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Campaign – Spirit of Suleiman

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  • #8461

    amerigoV
    Minion

    Session 19 – Painting the Town Naji

    Naji points out a number of things about the last location. The first is that its on Al Korsar, the only charted island on this adventure. Further, the lens fills in the terrain – the location is in the nearly impossible to reach interior. The good news is the port is a great place for the crew to blow off some steam,

    Al-Korsar is the name of both the city and the island on which it stands. A high plateau surrounded by rugged, almost sheer-faced mountains whose peaks rise over 6,000 feet above the coastal plains dominates the interior. A montane cloud forest covers the mountain slopes, with evergreen trees at lower altitudes and large shrubs at higher elevations. The plateau’s summit is constantly swathed in dense clouds.

    Left is Death!

    #8462

    amerigoV
    Minion

    Session 19 – Painting the Town Naji

    Naji points out a number of things about the last location. The first is that it’s on Al Korsar, the only charted island on this adventure. Further, the lens fills in the terrain – the location is in the nearly impossible to reach interior. The good news is the port is a great place for the crew to blow off some steam.

    Al-Korsar is the name of both the city and the island on which it stands. A high plateau surrounded by rugged, almost sheer-faced mountains whose peaks rise over 6,000 feet above the coastal plains dominates the interior. A montane cloud forest covers the mountain slopes, with evergreen trees at lower altitudes and large shrubs at higher elevations. The plateau’s summit is constantly swathed in dense clouds.

    In port, the PCs see the rough and tumble town. Naji points out the Admiral’s Palace on the way to where the heroes will stay. By the standards of the emirs, the palace of Al-Korsar’s ruler is a peasant’s shack. A ram¬shackle affair, it is actually an entire row of three-story apartments knocked into a single structure. The inside is far grander, though arguably any pasha would boast of similar furnishings and displays of wealth. The ground floor holds the city’s sole legal court, the council meeting chamber, servants’ quarters, kitchens, and storerooms. The second floor is devoted to bureau¬cratic offices, along with staterooms for senior ministers and the barracks of the admirals’ bodyguards. The entire top floor is the admiral’s personal apartments.

    Naji takes the group to the The Broken Compass. Naji explains that while the corsairs owe the Brotherhood of Sinbad no special favors, they rarely trouble their ships unless they are clearly laden with riches. Similarly, while few Brothers engage in piracy for a living, it behooves them to maintain friendly relations with the corsairs—Al-Korsar makes an ideal stag¬ing post for expeditions into the deep Southern Ocean. The Broken Compass is a lively inn serving good quality meals, the audience is frequently entertained by tales of mystery, close escapes, and fearsome beasts by visiting Brothers. Tabari takes the opportunity to tell of their tale on the Island of Beasts, and their harrowing escape from the cylcops (earned Glory)

    Naji offers to show the group the town. Need a bit of seed money to set things up. Promises the Empty Shell (“best seafood in Al-Shirkuh!”) and the House of Fortune (“you cannot lose!”). Those in the Compass know of Naji’s legendary “nights” and encourage the PCs to enjoy the night. The group agrees and gives Naji some seed money.

    The Empty Shell: A favorite restaurant for those with a taste for fine food and deep pockets (only expensive meals are available), the Empty Shell specializes in shell¬fish. All the produce is caught that morning and cooked at the customer’s table. Naji basically sticks the group with the bill and uses the money for the rest of the night. It’s a big bill. The group pays up and is off to find Naji.

    They track him down to the House of Fortune. While many taverns and inns offer gambling opportunities, the House of Fortune specializes in high-stakes games. The group cannot afford to get in. Salim is able to fade into sand and appear inside. He catches up to Naji, who welcomes him warmly, then ditches him with a bad hand. Naji exits out of the side door.

    The group then tracks him to Houris’ Haven. Operated by the cult of Tamarni and located in the Captains’ Quarter, the Houris’ Haven is a popular tavern. Services include alcohol, prostitutes, gambling games, and legal hashish. Ahmed questions if he really should go in (he is sorting out the complex relationship between his Devoted beliefs and Faithful). This is Naji’s element. The group catches up with the Naji, but he is “protected” by the crowd, of which he is leading in sea chanties with several ladies on his arm, including a priestess of Tamarni. The priestess know Naji is a swindle, but he is such a crowd favorite that they net make money. They also “take care of” close associates of Naji on the house. Each of the group faces temptation, with Salim (hashish) and Menevis (alcohol) falling for temptation. Eventually, Araceli flushes Naji from several courtesans. He escapes out the balcony and the chase is on.

    Naji leads the group in Rat Alley. People near the area stop and watch as a number of our heroes duck down the Alley in chase of Naji. Race means little if a citizen is prepared to work for a living, but sand goblins are loathe to perform hard labor or honest work. Many dwell in a narrow, filthy alley that runs through the West Docks. The group is luck to exit the other side with all the valuables intact.

    Next up is the The Den. Shunned by even hardened corsairs, the Den is a tavern with an almost exclusively hyaenidae clientele. The group meets up and sees Naji drug into the place. Tabari enters and finds that the drink is cheap and strong, and meat served raw. Shows of superiority (achieved through the barring of teeth, throaty snarls, and taunting laughs) are common. The obligatory major brawl a night breaks out. Menevis, still drunk and not liking hyaenidae, plows into the scrum. Ahmed holds his own and Salim get buffeted around. Araceli brings down a huge wrought iron chandelier, allowing Tabari to escape the melee unharmed. The fight eventually spills into the streets, drawing the Watch. Our heroes wisely withdrawal.

    Finally, The Rusty Gibbet. The Rusty Gibbet is a cramped, smoky tavern in the East Docks. Many of the corpses that hang outside are not convicts, but patrons who caused trouble. Only the lowliest corsairs and citizens frequent it, for the quality of the food and drink matches the extremely low prices. Our group finally catch Naji – its really late and he is enjoying a simple smoke (from a hooka) and drink with a glassy-eyed woman. “I hope you enjoyed seeing the town!” The group is both amused and pissed at Naji.

    In this run down bar this is where Araceli and Menevis run into Arad, the Pathfinder. He is down on his luck and on the run. The curse dreams have been strong. They also notice Beni. Menevis and Araceli are very concerned that the known survivors of the Curse are all in the same place. Upon confrontation, he drops something from his hand – it flashes with a bang (he escapes, of course) and a Giant Scorpion appears and attacks! After a brutal fight, the creature disappears in the swirl of sand. All the remains is a small item with the same Cartouche that is on the cursed Canopic jars. It is becoming clear that one cannot run from the reach of this curse.

    Left is Death!

    #8463

    amerigoV
    Minion

    Naji points out a number of things about the last location. The first is that it’s on Al Korsar, the only charted island on this adventure. Further, the lens fills in the terrain – the location is in the nearly impossible to reach interior. The good news is the port is a great place for the crew to blow off some steam.
    Al-Korsar is the name of both the city and the island on which it stands. A high plateau surrounded by rugged, almost sheer-faced mountains whose peaks rise over 6,000 feet above the coastal plains dominates the interior. A montane cloud forest covers the mountain slopes, with evergreen trees at lower altitudes and large shrubs at higher elevations. The plateau’s summit is constantly swathed in dense clouds.
    In port, the PCs see the rough and tumble town. Naji points out the Admiral’s Palace on the way to where the heroes will stay. By the standards of the emirs, the palace of Al-Korsar’s ruler is a peasant’s shack. A ram¬shackle affair, it is actually an entire row of three-story apartments knocked into a single structure. The inside is far grander, though arguably any pasha would boast of similar furnishings and displays of wealth. The ground floor holds the city’s sole legal court, the council meeting chamber, servants’ quarters, kitchens, and storerooms. The second floor is devoted to bureau¬cratic offices, along with staterooms for senior ministers and the barracks of the admirals’ bodyguards. The entire top floor is the admiral’s personal apartments.
    Naji takes the group to the The Broken Compass. Naji explains that while the corsairs owe the Brotherhood of Sinbad no special favors, they rarely trouble their ships unless they are clearly laden with riches. Similarly, while few Brothers engage in piracy for a living, it behooves them to maintain friendly relations with the corsairs—Al-Korsar makes an ideal stag¬ing post for expeditions into the deep Southern Ocean. The Broken Compass is a lively inn serving good quality meals, the audience is frequently entertained by tales of mystery, close escapes, and fearsome beasts by visiting Brothers. Tabari takes the opportunity to tell of their talk on the
    Island of Beasts, and their harrowing escape from the cylcops (earned Glory)
    Naji offers to show the group the town. Need a bit of seed money to set things up. Promises the Empty Shell (“best seafood in Al-Shirkuh!”) and the House of Fortune (“you cannot lose!”). Those in the Compass know of Naji’s legendary “nights” and encourage the PCs to enjoy the night. The group agrees and gives Naji some seed money.
    The Empty Shell: A favorite restaurant for those with a taste for fine food and deep pockets (only expensive meals are available), the Empty Shell specializes in shell¬fish. All the produce is caught that morning and cooked at the customer’s table. Naji basically sticks the group with the bill and uses the money for the rest of the night. It’s a big bill. The group pays up and is off to find Naji.
    They track him down to the House of Fortune. While many taverns and inns offer gambling opportunities, the House of Fortune specializes in high-stakes games. The group cannot afford to get in. Salim is able to fade into sand and appear inside. He catches up to Naji, who welcomes him warmly, then ditches him with a bad hand. Naji exits out of the side door.
    The group then tracks him to Houris’ Haven. Operated by the cult of Tamarni and located in the Captains’ Quarter, the Houris’ Haven is a popular tavern. Services include alcohol, prostitutes, gambling games, and legal hashish. Ahmed questions if he really should go in (he is sorting out the complex relationship between his Devoted beliefs and Faithful). This is Naji’s element. The group catches up with the Naji, but he is “protected” by the crowd, of which he is leading in sea chanties with several ladies on his arm, including a priestess of Tamarni. The priestess know Naji is a swindle, but he is such a crowd favorite that they net make money. They also “take care of” close associates of Naji on the house. Each of the group faces temptation, with Salim (hashish) and Menevis (alcohol) falling for temptation. Eventually, Araceli flushes Naji from several courtesans. He escapes out the balcony and the chase is on.
    Naji leads the group in Rat Alley. People near the area stop and watch as a number of our heroes duck down the Alley in chase of Naji. Race means little if a citizen is prepared to work for a living, but sand goblins are loathe to perform hard labor or honest work. Many dwell in a narrow, filthy alley that runs through the West Docks. The group is luck to exit the other side with all the valuables intact.
    Next up is the The Den. Shunned by even hardened corsairs, the Den is a tavern with an almost exclusively hyaenidae clientele. The group meets up and sees Naji drug into the place. Tabari enters and finds that the drink is cheap and strong, and meat served raw. Shows of superiority (achieved through the barring of teeth, throaty snarls, and taunting laughs) are common. The obligatory major brawl a night breaks out. Menevis, still drunk and not liking hyaenidae, plows into the scrum. Ahmed holds his own and Salim get buffeted around. Araceli brings down a huge wrought iron chandelier, allowing Tabari to escape the melee unharmed. The fight eventually spills into the streets, drawing the Watch. Our heroes wisely withdrawal.
    Finally, The Rusty Gibbet. The Rusty Gibbet is a cramped, smoky tavern in the East Docks. Many of the corpses that hang outside are not convicts, but patrons who caused trouble. Only the lowliest corsairs and citizens frequent it, for the quality of the food and drink matches the extremely low prices. Our group finally catch Naji – its really late and he is enjoying a simple smoke (from a hooka) and drink with a glassy-eyed woman. “I hope you enjoyed seeing the town!” The group is both amused and pissed at Naji.
    In this run down bar this is where Araceli and Menevis run into Arad, the Pathfinder. He is down on his luck and on the run. The curse dreams have been strong. They also notice Beni. Menevis and Araceli are very concerned that the known survivors of the Curse are all in the same place. Upon confrontation, he drops something from his hand – it flashes with a bang (he escapes, of course) and a Giant Scorpion appears and attacks! After a brutal fight, the creature disappears in the swirl of sand. All the remains is a small item with the same Cartouche that is on the cursed Canopic jars. It is becoming clear that one cannot run from the reach of this curse.

    Left is Death!

    #8464

    amerigoV
    Minion

    Session 19 – Painting the Town Naji

    Naji points out a number of things about the last location. The first is that it’s on Al Korsar, the only charted island on this adventure. Further, the lens fills in the terrain – the location is in the nearly impossible to reach interior. The good news is the port is a great place for the crew to blow off some steam.

    Al-Korsar is the name of both the city and the island on which it stands. A high plateau surrounded by rugged, almost sheer-faced mountains whose peaks rise over 6,000 feet above the coastal plains dominates the interior. A montane cloud forest covers the mountain slopes, with evergreen trees at lower altitudes and large shrubs at higher elevations. The plateau’s summit is constantly swathed in dense clouds.

    In port, the PCs see the rough and tumble town. Naji points out the Admiral’s Palace on the way to where the heroes will stay. By the standards of the emirs, the palace of Al-Korsar’s ruler is a peasant’s shack. A ram¬shackle affair, it is actually an entire row of three-story apartments knocked into a single structure. The inside is far grander, though arguably any pasha would boast of similar furnishings and displays of wealth. The ground floor holds the city’s sole legal court, the council meeting chamber, servants’ quarters, kitchens, and storerooms. The second floor is devoted to bureau¬cratic offices, along with staterooms for senior ministers and the barracks of the admirals’ bodyguards. The entire top floor is the admiral’s personal apartments.

    Naji takes the group to the The Broken Compass. Naji explains that while the corsairs owe the Brotherhood of Sinbad no special favors, they rarely trouble their ships unless they are clearly laden with riches. Similarly, while few Brothers engage in piracy for a living, it behooves them to maintain friendly relations with the corsairs—Al-Korsar makes an ideal stag¬ing post for expeditions into the deep Southern Ocean. The Broken Compass is a lively inn serving good quality meals, the audience is frequently entertained by tales of mystery, close escapes, and fearsome beasts by visiting Brothers. Tabari takes the opportunity to tell of their tale on the
    Island of Beasts, and their harrowing escape from the cylcops (earned Glory)

    Naji offers to show the group the town. Need a bit of seed money to set things up. Promises the Empty Shell (“best seafood in Al-Shirkuh!”) and the House of Fortune (“you cannot lose!”). Those in the Compass know of Naji’s legendary “nights” and encourage the PCs to enjoy the night. The group agrees and gives Naji some seed money.

    The Empty Shell: A favorite restaurant for those with a taste for fine food and deep pockets (only expensive meals are available), the Empty Shell specializes in shell¬fish. All the produce is caught that morning and cooked at the customer’s table. Naji basically sticks the group with the bill and uses the money for the rest of the night. It’s a big bill. The group pays up and is off to find Naji.

    They track him down to the House of Fortune. While many taverns and inns offer gambling opportunities, the House of Fortune specializes in high-stakes games. The group cannot afford to get in. Salim is able to fade into sand and appear inside. He catches up to Naji, who welcomes him warmly, then ditches him with a bad hand. Naji exits out of the side door.

    The group then tracks him to Houris’ Haven. Operated by the cult of Tamarni and located in the Captains’ Quarter, the Houris’ Haven is a popular tavern. Services include alcohol, prostitutes, gambling games, and legal hashish. Ahmed questions if he really should go in (he is sorting out the complex relationship between his Devoted beliefs and Faithful). This is Naji’s element. The group catches up with the Naji, but he is “protected” by the crowd, of which he is leading in sea chanties with several ladies on his arm, including a priestess of Tamarni. The priestess know Naji is a swindle, but he is such a crowd favorite that they net make money. They also “take care of” close associates of Naji on the house. Each of the group faces temptation, with Salim (hashish) and Menevis (alcohol) falling for temptation. Eventually, Araceli flushes Naji from several courtesans. He escapes out the balcony and the chase is on.

    Naji leads the group in Rat Alley. People near the area stop and watch as a number of our heroes duck down the Alley in chase of Naji. Race means little if a citizen is prepared to work for a living, but sand goblins are loathe to perform hard labor or honest work. Many dwell in a narrow, filthy alley that runs through the West Docks. The group is luck to exit the other side with all the valuables intact.

    Next up is the The Den. Shunned by even hardened corsairs, the Den is a tavern with an almost exclusively hyaenidae clientele. The group meets up and sees Naji drug into the place. Tabari enters and finds that the drink is cheap and strong, and meat served raw. Shows of superiority (achieved through the barring of teeth, throaty snarls, and taunting laughs) are common. The obligatory major brawl a night breaks out. Menevis, still drunk and not liking hyaenidae, plows into the scrum. Ahmed holds his own and Salim get buffeted around. Araceli brings down a huge wrought iron chandelier, allowing Tabari to escape the melee unharmed. The fight eventually spills into the streets, drawing the Watch. Our heroes wisely withdrawal.

    Finally, The Rusty Gibbet. The Rusty Gibbet is a cramped, smoky tavern in the East Docks. Many of the corpses that hang outside are not convicts, but patrons who caused trouble. Only the lowliest corsairs and citizens frequent it, for the quality of the food and drink matches the extremely low prices. Our group finally catch Naji – its really late and he is enjoying a simple smoke (from a hooka) and drink with a glassy-eyed woman. “I hope you enjoyed seeing the town!” The group is both amused and pissed at Naji.

    In this run down bar this is where Araceli and Menevis run into Arad, the Pathfinder. He is down on his luck and on the run. The curse dreams have been strong. They also notice Beni. Menevis and Araceli are very concerned that the known survivors of the Curse are all in the same place. Upon confrontation, he drops something from his hand – it flashes with a bang (he escapes, of course) and a Giant Scorpion appears and attacks! After a brutal fight, the creature disappears in the swirl of sand. All the remains is a small item with the same Cartouche that is on the cursed Canopic jars. It is becoming clear that one cannot run from the reach of this curse.

    Left is Death!

    #8466

    amerigoV
    Minion

    Session 19 – Painting the Town Naji

    Naji points out a number of things about the last location. The first is that it’s on Al Korsar, the only charted island on this adventure. Further, the lens fills in the terrain – the location is in the nearly impossible to reach interior. The good news is the port is a great place for the crew to blow off some steam.

    Al-Korsar is the name of both the city and the island on which it stands. A high plateau surrounded by rugged, almost sheer-faced mountains whose peaks rise over 6,000 feet above the coastal plains dominates the interior. A montane cloud forest covers the mountain slopes, with evergreen trees at lower altitudes and large shrubs at higher elevations. The plateau’s summit is constantly swathed in dense clouds.

    In port, the PCs see the rough and tumble town. Naji points out the Admiral’s Palace on the way to where the heroes will stay. By the standards of the emirs, the palace of Al-Korsar’s ruler is a peasant’s shack. A ram¬shackle affair, it is actually an entire row of three-story apartments knocked into a single structure. The inside is far grander, though arguably any pasha would boast of similar furnishings and displays of wealth. The ground floor holds the city’s sole legal court, the council meeting chamber, servants’ quarters, kitchens, and storerooms. The second floor is devoted to bureau¬cratic offices, along with staterooms for senior ministers and the barracks of the admirals’ bodyguards. The entire top floor is the admiral’s personal apartments.

    Naji takes the group to the The Broken Compass. Naji explains that while the corsairs owe the Brotherhood of Sinbad no special favors, they rarely trouble their ships unless they are clearly laden with riches. Similarly, while few Brothers engage in piracy for a living, it behooves them to maintain friendly relations with the corsairs—Al-Korsar makes an ideal stag¬ing post for expeditions into the deep Southern Ocean. The Broken Compass is a lively inn serving good quality meals, the audience is frequently entertained by tales of mystery, close escapes, and fearsome beasts by visiting Brothers. Tabari takes the opportunity to tell of their tale on the
    Island of Beasts, and their harrowing escape from the cylcops (earned Glory)

    Naji offers to show the group the town. Need a bit of seed money to set things up. Promises the Empty Shell (“best seafood in Al-Shirkuh!”) and the House of Fortune (“you cannot lose!”). Those in the Compass know of Naji’s legendary “nights” and encourage the PCs to enjoy the night. The group agrees and gives Naji some seed money.

    The Empty Shell: A favorite restaurant for those with a taste for fine food and deep pockets (only expensive meals are available), the Empty Shell specializes in shell¬fish. All the produce is caught that morning and cooked at the customer’s table. Naji basically sticks the group with the bill and uses the money for the rest of the night. It’s a big bill. The group pays up and is off to find Naji.

    They track him down to the House of Fortune. While many taverns and inns offer gambling opportunities, the House of Fortune specializes in high-stakes games. The group cannot afford to get in. Salim is able to fade into sand and appear inside. He catches up to Naji, who welcomes him warmly, then ditches him with a bad hand. Naji exits out of the side door.

    The group then tracks him to Houris’ Haven. Operated by the cult of Tamarni and located in the Captains’ Quarter, the Houris’ Haven is a popular tavern. Services include alcohol, prostitutes, gambling games, and legal hashish. Ahmed questions if he really should go in (he is sorting out the complex relationship between his Devoted beliefs and Faithful). This is Naji’s element. The group catches up with the Naji, but he is “protected” by the crowd, of which he is leading in sea chanties with several ladies on his arm, including a priestess of Tamarni. The priestess know Naji is a swindle, but he is such a crowd favorite that they net make money. They also “take care of” close associates of Naji on the house. Each of the group faces temptation, with Salim (hashish) and Menevis (alcohol) falling for temptation. Eventually, Araceli flushes Naji from several courtesans. He escapes out the balcony and the chase is on.

    Naji leads the group in Rat Alley. People near the area stop and watch as a number of our heroes duck down the Alley in chase of Naji. Race means little if a citizen is prepared to work for a living, but sand goblins are loathe to perform hard labor or honest work. Many dwell in a narrow, filthy alley that runs through the West Docks. The group is luck to exit the other side with all the valuables intact.

    Next up is the The Den. Shunned by even hardened corsairs, the Den is a tavern with an almost exclusively hyaenidae clientele. The group meets up and sees Naji drug into the place. Tabari enters and finds that the drink is cheap and strong, and meat served raw. Shows of superiority (achieved through the barring of teeth, throaty snarls, and taunting laughs) are common. The obligatory major brawl a night breaks out. Menevis, still drunk and not liking hyaenidae, plows into the scrum. Ahmed holds his own and Salim get buffeted around. Araceli brings down a huge wrought iron chandelier, allowing Tabari to escape the melee unharmed. The fight eventually spills into the streets, drawing the Watch. Our heroes wisely withdrawal.

    Finally, The Rusty Gibbet. The Rusty Gibbet is a cramped, smoky tavern in the East Docks. Many of the corpses that hang outside are not convicts, but patrons who caused trouble. Only the lowliest corsairs and citizens frequent it, for the quality of the food and drink matches the extremely low prices. Our group finally catch Naji – its really late and he is enjoying a simple smoke (from a hooka) and drink with a glassy-eyed woman. “I hope you enjoyed seeing the town!” The group is both amused and pissed at Naji.

    In this run down bar this is where Araceli and Menevis run into Arad, the Pathfinder. He is down on his luck and on the run. The curse dreams have been strong. They also notice Beni. Menevis and Araceli are very concerned that the known survivors of the Curse are all in the same place. Upon confrontation, he drops something from his hand – it flashes with a bang (he escapes, of course) and a Giant Scorpion appears and attacks! After a brutal fight, the creature disappears in the swirl of sand. All the remains is a small item with the same Cartouche that is on the cursed Canopic jars. It is becoming clear that one cannot run from the reach of this curse.

    Left is Death!

    #8594

    amerigoV
    Minion

    Session 20– The Cliffs of Al-Korsar

    The jungle between the den of scum and villainy that Al-Korar and the mountains are hot, humid and sheltered from the refreshing ocean breeze. Taking a break before the arduous climb, our heroes talked about what they might do when finally get back to the mainland. Ahmed talked of seeking out his tribe to find out of the visions created by Jabal the Black held any substance. Salim similarly seemed to feel the effects of his vision, but not with quite the concern or passion that Ahmed displayed. Areceli and Menivis were grim, knowing that they cannot truly outrun this Curse. Tabari was deep in thought. He had many options but in reality less and less time.

    The expertise of both Arad the Pathfinder and Areceli combined with the climbing gear resulted in a difficult but manageable climb. Remnants of other expeditions were visible along the route, including bones of past explorers on the main landing of the climb. Then a screech was heard and huge flying humaniods closed in on the group. As they closed, their bizarre features were revealed – the head, and antlers of a stag blending into the body of a huge eagle. Most perplexing was the shadows cast were that of a man or other wingless/antler-less humanoid.

    Pertyon

    Tabari identified them as Perytons, which is thought to be humans from a cursed city long ago that denied the existence of Iblis and evil because they were so good. They seek the hearts of people so they may break the curse, yet they are then damned for the sin of murder. Ahmed danced his way through, killing most of them. However, two of the porters were slain by the Perytons, with one having his heart ripped out and eaten by his killer.

    During the rest, Tabari gave the full lore of the creatures as he knows it:

    Long ago in a city called Peryton the citizenry was so good and righteous that they would not even acknowledge the existence of evil. While certainly it was an affront to Iblis, the other gods agreed that to deny the existence of a god was a slippery slope that should not be tolerated. They let Iblis impose a curse on the people of Peryton so long as there was some way to break it. Iblis reshaped the people into a horrid mix of eagle and deer. The deer represented their false love of good and peace, and the eagle imparted on them a desire to return to their own form. In day to day living, they are themselves as shown by their humanoid shadows. They are vegetarians as they would never harm a living thing. That is, until they encounter a humanoid of their former self. They then attack with the intent to rip their target’s heart out and devour it. It will then free them from the curse. However, Iblis is a crooked one. Committing the act taught the Perytons the meaning of evil. But it also resulted in a mortal sin. While their body return to human, their now true nature is reflected in their shadow – that of a horrid deer/eagle mix. Upon their death, their souls are now marked for Iblis.

    Left is Death!

    #8605

    amerigoV
    Minion

    Session 21 – The Caverns of the Vampires and the Falls of Karanga
    Date: 8/16/2017

    Reaching accessible cliffs was just the start of the trials of our heroes. The next stage was to get to the interior valley. Unfortunately, that meant traversing the Caverns of the Vampires. Early on, the group came to a sizable cavern. There, they were beset upon by Vampire Birds – foul creatures about the size of a crow with bat-like wings and proboscis to suck out one’s blood. The whole complex was infested with the foul creatures.

    Arad did an admirable job of herding the mobile buffet through the caverns. Through deep sinks, thick fungi, rocky crags, and wondrous crystal grottoes the group wound through the caverns. All battled, and Sahl al-Azam (known has Happy) nearly died from the nasty creatures.

    Once the heroes exited the caverns, the way was more pleasant. There were on the inner lip of the mountains overlooking a primordial valley. They need to get to the bottom and find the rumored lost temple. The crude path led to a stone bridge with a large hut across the Falls of Karanga. As the group started to cross, a giant came out of the hut. “I am Karanga,” the giant boomed, “guardian of this bridge. If you wish to cross, you must best me in single melee combat. If you lose, I am sworn to kill you. Otherwise, its best you go back the way you came. Please make your choice quickly—my dinner is cooking.”

    This gave hour heroes pause. Could anyone beat such an opponent in armed combat? The group discovers that Karanga is in no hurry to fight and is very happy to engage in conversation. She indicates she was cursed by a Jinn for slaying its pet [[Peryton]]. Like most Jinn curses, the cursed one is not allowed to reveal what breaks the curse. Food and stories are exchanges. Tabari does touch the bridge to see what stories it might hold. Many have lost their lives to Karanga’s axe. One challenger nearly defeated her, oddly to what seemed to be Karanga’s relief, but in the end she did prevail.

    Making a tough decision, the group decided to go half rations and go the long way. (note Dramatic Task at -3 due to the fatigue. The group had 5 rounds to earn 10 success – each success represented getting 10% of the remaining 8 porters to the destination alive. Drawing a black card represented combat (used Quick Combat), red was survival). The trip was arduous. It was if the jungle was alive and trying to kill everyone. Giant snakes, Perytons, and thunderlizards all harangued the group. All looked bleak when half the porters were captured and drug off by [[Ape, Cannibal |Cannibal Apes]]. But the group was able to locate them and Tabari’s brillant tactic let them astray whilst the group rescued the porters. Miraculously, all 8 porters made it to the ruined temple complex.

    The PCs come upon a battle scene. It’s a large battle with lizardmen vs. some huge mult-headed monstrosity.
    Its clear after a moment that is not just the reptilian humaniods against the monster. Some of the lizardmen are holding back and watching while the monstrosity rips the others apart. A Raise on a Notice reveals that the two sets of Lizardmen have different patterning. One set has some of their scales colored black and gold into various patterns (these are Ssslak’s followers) and the other have multi-color/ rainbow patterns (Quetzal followers).

    At the end, a two-headed lizardman steps forward. He is adored as if he is a holyman of some sort. He somehow manages to call off the monster. He steps forward to another lizardman that might also be a shaman or priest that has lost his leg in the battle. Says something in an unknown language (Tabari’s granted power of languages hears it as “Soon Ssslak will be complete!”), and brutally pins the creature to the ground by running his spear through him. Somehow, the downed shaman manages to live, but doubtful that will last long.

    The victorious shaman calls upon the power of the jungle as his entourage enters the step pyramid. The jungle shakes and trees bend under the power of something large coming this way.

    Left is Death!

    #8794

    amerigoV
    Minion

    Session 22 – Of the Reptile Gods
    9/20/2017

    All was quiet except for the moan of pain of the lizardman shaman and the tremors of something large approaching. Several trees split apart as a huge, two-legged [[Thunderlizard]] stepped onto the broken cobbles of the temple plaza. It sniffed around, and gobbled up several of the dead lizardmen that were lying about.

    Thunderlizard!

    Ahmed positioned himself for action. When the beast came over to the impaled shaman, it sniffed, pondered as if recalling something from days of old, and turned to eat a different body. Ahmed struck like lighting, racing across the plaza and striking the beast on its him. The group struck, infuriating the Thunderlizard. Its roar and massive head were a fearful sight. So much so, Salim now has fear of such powerful beasts.

    After the battle, the group gave succor to the shaman. He bade the group to save the lizardmen from themselves. He placed his hand upon Tabari and bid him to remember. Tabari felt something pass from the shaman to him. The shaman them passed out from the pain.

    Tabari naturally knew how to enter the temple. They arrived at chamber with four large statues. In front of the statues were stone biers with mummified lizardmen. Over each mummy’s chest was a small glowing sphere, each light different. In the center of the statues was a dias 15′ square. Along the edge was a thin grove in the stone.

    The struggles of the Gatormen and Lizardmen is carved into the very walls of the chamber. Tabari’s granted his ability to read and speak languages to the group such that they could fully understand the story.

    Qutelxztl, the Trying Times

    Quetzal, the Feathered Serpent, is the Father of all the reptilians. One of his aspects is wind so that he can fly about to keep tabs on his children. He also sired the gods to look over his creation. He kept the aspect of knowledge and wisdom, to help guide all his people over time.

    Ascent of the Gatormen

    Early on, it was the Gatormen that showed ambition and a desire to live beyond just being an animal. The gods nurtured them, giving them culture and civilization. The children of the gods, Quetzal’s grandchildren, took a liking to the Lizardmen. Since the lizardmen did not have the driving desire that the Gatormen did, they did little more than acknowledge the gods. As such, neither they nor the Children (as they came to be called) grew much beyond their long-time existence.

    As the Gatormen grew in power, they and their gods treated all others as children. Soon, there was not much distinction between treating other races as children and other races as slaves. Quetzal was saddened to see some his mortal children treated as such. But he nurtured where he could, for he foresaw a time when the Gatormen would fall and the Lizardmen would have their chance to rise.

    Then came the Qutelxztl, the Trying Times. The Gatorman empire, which supposedly spanned Rassilon and Al-Shirkuh was under terrible duress. Sarkeb, the god of war and vengeance, rose in prominence as the Gatormen sought to save all they had built. As the empire slipped into decline, Sarkeb blamed the weakness of the gatormen on the other gods. Cursing their names, he devoured them one by one. As he grew in power, Quetzal hid the Children away from Sarkeb. As the flesh of the Gatormen gods was torn and ripped by Sarkeb’s colossal teeth, so the knowledge they imparted to the Gatormen was wiped from existence, lost forever. Today, the gatormen remember no god except Sarkeb, not even Quetzal. Sarkeb, flush with the power of the souls of the gods, demanded that his mortal followers follow suit. As the Empire weakened more and more were sacrificed upon his alters. In hindsight, it was much like a reed boat with too large of a hole – no amount of souls would fill it.

    As their knowledge was lost, the Gatormen relied more and more upon the Lizardmen. While they were no where near as advanced as the Gatormen had been, they still kept to their hidden gods and Quetzal still smiled up them. They kept the day to day aspects of the Empire running. But both the Children and the Lizardmen were still weak. They needed a god that could challenge Sarkeb.

    Amongst the Children Ssslak stepped forward to take on the mantle. This did not surprise Quetzal. But all knew he could not fight Ssslak alone. The Children dare not reveal themselves least Sarkeb devour them all. They needed a strong god to directly war against Sarkeb. After much debate about worship options to strengthen him, reluctantly Quetzal imparted the ways that Sarkeb strengthened himself through absorbing the other gods. He tempered this with methods that Ssslak could not fully devour other Children’s souls, but for them to join his. But as the gods sacrifice to strengthen Ssslak, mortal followers must sacrifice to keep the absorbed gods aspects strong, least Ssslak follow the same path as Sarkeb.

    Huitzilo sacrificed to lend his strength and tactics of war to Ssslak. Xipe provided her influence over the Thunderlizards. Chalchi sacrificed himself to give the power of the waterways. Unexpectantly, Tezcatli, the god of darkness and vengeance sacrificed himself. At first the other gods were glad to be rid of him as he was a constant thorn in their sides. But Quetzal worried at the implications of this. Ssslak would have hard decisions to make in his battles to free the Lizardmen, and having Tezcaltli’s dark influence could prove disastrous.

    Flush with power, the Lizardmen made their move. The Gatorman empire was a rotted hut and they brutally kicked the door in. As Ssslak grew stronger in the Purge, the remainder of the Children grew dissatisfied with the traditional offerings and sacrifices of animals and wealth. All the Children saw the power that fueled Ssslak and his aspects obtained through the sacrifice of souls. All the Lizardmen gods grew strong on the blood of the Gatormen.

    But over time, there were only so many people to go around. Inevitably, the strongest god got the most attention. However, this weakening of the other gods had its problems. Huehuet, the god of fire seems to have withheld his fiery hand from the bonfires. Tonati, the goddess of the sun, can barely push the sun through the sky these days.”

    Help from the Gods

    Tabari cast Insight was was able to divine how interact with the statues that would then activate a lift of some kinda on the dais. As they prepared to descended into the depths of world, the globes of light flashed. The gods understood the intent of the heroes and let them a bit of their strength a their reward. Gifts from the gods can be double-edged at times. The heroes will need to make a choice – take a lesser gift free and clear, or take a stronger gift and become more aligned to the god.

    * Quetzal (father of all reptilian kind)- No Maintained Penalty on Speak Languages (but it can still be disrupted on damage); +1 Die to Knowledge Folklore in exchange for Quirk (minor) – a bit too into Reptilian Lore and wants to share. Tabari
    * Huitzilo (strength) – Boost Trait (strength only) – Spirit to Cast – Get Raise effect in exchange for Quirk (always shows off strength in social situations – arm wrestle, lift things, challenge to wrestle) – Menivis
    * Xipe (animals) – Summon Monster Power – all are Thunderlizards (Spirit to cast. Get Raise effect you must always have a Thunderlizard summoned, which will be odd in social situations – Areceli
    * Chalchi (water) – Healing Power (if no AB, use Spirit – Faith ). Water Trapping. Get Raise effect Quirk (Minor) – cleanliness (must use some water every day to stay clean – this is can be very negative to desert people – wasteful) – Amhed
    * Tezcatli (darkness) – Gain a power on your Spell List. Darkness Trappings. Can have your own trapping in exchange for Vengeful Minor (or upgrade to Major) – Salim-Sphere of Might

    The Battle

    The lift ended in a secret chamber with multiple levels. The two-headed cleric of Ssslak was about to perform the ritual. Of course, the golden plate of mathematical symbols was up by the ritual. The Fury of Ssslak, the massive multiheaded behemoth, stood guard.

    The Temple Depths

    Once again, Ahmed called upon his dervish powers. He initially struck the Fury, then used his speed to rush to the top of the chamber. The group then noticed that the various platforms were in motion. The battle was fierce but short, with Ahmed decapitating both heads of the priest of Ssslak. The Children were saved and the heroes now had the last piece needed to free Sinbad!

    The Golden Symbols

    Amhed’s Telling of the Tale – Of the Reptile Gods

    It has been many leagues and weeks since I wrote in this journal. We have seen many wondrous and terrible things, seen victory and death. I feel we are learning what the life of Sinbad and the other legendary heroes of our lands was like.

    I sit, recovering from yet another battle. Deep in the heart of an island we found jungles and lizard people. Through Tabari’s magics, we were able to read their writings and understand their speech. Tales of the struggle of their gods was fascinating but it was being played out before us. Factions of these lizard people fought each other, the victorious seeking to perform a dark ritual to destroy some of their elder gods. We have seen what great power does to a person and the thought of a god (or spirit who thought itself a god) taking more and more power to itself was not going to bring good to the world.

    I faced down a lizard so large and terrible that it was like walking thunder! I felt my blades sing as I charged the monster, slicing through armored skin, steel tendons and stone-like bones until it fell to the earth with a earth-shuddering crash! Oh, the rest of the Five were there too.

    We entered the temple still seeking the mysterious clue to the riddle of Sinbad’s final journey only to encounter a many-headed child of one of their gods as well as countless lizard people all seeking to bleed us and pitch our bodies down bottomless pits. After landing a few blows on the gargantuan god-child, I spied a dark shaman hurrying to finish a foul ritual. I ran from the god-child, leaping up stairs and between ferocious lizard people guardians. Again, my blades did their terrible work until the shaman expired and fell to the ground, his ritual failed.

    The Five rallied to slay the god-child and put an end to this lizard god plot. I believe we sided with the right people in this fight and were rewarded with a golden disc of symbols sure to be our clues to Sinbad.

    Perhaps our days sailing the seas will soon be over as we discover what truly happened to the legendary hero.

    Left is Death!

    #8846

    amerigoV
    Minion

    Session 23 – Return of Sinbad!
    10/11/2017

    After a long, arduous journey the Five return to the pirate haven of Al-Korsar. After a bit of rest and getting cleaned up, they realize to their horror that they have left Naji to his own devices for three months! They quickly find out that he is slated for execution – he is to be hanged, shot, then chained down to thrown into the harbor for the sharks. Additionally, some of the crew were caught up in Naji’s wake and the ship has been impounded. One does not cross the Dread Pirate of Al-Korsar.

    The Five pull off a great rescue! Areceli cuts the rope of four “criminals” with one shot as the ropes go taunt. Salim creates chaos by summoning his new Sand Demon. Ahmed is whirling dervish that clears the way (without killing anyone) for Menivis to grab Naji. He even manages to recover a precious dagger of our lovable rogue. Tabari rounds up the remainder of the crew in hiding and secures the ship.

    It is a running battle through the streets. Areceli takes to the rooftops and brings down awnings and creates other obstacles, all whilst running across the occasional clothesline to stay one step ahead of the others. Salim and Ahmed continue to create chaos to give the others time.

    Once on the sea, there is pursuit. The Dread Pirate and his fleet closed, but it the Spirit of Suleiman is not an easy mark! Areceli shoots fire arrows and one stuck something volatile on a small ship, causing it to burst into flame!

    When the The Retribution, the Dread Pirate’s capital ship, pulls aside, the Five go into action. Ahmed swings across and hamstrings the ship by cutting the rudder rigging. Ahmed also boards and creates havoc. He winds up with both the Dread Pirate’s hat and his daughter, who swoons at Naji. Salim deflects incoming fire and Tabari repels boarders with the Quills of Qedeshet. Eventually, they escape the pirates.

    -=-=-

    Travelling back to the unnamed isle with the Mathemagician, the group discovers the running about collecting the discs was not in vain – they are needed to open the Gateway to recover Sinbad. They are led to a large cavern in the island that contains a massive arch. Scaffolding has been set up to where the four discs must be placed during the ritual. Tabari assists the Mathemagician in the ritual, with the rest of the group up on the scaffold to place the discs.

    The ritual is successful! The arch glows with golden runes on the black rock as a portal opens. Out comes…Naji! A spiritual version of him. The physical and spiritual versions run together and merge! Then howls of the Damned emanate from the portal.

    Its a desperate fight. The mathemagician is in shock, only providing minor help as Tabari tries to reverse the ritual and close the portal. A horde of smaller demons tore into the Five. A viscous Rage Demon comes through the portal and en epic battle between the monster and Ahmed and Menivis.

    The Rage demon goes down as the Ritual ends. But before the portal closes, and 15′ tower of muscle and hate steps through the portal.

    The Glabrezu snatches a very bloody Salim out of the air. Salim smiles and throws the four discs into the portal and says “Back to the Abyss!” The demons roar and are sucked back into the portal. But they are immortal and 300 years to wait for it to open again is not so long…

    Left is Death!

    #8847

    amerigoV
    Minion

    Note – we are about halfway through the campaign. We are taking a mini-break to try out an Apocalypse Engine game by a friend of ours (a scifi setting). We will pick this campaign back up in early 2018!

    Left is Death!

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