much of his youth outside. The third is a tall man dressed in black and reds with a scar across his face. The last is a lavishly adorned woman with a large entourage. The first three are the most serious bidders. You split up the task of bidding on each of the six items to avoid drawing any attention to yourselves. Each time the bidding comes down to yourselves and the third man. You place the winning bids on four of the six items: a set of seven gold coins, a set of charcoal rubbings, a jade figurine, and a set of papyrus scrolls.
Pip does a little reconnaissance and notices the man with scar is accompanied by a halfling and up close the scar is quite nasty. It is actually three parallel scars, as if from claws, that run from his hairline, mid forehead across his right eye to below his right ear. Some of you notice the halfling appears to be reconnoitering you. Pip follws him but loses him in the crowd.

A little nervous about this scarred man and any potential companions, Powduc asks Leo to try to scry him. Leo teleports off to his temple to try. Powduc searches out the contact his benefactor had arragned for some help in determining who these other bidders were, and the rest of the group tries to figure out what it is you bought at the auction. The charcoal rubbings are a series and after you arrange them in order, the text (via a helm of comprehend languages) has numerous references to the Four Pharaohs and refers to a funeral mask. The scrolls are pages and pages of mathematical formulas. Leo returns unsuccessful and explores the city a bit. He finds the Sothis Exhibitory (think Smithsonian). Inside he finds several employees/curators busy in one section of the museum. He finds out that they are preparing the exhibits for some newly acquired items. He also sees on his visit a prominently displayed golden, full-face mask with gold and onyx inlay and a cobra head. The whole thing is ringed by many exotic looking feathers.
Powduc follows the directions and waits contact. The group determines that the scrolls with the formulas are actually very complicated star charts and 'prove and predicts' a very rare celestial alignment that occurs every 56 years. According to the charts, this alignment is presently occurring. Leo returns and reports what he found.
The next morning as the group heads to the main room for breakfast, Neferet is there to meet you. She says to Powduc, "We should talk." Turns out she is also his arranged contact and was not as open earlier because she didn't know exactly why Powduc was at the auction. She aggrees to help find out more about the other bidders and connects you with someone who knows much more about the pyramids of the Four Pharaohs than anyone else.
The bidders were first the Arch Docent - head curator of the Exhibitory and second The Crook-bearer, a private individual, wealthy and an art collector. It is rumored that the Crook-bearer has a funeral mask matching the description and identical to the one Leo saw in his own collection. The other two are unknown.
She introduces you to Reagos, an odd man who wears a blindfold, has a paper phobia, and moves around his house by following a web of string. He tells a story of actually being at the main pyramid 56 years ago. The mask must be worn to bring the main pyramid to the material plane. When his group was inside, they noticed the place was covered with ancient inscriptions. According to the inscriptions, the four pharaohs had declared that all intruders would be doomed to live out their existence as eternal guardians of the tomb. Apparently, anyone who saw the four symbols of the pharaohs’ namesakes would forever become enslaved monsters.
They ignored them think it merely a scare tactic. Not so. the party bowman, suddenly cried out in alarm, warning the rest of us to avert our eyes—he had seen the fourth and final rune. Moments later, Seraton transformed. He became a withered husk, like the embalmed bodies we had expected to find. And he was filled with a terrible, smoldering anger. I remember Seraton driving his entire arm through the group leader’s chest, exploding him into dust. The mask fell and he grabbed it and ran. he was the only one to escape. He eventually sold the mask to an unknown merchant.
Neferet arranges a meeting between the group and the Arch Docent two hours after the museum closes for you to find out more about the mask (thinking there is adventure to be had). Leo and Potenzia ports of to Saltmarsh to get Zoltan. You all reach the museum to find the fron tcourtyard gate open. As you approach the building you notice two bodies lying on the ground - they are dead. The main doors are locked and there is an unsuccessful attempt to force them. Pip opens the lock and another unsuccessful attempt. Potenzia 'knocks' the door and they open. The group moves in to painfully discover the floor covered with 'spike stones' and the hall to the Four Pharaohs wing blocked by a 'wall of thorns.' Several forced their way through and Leo moved ethereally until Zoltan dispelled the wall. You 'found' a bout a half dozen, mean-looking fey creatures grouped around the funeral mask display. You started to overpower them when three of them created an area of obscuring mist. This only made things a little harder, but bought them some time. Pip understood one to say "I have the mask, make for the ropes."
They weren't much of a threat to any of you but were not complete push-overs. A couple targeted Alorian with some sort of suggestion. They spoke to him in elvish. After the fight was finished and the mist cleared, the mask was gone and one fey remained unconscious. No one spotted anyone leaving. One thing you did notice was that about half of the fey had bandages on one ear (some left, some right). Looking under the wraps you see that they were missing an ear - cut clean off and were at various stages of healing.
Realizing the trouble that you could be in after confirming that the Arch Docent was one of the dead figures, Powduc and Pip set off to find Neferet. The rest stayed and guarded the museum. Ten minutes later Neferet approaches the gate and see you. She shakes her head in disappointment. Someone states "It wasn't our...." and gets cut off. She say "I know. You need to go. Now!" Leo begins to say "I can cast.." and gets cut off. He continues "raise dead..." and get cut off again. She urges you all to leave and you will talk tomorrow. "What about the fey-in-the-bag?" someone asks. Neferet says she'll take care of it.
The next day you are informed that if your offer for raise dead is still good, that much can be smoothed over. You are also told that the Crook-Bearer's estate was robbed in a similar manner last night and only one item seems to be missing. The little beasties are known as blood sprites. They are quite rare native to only one location - the Bloodsworn Vale (a two day ride). Leo raises the Arch Docent (and is reimbursed for the cost). Leo attempts to locate the mask (object) with no luck.
-End of Session One
Tuesday, August 4, 2009
Tilth Adventure - The Four Pharaohs
The main group in Rastgoth agrees to meet in Saltmarsh in five days time to work out the details of a short trip to Sothis, Giorandi. Iam and Zoltan finish up a few meetings with the Merchant Prince and a few other minor nobles. Potenzia completes some trade deals he had in the works. Pip disappears into the streets to do whatever it is he does. Alorian, Leo and Schweitzer head off overland to Saltmarsh via Marnot to check on the harvest. Leo says he'll do a sending to Powduc to let him know the group is planning a trip to Giorandi.
While the splinter group is in Marnot, Leo casts his sending to Powduc.
The fifth day arrives and some are already in Saltmarsh and some are just arriving. The group gathers at the Saltmarsh Inn over drinks. Leo informs everyone that Powduc has said he will be here. After a few drinks someone asks, "Where in the Nine Hells is Pip?"
Someone else looks out the window to see a skiff under sail come up to the docks down the hill. Two familiar shapes disembark and head up towards the inn.
[We'll pick up roleplaying from here.]
While the splinter group is in Marnot, Leo casts his sending to Powduc.
Planning a trip to Giorandi - Sothis Antiquities Market specifically. Not sure of your availability. Reply with interest.The reply is:
Interested and have information. Contact me again tomorrow with your schedule.After a day in Marnot the party members finish some inspections and start traveling to Saltmarsh. Leo casts another sending:
Headed to Saltmarsh to meet in two days. Can you make that timing?The reply:
Saltmarsh in two days. Confirmed.Those in Rastgoth finish their dealings and sail and/or teleport to Saltmarsh. Someone remarks: "Anyone seen Pip?"
The fifth day arrives and some are already in Saltmarsh and some are just arriving. The group gathers at the Saltmarsh Inn over drinks. Leo informs everyone that Powduc has said he will be here. After a few drinks someone asks, "Where in the Nine Hells is Pip?"
Someone else looks out the window to see a skiff under sail come up to the docks down the hill. Two familiar shapes disembark and head up towards the inn.
[We'll pick up roleplaying from here.]
Tuesday, May 5, 2009
Tilth Adventure - The Four Pharaohs (Pow Duc only)
After the near fiasco in Southkeep, you took your leave of the group and headed to the Argo Hills near Blackmoor to enter into a more ascetic phase of your career and to start work on a monastery. You have some support from the Tilth government as they would like you to take a more active role in Tilth security, particularly on the northern frontier. You have a few followers – some of them budding priests. You and the rest of the group periodically keep in touch through magical sendings.
During one of your trips to Col Tilth, the Capital, to meet with representatives of the ruling family, you receive a sealed letter. The seal pressed into the wax is one you have not seen in some time. It is of the House of the Griffon. It reads:
You know the Wayward Dragon Inn in Col Tilth is an expensive place, usually catering to traveling merchants and dignitaries. Some of the rooms are even leased long term. The Sothis Antiquities Market is a near fabled biennial bazaar held in Sothis, Giorandi, on the eastern coast of the Great Sea. It is usually held in the fall but its exact time and place are only known by the initiated. The level of secrecy is required due to the often questionable legal status of some of the items being offered for sale. You have been there several times many years ago when you were one of the guards for Qui Pan of the House [insert your house here]. You also know that the House of the Griffon is in charge of the Giorandi Treasury. The name Valeros is not familiar.
You see no harm in meeting this person and choose a busy time of the day to stop at the Wayward Dragon. You find out from the innkeeper that Valeros is in and send word up to him via a serving maid that you are in the grand hall. He comes down quickly. He attempts some small talk but you ask him to get straight to the point.
From him you learn that the great Sothis Antiquities Market is scheduled to be held this fall. He has heard that there are some items being offered this year that are purported to be from the Four Pharaohs of Ascension. He knows of the market but not the pharaohs. He has searched you out to learn more about these pharaohs and to determine if it would be worth his coin to try to purchase some of the items. He presents himself a collector of rarities. He offers to show you some of his collection if you would like to see for yourself.
You know the following about the Four Pharaohs of Ascension and can tell him as much or as little as you wish.
He listen intently to anything you tell him and asks, offers to pay, and nearly begs for more no matter how much you tell him. After your conversation he seems convinced that he has enough information to believe that these items are legitimate and offers you a proposition. He is willing to help finance your building in exchange for your acting as his agent at the Sothis Antiquities Market for the acquisition of true artifacts from the Four Pharaohs of Ascension.
You are originally from the area near Sothis and have not been back in Giorandi for years. Building a monastery is exorbitantly expensive and you wonder if it would be better to be somewhat beholden to the Tilth or to an expatriate who seems to be offering few strings. You decide to have an acolyte prepare a sending to one of the group the next day.
It’s your choice as to who receives the sending. You have 25 words. Email me with the wording and to whom it is sent.
During one of your trips to Col Tilth, the Capital, to meet with representatives of the ruling family, you receive a sealed letter. The seal pressed into the wax is one you have not seen in some time. It is of the House of the Griffon. It reads:
Anchorite Pow Duc:
Forgive this intrusion into your private purposes, but I, like yourself, am a Giorandi expatriate. I am less skilled in religion and history than yourself. I know this because I have considerable wealth and like most things in the Tilth, information is for sale. Please do not interpret my investigations as prying. Rather I was merely trying to locate someone who may help me better understand the Sothis Antiquities Market. If you can find the time to meet with me, please stop by the Wayward Dragon Inn at your convenience.
-Valeros, House of the Griffon
You know the Wayward Dragon Inn in Col Tilth is an expensive place, usually catering to traveling merchants and dignitaries. Some of the rooms are even leased long term. The Sothis Antiquities Market is a near fabled biennial bazaar held in Sothis, Giorandi, on the eastern coast of the Great Sea. It is usually held in the fall but its exact time and place are only known by the initiated. The level of secrecy is required due to the often questionable legal status of some of the items being offered for sale. You have been there several times many years ago when you were one of the guards for Qui Pan of the House [insert your house here]. You also know that the House of the Griffon is in charge of the Giorandi Treasury. The name Valeros is not familiar.
You see no harm in meeting this person and choose a busy time of the day to stop at the Wayward Dragon. You find out from the innkeeper that Valeros is in and send word up to him via a serving maid that you are in the grand hall. He comes down quickly. He attempts some small talk but you ask him to get straight to the point.
From him you learn that the great Sothis Antiquities Market is scheduled to be held this fall. He has heard that there are some items being offered this year that are purported to be from the Four Pharaohs of Ascension. He knows of the market but not the pharaohs. He has searched you out to learn more about these pharaohs and to determine if it would be worth his coin to try to purchase some of the items. He presents himself a collector of rarities. He offers to show you some of his collection if you would like to see for yourself.
You know the following about the Four Pharaohs of Ascension and can tell him as much or as little as you wish.
- During sometime in the Third Age of the Black Phoenix, Ancient Giorandi was, for a time ruled by a union of four feuding pharaohs known as the Four Pharaohs of Ascension.
- The Four Pharaohs of Ascension were Anuk Fero, the Cerulean Pharaoh, Hetshepsu, the Fiend Pharaoh, Ankana, the radiant Pharaoh, and the Pharaoh of Numbers, whose name is lost to time. Each had different strengths, but all were equal.
- Legends say the Four Pharaohs of Ascension were bound by a magical pact that intertwined their fates: they lived together, ruled together, and were fated to die together.
- For whatever reason, items from this time are periodically (re)discovered or appear. Every 56 years you remember after some thinking.
He listen intently to anything you tell him and asks, offers to pay, and nearly begs for more no matter how much you tell him. After your conversation he seems convinced that he has enough information to believe that these items are legitimate and offers you a proposition. He is willing to help finance your building in exchange for your acting as his agent at the Sothis Antiquities Market for the acquisition of true artifacts from the Four Pharaohs of Ascension.
You are originally from the area near Sothis and have not been back in Giorandi for years. Building a monastery is exorbitantly expensive and you wonder if it would be better to be somewhat beholden to the Tilth or to an expatriate who seems to be offering few strings. You decide to have an acolyte prepare a sending to one of the group the next day.
It’s your choice as to who receives the sending. You have 25 words. Email me with the wording and to whom it is sent.
Tilth Adventure - The Four Pharaohs (for all but Pow Duc)
Nearly a year has past since the near fiasco in Southkeep. The truce in the valleys has held and the few remaining camps of bandits, humanoids and other ne’er-do-wells have mostly been eradicated. The more problematic tribes of humanoids have been at least beaten back to where it will take them years to fully recover. Crops were planted and the harvest is approaching.
Most of the trouble makers in the area have fled to The Baronies. The political structure is at near collapse in Seavering as no one has been able to take and hold power after the Night of the Demons. The roads are very dangerous and while trade is still fairly strong, it has turned darker. The black market thrives and drug and ‘human(oid)’ trafficking is on the increase.
The political machinations of the Prince of Rastgoth continue and some of you have been regularly attending Guild Council Meetings. Alorian and Pow Duc, have not been seen much over the last year. Each are working to establish academies (for lack of a better term that applies to both) in disparate parts of the Tilth. Pip seems to never be around when anyone is looking for him and always around when no one wants him to be there. Potenzia is in Rastgoth and Saltmarsh for extended periods and then gone for similar lengths. He has added to his fleet of ships and is busy overseeing an expanding ‘shipping’ business. Zoltan and Iam have receded into the more secluded tasks that come with being Baronettes. Schweitezer has been extensively traveling with a small retinue and spreading the word of the Black Huntsman. He has actually been seen reading in the Library on the Isle of White. JP has been rarely seen, and then only by those who stop at Bilikin Isle during their travels. Leo has been happily helping to keep the overland travel and trade routes free from bandits, protecting areas farmsteads, and leading small excursions further inland to check reports of ogres and giants. You all keep in fairly regular contact by written letters and periodic magical sendings.
Potenzia returns from a longer than normal absence to attend a Guild meeting. All of you but JP and Pow Duc happen to be in Rastgoth and you agree to hang out one evening at the Gutted Fish to reminisce. You eat well and break out ‘the good stuff.’ There is some lamenting about the more sedentary turn your lives have taken. At a random point in the evening, talk turns to Potenzia’s travels. “Nothing special, just a lot of traveling on ship. But I did hear something interesting on my last trip.”
Potenzia recounts the story of his most recent trip to Giorandi. His last stop before heading back west was in Sothis, on the eastern coast of the Great Sea. It was here that he heard of a great antiquities market that is held every two years. The most interesting thing about this market was that no one readily talked about it, making it all that much more intriguing. He says it took a lot of coin and even more persistence to learn that there is a lot of excitement about this year’s market. The rumor is that there are going to be items at the auction this year from the Four Pharaohs of Ascension. People were even less willing to talk about the pharaohs. Apparently, sometime during Giorandi ancient history – thousands of years ago – the area was ruled by four people, called the Four Pharaohs of Ascension. It seems that some artifacts from this time have appeared – the first time in over 50 years. Potenzia ends his story with a query of sorts. “If any of you have some spare coin, I would be more than happy to act as your agent and invest in some antiquities.” Some of you smile and some frown depending on how your last ‘investment opportunity’ with Potenzia panned out.
Most of the trouble makers in the area have fled to The Baronies. The political structure is at near collapse in Seavering as no one has been able to take and hold power after the Night of the Demons. The roads are very dangerous and while trade is still fairly strong, it has turned darker. The black market thrives and drug and ‘human(oid)’ trafficking is on the increase.
The political machinations of the Prince of Rastgoth continue and some of you have been regularly attending Guild Council Meetings. Alorian and Pow Duc, have not been seen much over the last year. Each are working to establish academies (for lack of a better term that applies to both) in disparate parts of the Tilth. Pip seems to never be around when anyone is looking for him and always around when no one wants him to be there. Potenzia is in Rastgoth and Saltmarsh for extended periods and then gone for similar lengths. He has added to his fleet of ships and is busy overseeing an expanding ‘shipping’ business. Zoltan and Iam have receded into the more secluded tasks that come with being Baronettes. Schweitezer has been extensively traveling with a small retinue and spreading the word of the Black Huntsman. He has actually been seen reading in the Library on the Isle of White. JP has been rarely seen, and then only by those who stop at Bilikin Isle during their travels. Leo has been happily helping to keep the overland travel and trade routes free from bandits, protecting areas farmsteads, and leading small excursions further inland to check reports of ogres and giants. You all keep in fairly regular contact by written letters and periodic magical sendings.
Potenzia returns from a longer than normal absence to attend a Guild meeting. All of you but JP and Pow Duc happen to be in Rastgoth and you agree to hang out one evening at the Gutted Fish to reminisce. You eat well and break out ‘the good stuff.’ There is some lamenting about the more sedentary turn your lives have taken. At a random point in the evening, talk turns to Potenzia’s travels. “Nothing special, just a lot of traveling on ship. But I did hear something interesting on my last trip.”
Potenzia recounts the story of his most recent trip to Giorandi. His last stop before heading back west was in Sothis, on the eastern coast of the Great Sea. It was here that he heard of a great antiquities market that is held every two years. The most interesting thing about this market was that no one readily talked about it, making it all that much more intriguing. He says it took a lot of coin and even more persistence to learn that there is a lot of excitement about this year’s market. The rumor is that there are going to be items at the auction this year from the Four Pharaohs of Ascension. People were even less willing to talk about the pharaohs. Apparently, sometime during Giorandi ancient history – thousands of years ago – the area was ruled by four people, called the Four Pharaohs of Ascension. It seems that some artifacts from this time have appeared – the first time in over 50 years. Potenzia ends his story with a query of sorts. “If any of you have some spare coin, I would be more than happy to act as your agent and invest in some antiquities.” Some of you smile and some frown depending on how your last ‘investment opportunity’ with Potenzia panned out.
Monday, October 6, 2008
The Rescue - Aftermath II
Being convinced there are no more denizens - native or of the Aberrant Misfits - to be found and that anything of value has been scavenged, the group heads back to the surface. Once back in the alleys of Southkeep, Schweitzer says "We should debrief the authorities."
Pip grumbles a reply something to the effect of "Yeah, you do that" and says "I got a few things to take care of. I'll catch you in a few." as he walks off into the dark alley.
Iam, trying to hold onto all the pieces of his shield says, "I'll go with you Schweitzer." Zoltan and Pow Duc also agree.
Alorian, feeling a little left out, looks at Potenzia and says "What should we do."
Potenzia, scratching his chin, replies, "I'm kinda thirsty. I'll see you Rastgoth." He mumbles a few words and disapears.
Alorian, remembering his cohort, shrugs and says, "I'll meet you all...uh... I don't know, sometime. I'll swing through Miggen and check on things." He walks off toward the stables.
Leo yells, "Wait up. I'll go with you." and runs off after Alorian.
The main group of the party meet with Quai and Skovin and relay the whole story. Skovin continues to read from the riot act and admonishes the group for their actions in the city. Quai is a bit more contemplative, but agrees with his friend. They both thank the group for the information and flushing out the Aberrant Misfits. All part ways.
Pip meets those who met with Skovin and Quai the next day at the inn where you were staying. You make plans to head back to Marnot, Saltmarsh, Rastgoth and points beyond. As you are making the final preparations, an official messenger from Bishop Grellus arrives. The message is not sealed which means this is not an 'official' correspondance. It reads:
I have been informed of the details of your latest incursion into Southkeep. I do not need to remind you of the relations between yourselves and the powers of the Tilth and on which side I, Quai and Skovin stand. I appreciate the service you have provided the City but can not approve of your methods. I think it best for all of us that you all spend some focused time dedicated to the needs of the homefront - your homefront. From what I know of the situation in Miggen - the destroyed fields, loss of life, refugees - I imagine it could take as much as a year to fully stabilize things. I wish you the best of luck.
Pip laughs. "That's the nicest I've ever been kicked out of a place. Let's get outa here." Everyone agrees.
Everyone gets back to where they were headed and you all get to work nation building (barony building to be more precise.) Security, taxes, fortifications, roads, trade, politics, and more take your waking hours. Slightly over a year passes when....
Pip grumbles a reply something to the effect of "Yeah, you do that" and says "I got a few things to take care of. I'll catch you in a few." as he walks off into the dark alley.
Iam, trying to hold onto all the pieces of his shield says, "I'll go with you Schweitzer." Zoltan and Pow Duc also agree.
Alorian, feeling a little left out, looks at Potenzia and says "What should we do."
Potenzia, scratching his chin, replies, "I'm kinda thirsty. I'll see you Rastgoth." He mumbles a few words and disapears.
Alorian, remembering his cohort, shrugs and says, "I'll meet you all...uh... I don't know, sometime. I'll swing through Miggen and check on things." He walks off toward the stables.
Leo yells, "Wait up. I'll go with you." and runs off after Alorian.
The main group of the party meet with Quai and Skovin and relay the whole story. Skovin continues to read from the riot act and admonishes the group for their actions in the city. Quai is a bit more contemplative, but agrees with his friend. They both thank the group for the information and flushing out the Aberrant Misfits. All part ways.
Pip meets those who met with Skovin and Quai the next day at the inn where you were staying. You make plans to head back to Marnot, Saltmarsh, Rastgoth and points beyond. As you are making the final preparations, an official messenger from Bishop Grellus arrives. The message is not sealed which means this is not an 'official' correspondance. It reads:
I have been informed of the details of your latest incursion into Southkeep. I do not need to remind you of the relations between yourselves and the powers of the Tilth and on which side I, Quai and Skovin stand. I appreciate the service you have provided the City but can not approve of your methods. I think it best for all of us that you all spend some focused time dedicated to the needs of the homefront - your homefront. From what I know of the situation in Miggen - the destroyed fields, loss of life, refugees - I imagine it could take as much as a year to fully stabilize things. I wish you the best of luck.
Pip laughs. "That's the nicest I've ever been kicked out of a place. Let's get outa here." Everyone agrees.
Everyone gets back to where they were headed and you all get to work nation building (barony building to be more precise.) Security, taxes, fortifications, roads, trade, politics, and more take your waking hours. Slightly over a year passes when....
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