The Free City of Muluk takes it name from the long, unbroken line ofrulers whose history predates the Enlightened Throne in Huzuz It isknown for its exquisite regal purple dyes produced from local indigo plants.Muluk lies along the shore of the Great Sea at the mouth of the River Al-Zalim. Like most of the Free Cities, Muluk is a fiercely independent martialstate, engaged in unrelenting, low-grade conflict with the savage hill tribes ofthe nearby Furrowed Mountains, the ravaging pirates from the Corsair Isles,and the hostile armies of Umara and Qadib, both neighboring Free Cities
Gnome Male Glitterbtight 6th |HP 25/25|AC:4 (6)|THAC0:18|1st-4/4 2nd-3/3 1st-2/2|Station 5
" Oh I cane from Faerun, North of here, Far Far North of here. In a land called the Dalelands specifically Dagger Dale."
Frackit gets serious as he seems to draw into himself." I was to be a jeweler there My master both in craft and in faith to turn it over to me so he can return to being an adventurer. To experience the twilight years seeking the Divine Joke. Like most things fate had another idea."
Frackit shook his body fighting against the words regurgetating the visceral horrors of his past. " The Zhents followers of First the Black Hand came. Sacked the Town and outlying lands with magic. Wizards on foul beasts, undead, beholders even devils used to conquer and hold the very lands. People who fought at first began disappearing. Until we found them dead, enslaved or worse transformed'
He looked up but away." By The Sparkling Wit I fled when my master was slain. Slain for Herecy and scheming. As well as his humorous commentary on the slavish doctrine of the Zhents lead to him dying."
" Wounded in the blood of war, and baptised in the bonds of oppression I had to become something new. Not rhe wide eyed humorous artisan fo the Watchful Gaurdian, but recast into an Axe and Shield...."
He blinks and then shakes it away. " Just note they are a group who seek to dominant the world via any means, often now through strife and discorse before coming in to sieze a weaker lands and rule with iorn grips via tryanny. Especially backed by foul gods both living amd dead" frackit says not quite relaxed but nolonger shaking.
She says, "Well, I thought the world ended somewhere in the Lands of the Yakmen. Maybe the Grand Caliph(may he reign for One Thousand and One years) should rescue you from this tyranny. He is wise and benevolent."
She then says, "Your groups seem like you have been traversing empty fortresses for a very long time. I am amazed by your skills."
Female Human Wizard (Sha'ir) 6 | 14/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Can we check this jambiya I've been carrying as well? Brass jambiya which seems older than the loregiver (Got from Aljaz's uncle when we rescued Aljaz and Boomer from the shipwreck. Post reference: https://paizo.com/campaigns/v5748p75ivjsr/gameplay&page=38#1885)... apologies if we checked it at some point, but I couldn't find it.
If Fadilah is done, Zairiah checks the door for traps.
Zairiah is hesitant to unlock the door, knowing how she was just hurt badly by a magical trap, but since they seem to have no other way forward, she proceeds with unlocking the door.
Zairiah uses the chimes and the door opens with a creek as if it had not been opened for centuries. The room is eerily lit but there are not lanterns in the room. The walls hold shallow, recessed shelves and the floor is covered by a fraying carpet and there is a table in the middle.
You guys search the room for clues or items or trap or whatever. The shelves are dusty and you find some old cobwebs.
As per the directions given to me by Zairiah, your party moves on to room #10, you open the door and this grisly chamber is stacked high with
bodies, dragged here to rot after a long-forgotten
battle. The desert heat has mummified the corpses,
leaving their dying expressions discernable. The bodies
appear to have been stripped of valuables already.
Well, this is where the secret door is supposed to be, in the floor. Not going to be fun, but we'll have to move, uh, things around in order to examine all of the floor.
Female Human Wizard (Sha'ir) 6 | 14/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
"Moving things around? Unseen servant, I suppose," says Fadilah.
"That locked empty room might have an illusion on it," she also notes. "Just occurred to me. Perhaps I can detect one."
I meant for detecting secret doors, but either way. There should be one in this room somewhere. It's just finding it with all of this...
Detect Secret Doors:1d3 ⇒ 1
I have a 1 in 3 chance of finding one if actively looking, so I think that does it... but will wait until the GM confirms. It might be hidden under something so normal looking doesn't work... or an illusion, like Fadilah said.
The grisly work takes some time but luckily they do not have the stench that you have witnessed when you were in Al-Anwahr because the bodies have been here for much longer than a month. You cleat the trap door and open it. Inside there is what looks like the skeletons of women and children who tried to survive a siege.
Zairiah examines the area to ascertain whether it is just a hiding place or whether there is a way further down.
Assuming from the skeletons that it is just a hiding place though-?
If there is nothing, she retrieves the grisly loot, and says
Well, that looks like the entirety of the treasure, although we could go back to the other rooms and check specifically for other hidden areas, if you all prefer, but I didn't see any other notations on the map, and it looks like others have been here before us... a long time before us, considering the state of these bodies.
So, all that is left is the well, then? Should we try getting to it through the wall in here rather than going back up to the top?
She keeps an eye on their guest, wondering what her next move/request will be.
You go back upstairs to the mouth of the well and the well is a
dry pit, perhaps 10 feet across, its stone-lined walls
choked with pale ivy and its bottom lost in inky
blackness. The dry well is more than 60 feet deep.
AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)
Aggrammar assists with securing a length of sturdy rope to a solid section of the well's edge, making sure it can support the weight of those who need to descend.
Female Human Wizard (Sha'ir) 6 | 14/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Fetch spell: light (<= 75%):1d100 ⇒ 8
Fadilah whispers to her gen, then a few minutes later she casts a light spell on a pebble and drops it into the well.
You test the walls there is one that is a little weaker but you surmise that it would take hours of back breaking work to put a human sized hole in it and then you also figure the depth would only be about 40ft instead of 60.
Once Fadilah's lit pebble hits the bottom of the well, you see a clutter of
debris and glittering coins!