
GM West |

Nothing of value beyond that which they've already retrieved is found, and so the party takes some time in consecrating the seal atop the altar in the hall just inside the entrance. After an hour or so of work, the holy water has undone the desecration perpetrated upon the symbol of the House of Shepses and the hidden panel opens. Within is a wooden shield marvelously crafted with the image of a phoenix and several whippoorwills taking flight - quite obviously a Shepses family heirloom of some kind. A leather strap on the back of a shield acts as a sort of scroll, upon which is scribed an Owl's Wisdom spell. Francis is familiar with these items and identifies it as a Caster's Shield - an item that might hold more sentimental value to any descendants of Nefru Shepses than it does any practical value to the party.
Deciding that they have accomplished what they came to do, the adventurers take their leave of the building and make their way through the Necropolis and back out they way they came, avoiding the undead that still roam the walled-in old city with the wand that grants them invisibility to the unliving. It is early afternoon by the time they get back to the Grand Mausoleum and they gain an immediate audience with High Priestess Sebti. After listening to their story, Sebti asks to see the mask as well the shield they recently acquired. A small smile touches her mouth as she gazes at the Shepses coat of arms crafted upon its surface. "Nakht Shepses would give his left arm for this, I believe. He is directly descended from Nefru, you know. As he is fond of telling all those who would listen." She sighs then, and sets the shield down as she looks once more upon the ornate mask. "So many dead for such a small thing - though the power it holds..." She pauses, then the smile returns to her face as her eyes seek the faces of the adventurers who have risked so much to bring peace to the streets of Wati.
"I know not what this Nebta-Khufre sought to accomplish, nor the members of the Silver Chain that called themselves the Cult of the Forgotten Pharaoh - though I fear that it most certainly would have had far-reaching effects. And you, my friends, have thwarted their plans, at least for the moment. Please, give yourselves time to celebrate for you have done more than I could ever have asked of you. Allow me some time to set the city right, or at least to begin the work, for my priests are already working long hours to do that very thing. At least if the ka pulse is no longer active, we should not have to worry about new incursions. At this point, we will be cleaning up those undead that still stalk the people of Wati." Sebti further requests the adventurers to return in a week or so, for she itends to send her warrior priests to recover the body of Nebta-Khufre, hoping to use divine magic to learn what the dead necromancer might know - though she warns that such answers are usually vague or even deliberately misleading.
During that week, the heroes of Wati spend time recuperating, studying and training in the comfortable suites they occupy at the Tooth and Hookah. Farhaan sees to their comforts personally, and at times his cousin Khusebek visits from the temple of Pharasma to bring them updates from Sebti - who is being kept quite busy. Shops and stalls are beginning to open up again, and the heroes are able to sell and buy goods at the Sunburst Market where all manner of weapons, equipment and even magical items can be traded, sold or bought from the eager merchants who are happy to see business begin to blossom again in Wati, like a cactus flower blooming in the desert as spring arrives.
Many of the fine folk in Wati learn about the exploits of the heroes and their part in saving their beloved city, and the Tooth and Hookah sees almost daily visits of those wishing to pay their respects - either with heartfelt words, drawings, poems, and in some cases coin or significant donations made to whatever temple or faiths they hold dear. It is nearly two weeks before Their old friend Ptemenib himself arrives to collect the party in order to meet with Sebti, who has managed to carve out some time to speak with the heroes of Wati. Refreshments are served as they arrive in the council room where they met with Sebti and Nakht had fought over the response that Wati would meet against the undead threat. There is some small amount of small talk, but the High Priestess seems keen on coming to the point quickly - and judging by her wan appearance despite the khol makeup she wears, it is obvious she is putting in many hours or work and not getting nearly enough rest.
"We cleared out that building in the Necropolis that you explored, and found a foul undead lurking around a remarkably crafted map of Wati as it must have appeared hundreds of years ago. The creature was powerful, but my warrior priests put it down without taking any heavy casualties, fortunately. Nebta-Khufre's corpse was as unhelpful as I'd anticipated, though we gleaned a few clues. It seems that this cult is set on resurrecting their 'forgotten pharaoh, who they identify as Sky Pharaoh Hakotep I. The mask is, apparently, a part of that process. My priests know next to nothing about this Hakotep I, beyond that fact that he was indeed a pharaoh at some point in the distant past. His name is associated with an ancient network of earthworks known as the Slave Trenches Hakotep, but beyond the cartouches found there, nothing more is known. For whatever reasons, virtually all records of his rule have been lost - wiped clean from the slates of history one might say. Oddly, there is mention of the epithet 'Sky Pharaoh' associated with a much later pharaoh named Mendes I, though he seems to have no apparent connection to Hakotep I." As though this short explanation has drained her, Sebti leans back on the divan, motioning for Ptemenib to speak.
The priest of Pharasma gazes at the high priestess with his kind, brown eyes for a long moment, then turns to the adventurers. "We believe it is important to learn more about the origins of this mask, as well as this self-proclaimed 'Cult of the Forgotten Pharaoh'. We have no right to ask any more of you, but our resources are spread thin here in Wati and will be for quite some time. We ask humbly that you travel to the city of Tephu to consult its extensive library - a repository of knowledge and lore unparalleled in all of Osirion. If there is anyplace to unravel the threads of this mystery, it is there. Will you do this for us? Do not feel as though it is owed, for your service to date has gone far beyond anything we could have wished for. You have saved Wati, and that will never be forgotten."
We are pretty much done with this adventure, folks! Feel free to RP your responses here, both with Sebti, Ptemenib and whoever else you'd like. We can also finalize your level ups and sell/purchase your loot - but I'd anticipate no more than few more posts in this thread and I'll be opening up the Shifting Sands adventure very soon! The loot you've gained from this last foray is listed below. Be sure to make any claims and let me know if you are selling the rest or looking to make any big purchases of magical items and such. You might not find what you're looking for, but it doesn't hurt to ask!
Magical Caster's Shield
Magical Bracers of Armor +2
Magical Wand of Enervation (14 charges)
Magical Ring of Sustenance
Magical Scroll of Speak with Dead
2 Magical Potions of Cure Moderate Wounds
Masterwork Breastplate
Masterwork Buckler
Diamond Dust (500gp)
Onyx gems (several, worth a total of 500gp)
Silver holy symbols (Anubis, Pharasma and Urgathoa) each worth 25gp
28 doses of Black Smear poison
Healer’s Kit
Surgeon’s Tools
Fine funerary silks and jewelery (2,400gp)
Gilded cage (100gp)
Qadiran silk (bolt worth 400gp)
Jar of giant bee royal jelly (worth 300gp)
Ivory statuettes called ushabti (20 total, worth 15gp each)
Gold and onyx earrings (worth 100gp) and matching necklace (worth 250gp)
Lapis lazuli bracelet (worth 50gp)
Coffer filled with 240gp, 345sp, 75cp
All 0 Level spells
Animate Dead
Arcane Lock
Chill Touch
Enervation
Gentle Repose
Ghoul Touch
Invisibility
Knock
Stinking Cloud
Vampiric Touch
Ball Lightning
Obsidian Flow
Stoneskin
Communal Resist Energy
Fly
Haste
Ray of Exhaustion
Bear's Endurance
Command Undead
False Life
Glitterdust
Scorching Ray
Alarm
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield
Detect Undead
Feather Fall
Protection From Good
Blindness/Deafness
Ghoul Touch
Halt Undead

Amenhep |

Over the course of the week, the party finds that Amenhep is far from a one-sided zealot when the undead are no longer involved. He spends his evenings drinking, talking, and playing Senet with anyone who will join him. Beer and board games, after all, date back to oldest days of Osirion, and as Ra is the oldest patron of Osirion then they must be sacred to the Pharaoh of the Dawn.
When not relaxing or training he busies himself with helping the people of Wati, whether it's repairing the damage caused by the undead, healing the injured, or consoling those who have lost friends or family in the attacks.
He also makes sure to spend time getting to know the party better, whether it's discussing history with Soumral, sparring with Elliander, talking about theology with Francis, or trying out concoctions made by Rediz that his divinely empowered fortitude helps him to resist any side-effects of.

Elliander Celandi |

Elliander spends the initial days enjoying their success and the companionship of the team. He can sense The Biter is getting increasingly frustrated though, and can’t really relax after the first two days. The proposal and chance to explore further into the subject of the 'Sky Pharaoh' therefore comes as a bit of relief. The duskblade sees it as an opportunity to learn more and hopefully continue with his teammates. His sword is all for it; anything is better than just waiting. It has a hero to form, or move on to a more worthy subject that can carry it.
The opportunity to practice with Amenhep, makes him getting to know his sword even more.

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A few days later Rediz returns home to the tavern after another frustrating day looking for Moondew to stock up his portable lab, when he finds Amenhep sitting in the barroom enjoying his beer and setting up a Senet board. "You are a player?" he wonders stepping closer.
When the Paladin admits to his passion, he ask for permission to join.
"As long as Soumral is fumbling about trying to decipher that spellbook I might as well have a good time while we are waiting."
The Ratling has only recently learned the rules from a fellow pathfinder, but found itz a welcome challenge for his mind and is more than happy to while an evening or two away.
"Looks like we are going to Tephu from here. Soumral hasn't told me her decision yet, but I imagine she is as intrigued as I am and she is just handling the formalities with the organization. But what about you? Are you going to help the priests to clean their city or coming with us? If that cult is still about I am sure they will try to prevent us from finding out too much about their plans and somebody like you will come in wvery handy if things turn ugly."

Amenhep |

Amenhep smiles widely when Rediz approaches him, "That I am. An eager and passionate player, though perhaps not the most patient. Perhaps if I did not always pair Senet with beer I would play better, but where is the fun in that?"
Indeed, he proves to be skilled but as mentioned, sometimes hasty in his judgement as he gets deeper in his cups.
When Rediz asks about his plans for the future he sets down his drink and takes a deep breath, letting his divine health cleanse his system of the drink.
"An excellent question. I thought for a time of staying here to help Wati rebuild, but these revelations about the Cult of Forgotten Pharaoh have shown that this is so much more than just the angry dead. If you all will have me, I would accompany you to Tephu to learn more of this cult."
I've always found the idea of paladins to be able to stop being drunk on command to be funny so I rolled with it.

Elliander Celandi |

Having a magic shield and arcane knowledge himself, Elliander has a rough estimate about the value of the shield they have found. When he heard the shield might have additional value to Nakht Shepses, his ears peaked. Nakht is no friend of theirs after their initial run-in with him, and Elliander is ready to let him pay a considerable amount to hand it over. If he gets the rest of the team’s blessing, he will try to learn more about the history of the Shepses coat of arms and lineage, before he starts negotiating a price for it.
Kn(history): 1d20 + 7 ⇒ (11) + 7 = 18 find out shield’s importance, by asking around at the temple.

Elliander Celandi |

Having taken a front line position as a melee fighter in the last days fighting, and sensing that The Biter is going to challenge him to do even more close-up work, Elliander also starts to hunt for any item that can help his defense or make his arsenal of spells better. He walks through the temple and the bazaars, haggling a little while he is still in their good grace.

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Rediz is happy to hear that although he immediately regrets having asked when Amenheps level of play raises again after cleansing his system.
"Thats most welcome. And from what we have seen here Pharasmas arm will probably be needed wherever we meet that cult again."
Having gained acces to the spellbook from Soumral, you do not see Rediz for a full day as he tries to ban the arcane formulas in his extracts.
SC Haste DC 18: 1d20 + 9 ⇒ (6) + 9 = 15 Fail
SC Invisibility DC 18: 1d20 + 9 ⇒ (15) + 9 = 24 Success
SC Communal Resist Energy DC 18: 1d20 + 9 ⇒ (15) + 9 = 24 Success
SC False Life DC 17: 1d20 + 9 ⇒ (3) + 9 = 12 Fail
SC Bears Endurance DC 17: 1d20 + 9 ⇒ (11) + 9 = 20 Success
SC Detect Undead DC 16: 1d20 + 9 ⇒ (4) + 9 = 13 Fail
SC Shield DC 16: 1d20 + 9 ⇒ (10) + 9 = 19 Success
Since Soumral knows Haste I can probably copy it from here so I am fine with selling it.
Rediz also spends 2*90 + 40 + 10=230 gp

Francis Thrannel |

Francis spends a little time and coin making a fresh wand of CLW to keep as an extra, and then joins with the temple in their efforts to help restore the city.
Francis shakes his head at the words, "Slave Trenches Hakotep? Probably erased from history for being an evil jerk! Well, if they need the mask to resurrect him then we should destroy the thing! Of course we'll go to Tephu if the library there might know more about it!"

Soumral Malyarin |

Soumral is plenty happy to go poke around in the library. Otherwise though she spends her time shut away transferring the contents of the spell book she’s claimed into her own. Aside from a couple of the trickier spells that she needs to circle back around to at the end for a second try, it’s elementary work, but slow and grueling.
Soumral is using Guidance on all her attempts. Missed two the first time around so she’s taking another crack at them after she’s completed her first run through the book.
Spellcraft (Arcane Lock) DC 17: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Spellcraft (Chill Touch) DC 16: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Spellcraft (Enervation) DC 19: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
Spellcraft (Gentle Repose) DC 18: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Spellcraft (Ghoul Touch) DC 17: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Spellcraft (Knock) DC 17: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32
Spellcraft (Stinking Cloud) DC 18: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Spellcraft (Vampiric Touch) DC 18: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Spellcraft (Ball Lightning) DC 19: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Spellcraft (Obsidian Flow) DC 19: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Spellcraft (Communal Resist Energy) DC 18: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Spellcraft (Fly) DC 18: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Spellcraft (Ray of Exhaustion) DC 17: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
Spellcraft (Bear’s Endurance) DC 17: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
Spellcraft (Command Undead) DC 17: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Spellcraft (False Life) DC 17: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
Spellcraft (Scorching Ray) DC 17: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Spellcraft (Alarm) DC 16: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Spellcraft (Magic Missile) DC 16: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
Spellcraft (Ray of Enfeeblement) DC 16: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
Spellcraft (Detect Undead) DC 16: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Spellcraft (Feather Fall) DC 16: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19
Spellcraft (Blindness/Deafness) DC 17: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Spellcraft (Halt Undead) DC 18: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
Next day retries on failed checks:
Spellcraft (Enervation) DC 19: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29
Spellcraft (Communal Resist Energy) DC 18: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30

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Being fluxed by his failure to capture the magic of the Haste spell in a formula Rediz spends another few nights in Labratory until he finally suceeds.
Forgot to roll one spell in Week 1
Spellcraft Fly DC 18: 1d20 + 9 ⇒ (16) + 9 = 25 Success
Rerolling failures next week
Spellcraft Haste DC 18: 1d20 + 9 ⇒ (18) + 9 = 27 Success
Spellcraft False Life DC 17: 1d20 + 9 ⇒ (16) + 9 = 25 Success
Spellcraft Detect Undead DC 16: 1d20 + 9 ⇒ (5) + 9 = 14 Fail but useless anyway
Thats another 220 gp for a total of 450 gp.

Elliander Celandi |

Elliander has had some time to reflect over what has passed and he seeks out Sebti and Ptemenib again.
”So, the initial grave robbers we found in the ‘Silver Chain’ gang, they worked for this cult? The ‘Cult of the Forgotten Pharaoh’? They want the mask we found?
Yet, the mad necromancer, Nebta-Khufre, he wasn’t working for them, right? Or, they would already have the mask. That makes two powers interested in the mask.
If we head to the city of Tephu and this library, to search for more info there about the 'Sky Pharaoh', would they suspect us to belong to the cult too? You ask us to go there. Can you provide us with any credentials to show at the library, that we are working for you and not the cult or some other mad party?”

Francis Thrannel |

"Good point Elliander. You know me here at this temple, and Pharasma knows that I am one of hers. But the temple and library in Tephu wouldn't know me. Maybe a letter of introduction from the temple here? They would know you Sebti, right?"

GM West |

Ptemenib considers Elliander's words. "It seems likely they worked for a common goal, even if separately. Whether Nebta-Khufre was a member of this cult or working outside of it, they shared an obsession with this Sky Pharaoh Hakotep I. You must be careful and circumspect in your investigation for that very reason."
Sebti follows up with her own observations. "The great library of Tephu is open to the public, save for its most inner sanctum. If the information you seek should be secreted there, you will need permission from Deka An-Keret, she is the haty-a of Tephu and the high priestess of Nethys. I am afraid that a letter of introduction from the high priestess of Pharasma would have little influence upon her - in fact, it might very well prove a detriment. Our respective followers rarely see eye-to-eye about anything."

Elliander Celandi |

While the people of Wati seem grateful to the team for helping them restore some order to the city, Elliander quickly realizes that he has neither the skill nor the charisma to successfully negotiate any good prices in the bazaars though.
He tries to think of what can further help him get better. Learning new spells does not come as easily to him, as for Soumral and Rediz, unfortunately, even though he had a chance to take a peek into the found spellbook. Elliander sees himself primarily as a scholar and researcher, despite The Biter’s efforts to turn him into a fighter. When he hears of the great library in Tephu, he gets excited, looking forward to doing some research again. Maybe even found out any more leads in The Biter’s background, or weapons like it?
He buys a potion to get better at studying.
When talking to Sebti again, it’s clear that it might not be only the Cult of the Forgotten Pharaoh they will have to fight, but Osirian bureaucracy too. Sebti does not seem to be able to help them in Tephu.
Elliander is not very religious, but thinks of himself as a rational man. The different political fractions of this country seem more intent to fight each other, (clearly often with religious overtones) than working towards a common goal for the better of the people. Indeed, knowledge is power and those that have it, are not keen on sharing. He sighs.

Francis Thrannel |

Francis listens, slightly concerned at Sebti's comments. To his understanding Pharasma's guidance was clear. But obviously there were political fractions within the church that he didn't understand. Nevertheless.... "Thank you for your guidance then. We will be careful with our queries then."

Elliander Celandi |

Feeling restless while the others are going through the found spellbook, Elliander takes to the streets. Wati is slowly coming over the plague of undead and returning somewhat to order. The merchants are the fastest to adapt to the new situation, eager to continue making money. It seems some of them did not even stop during the worst chaos, their drive to make business so strong.
During the middle of the day, it’s just too hot really to be out. Elliander thinks he can see a pattern where the food markets, butchers and bakeries are busy in the morning, followed by an easier rhythm during mid-day, while later in the afternoon, the tempo increases in the other stores.
The duskblade tries to avoid walking too much in the sun, preferring the shade. His fair skin has finally taken on a more light-brown color, but he is still not used to this land of sun and sand. Red and white-striped awnings of canvas hang out from some of the buildings on the ground floor to protect the goods outside the shops. Looking inside one of the shops, he can usually see a narrow-looking space filled with items. Due to the strong light outside, the interior looks dim.
He has been to markets before, but the constant noise of merchants calling out to him is almost deafening. Everyone seems to have something ‘fantastic’ to offer him for a ‘shameless low price’. The air is filled with different smells; everything from the stench of tied, sweaty camels, to the murky smell of handknitted carpets, exotic wood, oils and fruits, over to the strong smell from the spice merchants shops and the incense and perfumes. A few smiths work together, with their five workshops clustered together. Elliander hears the clank-clank when two of the smiths work on some copper pieces, producing lamps with intricated patterns. Another one seems to be making jewelry instead.
Trying to find something that can help them in their further mission, Elliander engages in conversation with various salesmen. He samples different edibles, is tempted to buy some offered ointment that the seller claims can cure almost everything from sunburns to loneliness(!), goes through an assortment of armor and curved swords (the latter for which The Biter just laughs or frowns). There are beautiful birds held in cages that are for sale and he stays for a while trying to learn one of the birds to whistle a tune. He is more disturbed by a shop offering live snakes. Poisonous vipers and cobras curl beside less dangerous ones. Both live snakes, their meat or their poison are openly for sale. Elliander wonders if it’s a delicacy or just a myth that eating a snake would make you more potent.
His thoughts are interrupted by people shouting and a large rumbling noise behind him up the street. He turns around and sees a two-ox wagon careering down the street. Oxen are usually slow animals, but once they have gotten their speed up, they are hard to stop, and these oxen seem to have just had it. People are frantically jumping to the side, except for a couple who are not fast enough and gets trampled by the driver-less carriage. The shouts even make the merchants quiet down some.
The street is not wide enough to easily get away, and people have to jump over boxes and tables put outside the shops.
As the street empties in front of the oxen, Elliander can see a small boy left standing there just looking on the oncoming death. He can’t be more than two-three years old and seemingly oblivious to the danger or too scared to move.
Without even thinking, the duskblade triggers his quick-spell ability to dimension hop to the child, snatch him up and roll over a small table to just get away from the lethal hooves.
Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20
The leather ware displayed on the table, falls down on the ground behind it and it dampens the fall a bit. Elliander falls on his shoulder, trying not to fall on the kid and crush him. Finally, still on the ground, the boy starts crying out loud. Luckily, enough people have seen what the duskblade did and a few of them come and help him up, while the oxen crash into a stand of barrels 50 yards further down the street.
A man in his late thirties rushes up to him and lifts up the boy, cradling him in his arms. He starts thanking Elliander for saving his only son, explaining that he is a widower with three elder daughters, but only this one to carry his name further. The farther has the chemist’s shop across the street and invites Elliander to come with him inside the shop and get something refreshing to drink. The duskblade is not sure if he had totally acted on his own, or if it was just The Biter been bored kicking him into action without thinking. He understands that it would be rude to not accept the invite and follows the chemist and his son into the back of his shop, while the rest of the people try to clean up the mess the oxen have caused.
At a small table, Elliander is served a surprisingly cold drink, tasting of fennel and mint. The boy seems to have calmed down enough, and does not want to be held anymore, but rather begins playing on the sandy floor. The man starts talking about himself and then asks about Elliander. Feeling that it’s likely no secret any longer that Elliander and his allies have helped the city and fought a religious cult wanting to raise a long-dead pharaoh (or something like that), the duskblade tells the man he is a searcher of knowledge. The chemist gets up and rummages through some small wooden boxes, then comes back offering Elliander an item as a thanks for saving his son.

GM West |

The chemist hands over a small vial filled with a clear, thick liquid of orange hue, though oddly it seems to be bubbling - as though its contents are boiling, despite the container being cool to the touch. "I fear that I don't have much to offer one such as yourself, though if sounds as though you might run across... mummies, or the like." He makes a warding sign in the air as though to avoid bringing the attention of such creatures down on his home.
"I had two of these once, one I used up as I tried to replicate its effects through chemicals rather than magic, though I was unsuccessful in my endeavor. I do not even know why I held on to this one, but perhaps you will find a use for it. Swallow its contents - it tastes better than it looks - and you will find yourself able to breathe fire upon those that threaten you. It will only last for an hour or so at most, but you should be able to get three good bursts of flame during that time - like the breath of a dragon, yes?" The boy hears his father speak the last and roars like a scaled wyrm, his hands held out like claws as he approaches the two. The chemist smiles and scoops up the child, leaving Elliander to consider the elixir...
Nice! It's an Elixir of Fire Breath. Drink it and you can breathe fire up to three times, inflicting 4d6 fire damage against a single target up to 25' away. A DC 13 Reflex save halves the damage, and the elixir wears off in an hour, any unused blasts dissipating at that time.

Elliander Celandi |

Elliander listens to the man’s instructions on how to use the potion. Such a potion might very well come handy in the future. He’s amazed that it would be possible to drink such a mixture and exhale fire like a dragon, without getting hurt in his own mouth!
On the floor, the little boy plays and mimics a small dragon. Elliander can’t help laughing out. The way children can coup and play despite these difficult times, warms his heart, and he can see the love the father has for his son. Claiming the potion is too much a gift, would be an insult to the man and Elliander does not hesitate to take it. The boy is clearly the chemist’s big joy in life and worth much more. The duskblade thanks the chemist, sips his tea-like drink, and feels it is truly refreshing in the heat. He talks a little more about the man’s life, business and situation in Wati, before moving on a bit to the topic of Tephu. Elliander is not sure if Sebti ever said how they were supposed to get to that city, and if they are supposed to fix their own arrangements or not. So, he casually asks the man if he knows how best to travel to Tephu. Would it be easy to ride to it? By horse or camel? Is Tephu by a river too? Can they go by boat?
geography: 1d20 + 4 ⇒ (11) + 4 = 15
It seems like Tephu is not that far away, as the crow flies, but in the other side of the wide river(?).
Elliander tries to get some information, before returning to the others and see if they have thought about how to get there. Maybe a boat would be a good idea?
If he can get access to Sebti or Ptemenib again, Elliander will also ask them what they suggest and what they can provide.

GM West |

The party learns a bit about Tephu, and find that a ferry ride is the only way to reach the city (unless they own their own ship, of course!) And so it is that after eating a very fine breakfast served by affable Farhaan - who insists on hugging and kissing the cheeks of his newest friends and the heroes of Wati besides - the adventurers set off for the docks, in order to see about purchasing space on one of the ferries bound for Tephu...
And away we go!! Link to the new adventure thread can be found below!