| DM Brainiac |
You make your way to the Jula Alehouse and kick open the doors! This lofty common room is made of old wood weathered by generations of smoke and damp. A few stained glass windows give light, but the room nevertheless seems dark and gloomy, as many windows are broken and covered by wooden boards.
A pair of brutish Knights are behind the counter, drinking their way through the stores of liquor and nursing their wounded pride. They quickly raise their ranseurs and move to attack!
Issi: 1d20 + 16 ⇒ (10) + 16 = 26
Sadiki: 1d20 + 17 ⇒ (11) + 17 = 28
Brutes: 1d20 + 15 ⇒ (17) + 15 = 32
They stab Issi a couple of times!
Ranseurs: 1d20 + 20 ⇒ (15) + 20 = 351d20 + 15 ⇒ (15) + 15 = 301d20 + 20 ⇒ (17) + 20 = 371d20 + 15 ⇒ (12) + 15 = 27
Damage: 3d8 + 8 ⇒ (2, 4, 1) + 8 = 153d8 + 8 ⇒ (8, 4, 3) + 8 = 23
38 damage to Issi.
| DM Brainiac |
Sadiki uses her genie magic to turn one of the men into a harmless bunny!
Fortitude vs Baleful Polymorph: 1d20 + 19 ⇒ (8) + 19 = 27
Isi strikes her foe, who curses and strikes back, scoring a hit and a critical follow-up!
Ranseur: 1d20 + 20 ⇒ (17) + 20 = 371d20 + 15 ⇒ (20) + 15 = 351d20 + 10 ⇒ (18) + 10 = 28
Damage: 3d8 + 8 ⇒ (2, 4, 1) + 8 = 153d8 + 8 ⇒ (6, 3, 7) + 8 = 24
The bunny is unable to focus enough to change back into a man!
Will: 1d20 + 14 ⇒ (8) + 14 = 22
63 damage to Issi.
Issi Flamehair
|
Issi stifles a yelp and fights on, sparing a blow for the bunny.
Spellstrike: 1d20 + 21 ⇒ (12) + 21 = 332d10 + 8 + 1 + 2 + 6d4 + 4 ⇒ (9, 5) + 8 + 1 + 2 + (4, 4, 3, 3, 4, 3) + 4 = 50
Stab Bunny: 1d20 + 16 ⇒ (5) + 16 = 212d10 + 8 + 1 + 2 ⇒ (4, 8) + 8 + 1 + 2 = 23
| DM Brainiac |
Electric Arc: 6d4 + 5 ⇒ (4, 1, 4, 3, 4, 2) + 5 = 231d20 + 15 ⇒ (6) + 15 = 211d20 + 15 ⇒ (3) + 15 = 18
Issi stabs the brute and the bunny, then Sadiki shocks both enemies, taking one down!
Will: 1d20 + 14 ⇒ (10) + 14 = 24
The bunny still can't change back, and the sisters team up to quickly take him down!
| DM Brainiac |
72 healing to Issi from two lay on hands.
Sadiki quickly heals Issi as you make your way through the kitchen and into the storage room. Here, a hidden trapdoor leads down into a series of smuggler caves that the Knights of Abendego have converted into their lair.
The smuggler caves are large, clammy, and moist. Although natural, they’ve been smoothed out and enlarged over the years to make for better storage and even create small rooms. The ceilings range from 10 feet high in the connecting passages to 20 feet high in the larger caverns. Iron pegs in the walls support oil lanterns, so the rooms are well-lit, if a little hazy, and long shadows fill the connecting corridors.
The first cave you come across contains several crates and barrels in haphazard piles, trade goods plundered from travelers and settlements. Two Norgorberites are busy inventoried the loot. They draw their daggers and prepare to attack!
Issi: 1d20 + 16 ⇒ (9) + 16 = 25
Sadiki: 1d20 + 17 ⇒ (6) + 17 = 23
Enemies: 1d20 + 18 ⇒ (17) + 18 = 35
They hurl daggers at Issi, quickly drawing new ones as they continue their barrage!
Daggers: 1d20 + 23 ⇒ (15) + 23 = 381d20 + 19 ⇒ (3) + 19 = 221d20 + 15 ⇒ (14) + 15 = 291d20 + 23 ⇒ (3) + 23 = 261d20 + 19 ⇒ (2) + 19 = 211d20 + 15 ⇒ (19) + 15 = 34
Damage, Sneak Attack: 1d4 + 6 + 4d6 ⇒ (3) + 6 + (3, 2, 1, 6) = 211d4 + 6 + 4d6 ⇒ (2) + 6 + (1, 5, 1, 1) = 16
37 damage to Issi.
Issi Flamehair
|
Issi marches through the barrage of blades to strike at the nearest foe.
Spellstrike; Strike: 1d20 + 21 ⇒ (4) + 21 = 251d20 + 16 ⇒ (12) + 16 = 282d10 + 8 + 1 + 2 + 6d4 + 4 ⇒ (9, 8) + 8 + 1 + 2 + (3, 2, 3, 1, 4, 4) + 4 = 492d10 + 11 ⇒ (2, 2) + 11 = 15
| DM Brainiac |
Fortitude vs Polymorph: 1d20 + 17 ⇒ (18) + 17 = 35
Sadiki tries to polymorph one of the foes, but only ends up giving her bunny ears and a cotton tail! It's enough to leave her sickened as her insides churn, though.
The two thieves move to flank Issi, stabbing at her!
Daggers: 1d20 + 23 ⇒ (14) + 23 = 371d20 + 19 ⇒ (8) + 19 = 271d20 + 23 ⇒ (19) + 23 = 421d20 + 19 ⇒ (10) + 19 = 291d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d4 + 6 + 4d6 ⇒ (2) + 6 + (3, 1, 6, 5) = 231d4 + 6 + 4d6 ⇒ (1) + 6 + (4, 4, 1, 5) = 21
44 damage to Issi.
Issi Flamehair
|
Hurting badly now Issi recharges her spellstrike and lashes out with speed!
Spellstrike, Strike: 1d20 + 21 ⇒ (1) + 21 = 221d20 + 16 ⇒ (3) + 16 = 192d10 + 11 + 6d4 + 4 ⇒ (4, 3) + 11 + (4, 1, 3, 3, 2, 4) + 4 = 392d10 + 11 ⇒ (1, 2) + 11 = 14
| DM Brainiac |
Medicine: 1d20 + 20 ⇒ (10) + 20 = 302d8 + 30 ⇒ (4, 4) + 30 = 38
Fortitude vs Polymorph: 1d20 + 17 - 1 ⇒ (4) + 17 - 1 = 20
Sadiki patches up Issi's injuries before trying her last polymorph spell on the partially changed woman. It works, turning her completely into a bunny, body and mind!
The remaining foe feints at Issi, then drives his dagger into her gut!
Feint: 1d20 + 22 ⇒ (19) + 22 = 41
Dagger: 1d20 + 23 ⇒ (8) + 23 = 311d20 + 19 ⇒ (5) + 19 = 24
Damage: 1d4 + 6 + 4d6 ⇒ (2) + 6 + (2, 4, 5, 5) = 24
Issi heals 38 then takes 24 damage.
| DM Brainiac |
Chromatic Ray: 1d20 + 20 ⇒ (17) + 20 = 371d4 ⇒ 4
Fortitude: 1d20 + 17 ⇒ (16) + 17 = 33
Issi slices and burns her attacker, then Sadiki poisons him with a green ray of energy. He feints again, but this time Issi dodges his attacks!
Feint: 1d20 + 22 ⇒ (6) + 22 = 28
Dagger: 1d20 + 23 ⇒ (5) + 23 = 281d20 + 19 ⇒ (4) + 19 = 23
| Sadiki |
Issi delivers a critical strike to take the enemy down!
Sadiki sighs with relief as the battle ends. "Let's take some time to get you fully healed," Sadiki says. "I get the feeling it's just going to be harder from here."
Issi Flamehair
|
"I've been holding my big spells." Issi replies, holding back a yell as Sadiki does her work. "Gah! But still... these guys hit hard!"
Once Sadiki is done her sister steals a brief kiss. "Don't know what I'd do without you Sad." She says softly. "Let's go."
| DM Brainiac |
A natural column in the middle of this large cavern has been carved with a huge, crude map of the Sodden Lands region, with painted dots in different colors all across the map. Jumbled goods are heaped against the south wall, next to a small and dilapidated desk.
The small, wobbly desk to one side of the heaped plunder bears a few notes and records, including a logbook in which Ajbal Kimon is, at best, haphazard about inventorying the plunder that comes and goes from the caves. Several pieces of correspondence are jammed in the back of the logbook. Most of these are uninteresting missives from Knights across the Sodden Lands updating Ajbal on their schemes, but a few letters on nice paper are of particular interest to you.
These letters are all from Koride Ulawa of the Magaambya asking whether Ajbal had any information about an artifact called the Vesicant Egg. Koride’s letter insinuates that Ajbal might use his connection with priests of Norgorber, famous for keeping secrets, to unearth any lore about it. Although Ajbal’s responses aren’t here, subsequent letters indicate that he’d responded to Koride and that they’d negotiated a price and some further details. There’s a reference to Koride coming to Jula to meet with Ajbal and his priests in person, but there’s no indication one way or the other whether she did so. These letters are recent but undated; there’s nothing in them to indicate whether they were sent before or after Koride agreed to dispose of the Vesicant Egg a few months ago.
A door stands to the south.
Issi Flamehair
|
Issi skims the letters and frowns. "Well that isn't good." She says, pointing out a couple of key passages to her sister. "That's for later though." She sweeps the letters into a bag and then points to the door.
Might as well keep going.
| DM Brainiac |
Sadiki has the presence of mind to cast stoneskin on Issi before moving forward.
The stack of plunder includes a silver tea service worth 140 gp, a large ivory statue of a rearing drake worth 600 gp, a crate with fifteen bottles of exceptionally fine wine worth 90 gp each, a charred case containing a 5th-level wand of smoldering fireballs, and a crystal vial with a greater healing potion.
You continue to the final cavern. A wedge of rock splits this long cave in two, bisected by an open space with runes carved into the floor. Norgorber’s influence has touched this place and imbued it with an uncanny, omnipresent wind that blows silently around the room. The wind muffles sound; no matter how loud someone speaks in this room, their voice never comes out louder than a whisper.
The leader of the Knights of Abendego, Ajbal Kimon, awaits you here. His face is twisted into an expression of fury. "How dare you disturb my great work here? With your sacrifices, perhaps I will finally reach the pinnacle of my power!"
Issi: 1d20 + 16 ⇒ (14) + 16 = 30
Sadiki: 1d20 + 17 ⇒ (11) + 17 = 28
Ajbal: 1d20 + 23 ⇒ (8) + 23 = 31
Ajbal designates Sadiki as his prey as he rushes past Issi, stabbing the sorceress in the gut!
Trident: 1d20 + 27 ⇒ (18) + 27 = 45
Damage: 2d8 + 11 + 2d8 ⇒ (3, 7) + 11 + (3, 1) = 25
50 damage to Sadiki!
Issi Flamehair
|
Issi growls something very unpleasant but the wind carries her words away before they reach any ears. Ajbal has left himself in easy range however and the magus lashes out with her full might, and a little luck...
Spellstrike: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 411d20 + 21 + 1 ⇒ (15) + 21 + 1 = 372d10 + 11 + 7d12 ⇒ (6, 3) + 11 + (11, 11, 12, 9, 3, 6, 1) = 73
Then combat stance since I think I get his attention?
| DM Brainiac |
Since Ajbal seems intent on killing her first, Sadiki quickly casts a spell to turn invisible and moves away! Issi gets Ajbal's attention with a powerful electrified slash! He grits his teeth and curses as he marks her as his prey instead and stabs with his trident!
Trident: 1d20 + 27 ⇒ (6) + 27 = 331d20 + 22 ⇒ (20) + 22 = 42
Damage: 2d8 + 11 + 2d8 ⇒ (8, 7) + 11 + (3, 7) = 362d8 + 11 ⇒ (1, 7) + 11 = 19
64 damage to Issi after stoneskin.
Issi Flamehair
|
Spellstrike, Strike: 1d20 + 21 + 1 ⇒ (17) + 21 + 1 = 391d20 + 16 ⇒ (14) + 16 = 302d10 + 11 + 7d12 ⇒ (2, 3) + 11 + (3, 7, 2, 2, 9, 10, 4) = 532d10 + 11 ⇒ (4, 5) + 11 = 20
Issi launches another powerful electrically charged strike, although her follow-up blow is weak.
| DM Brainiac |
Chromatic Ray: 1d20 + 20 ⇒ (5) + 20 = 25
Sadiki's chromatic ray goes wide, but Issi delivers another powerful strike. Ajbal jabs at her with his trident, but this time she only takes one hit.
Trident: 1d20 + 27 ⇒ (1) + 27 = 281d20 + 22 ⇒ (9) + 22 = 311d20 + 17 ⇒ (3) + 17 = 20
Damage: 2d8 + 11 + 2d8 ⇒ (5, 3) + 11 + (2, 4) = 25
| DM Brainiac |
Chromatic Ray: 1d20 + 20 ⇒ (10) + 20 = 30
Ajbal stabs Issi twice more as he dodges your attacks! "Die, already!" he snarls.
Trident: 1d20 + 27 ⇒ (6) + 27 = 331d20 + 22 ⇒ (9) + 22 = 311d20 + 17 ⇒ (2) + 17 = 19
Damage: 2d8 + 11 + 2d8 ⇒ (2, 2) + 11 + (3, 4) = 222d8 + 11 ⇒ (3, 7) + 11 = 21
33 damage to Issi after stoneskin.
| DM Brainiac |
Ajbal cries out before falling to the ground and lying still.
Beyond the sacrificial chamber, a lead-lined vault holds several prisoners, including I'boko's father, Kolnoku! His first question is about the fate of his daughter. He is relieved when you tell him that she is fine, and he and the other prisoners eagerly move to escape with you.
Without Ajbal’s leadership, the Knights of Abendego are little more than common bandits. The people of Jula can defeat or capture some Knights, but many more flee the town to evade justice. Ssaraku and her iruxi companions dedicate the next few weeks to hunting down the Knights who escaped and dragging them back to answer for their transgressions. You can take care of any other loose ends that remain, such as helping to clean up around Jula, escorting prisoners home, or reuniting Kolnoku and I’boko.
While the two of you were away, the students have learned all that they can from Bloodsalt, and their research notes present lots of enlightening information. High Sun-Mage Oyamba will surely be pleased with the decision to allow you and your students to pursue field research so early in your academic careers.
You spend a few more months researching in the Prison of the Vacant Eye, then you make your way back to the Magaambya to bask in your accomplishments!
End book 3! Everybody is now level 12!
Issi Flamehair
|
Back at the prison of the Vacant Eye, where an equitable agreement has finally been reached with Halbrux, Issi settles into a more restful period of research and discovery.
Research, Knw Arc: 1d20 + 23 ⇒ (9) + 23 = 321d20 + 23 ⇒ (6) + 23 = 29
Research, Knw Arc: 1d20 + 23 ⇒ (6) + 23 = 291d20 + 23 ⇒ (9) + 23 = 32
Research, Knw Arc: 1d20 + 23 ⇒ (17) + 23 = 401d20 + 23 ⇒ (9) + 23 = 32
Issi and Mariama make a strong start, but after the first month their work peters out somewhat. The cyclops never used much in the way of outsiders, leaving their worldview as something of a blank spot in Issi's education, but they still assemble a workable theory that should interest their peers in the Cascade Bearers. In the final weeks of their dig however, new evidence is uncovered which bolsters their theory dramatically!
Success, success, crit maxes my level.
| DM Brainiac |
Okoro is ecstatic to welcome Sadiki home after so many months away. The two quickly pick up where they left off, making up for lost time. Indeed, Issi doesn't see very much of her sister during those first few weeks...
***
Chapter 4: Secrets of the Temple-City
Since graduating as lore-speakers and becoming teachers at the Magaambya, you have come a long way and accomplished much, earning the respect of your peers at the Magaambya and the community in Nantambu. Word of these new lore-speakers has traveled far. They cared for their students so much that they risked their lives to search for a student’s family far from Nantambu, even after she abandoned her lessons. They also scoured the ruins of Bloodsalt and faced off against the Knights of Abendego. These lore-speakers are heroes!
After your return to the Magaambya from Jula, you've been the talk of the academy, and several attendants have been doing their best to learn from you. People you called teachers only a short time ago now look upon you respectfully as peers.
One day, High Sun-Mage Oyamba invites you to meet in Archhorn Library. The doors open to a bookshelf-lined room containing a small stage. Several people are already here, including Teacher Ot, Koride Ulawa, and several other faculty members. High Sun-Mage Oyamba, wearing his red cloak and leopard mask, steps out from the group. He opens his arms and says, “Ah, there they are, our famous lore-speakers! Welcome! You’re just in time. I was just about to explain the task at hand. Please, all of you, take a seat.”
High Sun-Mage Oyamba is an impressive figure. His steps are wide and heavy, but he seems to glide across the stage as he moves, suggesting a grace that his rigid movements belie. His voice carries from the stage with the charisma and electricity of a teacher with long experience.
Oyamba explains that the city of Mzali is a place of great culture, fine crafts, and a storied history. Unfortunately, the city’s ruler, god-king Walkena, seems intent on stymieing the city’s potential. Walkena returned from the dead over a century ago, liberating the city from a group of Chelaxian invaders. While Mzali was free from the tyranny of these raiders, it was replaced by a different type of tyranny altogether: Walkena’s. Now Walkena rules the city but does so with cruelty. He demands his people’s loyalty and worship, punishes anyone who questions his rule, and has banned all non-native Mwangi people from his city. The people of Mzali suffer under Walkena’s rule.
The Magaambya is not dedicated to revolution, assassination, or liberation of the subjugated. It is a place of learning, teaching, and charity. High Sun‑Mage Oyamba believes the Magaambya can help Mzali and its people using peaceful methods. He is proposing a diplomatic mission to the city, one that can convince Walkena and his ruling Council of Mwanyisa to open the city to outsiders. With the city open to outside influence, the Magaambya and other groups can enter the city and improve trade and the overall health of the citizenry. At the very least, if the Magaambya can put a stop to Walkena’s casual slaughter of non-Mwangi people from his draconian laws, it will save dozens, if not hundreds, of lives. Oyamba doesn’t expect this diplomatic mission to change Walkena’s heart entirely, but this important first step opens the door to the possibility for greater change for Mzali in the future.
Oyamba warns that the task won’t be a simple one. Negotiations may require several weeks or even several months of work. Evil people lead Mzali, including Walkena, the god-king’s inner circle, and the Council of Mwanyisa. Each of them will be on the lookout for an opportunity for the Magaambyan delegation to slip up and break one of the city’s laws. Another complication is the existence of the Bright Lions, a local group dedicated to rising up against Walkena and liberating the city from his rule. The Magaambya has no official contact with the Bright Lions, but it’s likely that the group will try to contact the delegation, which might complicate matters. Officially, the Magaambya empathizes with the people of Mzali but is dedicated to a liberation of the city via diplomatic means. As such, the Magaambya forbids the delegation from working with the Bright Lions, no matter how appealing their cause.
"Do you have any questions?" Oyamba asks.
Issi Flamehair
|
Issi listens carefully and then waits for her turn to come before asking the simple question that the High Sun Mage has forgotten
"So who exactly is going as part of the mission?"
She's more concerned with getting a moment with the High sun Mage after the meeting than the answer - but clarity is always useful!
| DM Brainiac |
"Everybody here, as well as a group of conversants that volunteered to join you," Oyamba says.
Izem Mezitani: While his focus on archeology might provide some insight on Mzali’s history, Izem is mostly joining the group as a means of seeking atonement with the people of Mzali. Izem got himself into some hot water with Mzali’s government last time, and he hopes that by being part of this group, he can clear his name with Walkena.
Koride Ulawa: Koride’s laid-back attitude seems like a good fit for the group’s mission, as a more relaxed individual might put others at ease. Koride herself is excited to travel to the Screaming Jungle and learn more about the native fauna, especially if the mission continues into the rainy season.
Mafika Ayuwari: Mafika’s recent trip to Tian Xia helped refine his manners and diplomatic skills, earning him a place in the group. Mafika also put in a word that he was interested in the trip, if only to afford himself some time away from the constant questions about his participation in the Ruby Phoenix tournament.
Nhyira: With an eye for the creative aspects of a culture, Nhyira joined the group to provide a unique perspective to the diplomatic effort. Her understanding of local art and traditions might aid with understanding the people of Mzali.
Takulu Ot: A kindly heart and a warm smile can go a long way toward winning someone over. At least, that was the belief when Oyamba chose Takulu for the mission. Takulu, as usual, smiled and nodded as he accepted the position, a response that only assured Oyamba that his choice was correct.
Issi Flamehair
|
"High Sun Mage." Issi says as the meeting begins to break up. "A word?"
Once the two have some privacy she produces the letters she found in the Knight's refuge. She offers them to Oyamba and says nothing, waiting for him to draw his own conclusions.
These letters are all from Koride Ulawa of the Magaambya asking whether Ajbal had any information about an artifact called the Vesicant Egg. Koride’s letter insinuates that Ajbal might use his connection with priests of Norgorber, famous for keeping secrets, to unearth any lore about it. Although Ajbal’s responses aren’t here, subsequent letters indicate that he’d responded to Koride and that they’d negotiated a price and some further details. There’s a reference to Koride coming to Jula to meet with Ajbal and his priests in person, but there’s no indication one way or the other whether she did so. These letters are recent but undated; there’s nothing in them to indicate whether they were sent before or after Koride agreed to dispose of the Vesicant Egg a few months ago.
"I imagine you find this as unsettling as I do." She says once he's done reading.
| DM Brainiac |
Oyamba frowns. "It is distressing, yes. The evidence here suggests that Koride was more invested in finding out about that artifact than she ever indicated to any of us, and that she was willing to turn to unsavory sources to get more information. It is damaging, to be sure, but not damning.
"I do not believe it would be productive to confront Koride with these letters at this time. However, I would ask that you keep an eye on her on your upcoming mission. If she does anything that would be cause for concern, I would ask that you report it back to me."
Issi Flamehair
|
Issi nods. "I will High Sun Mage." With that she turns to leave, feeling unaccountably uneasy. The prickling between her shoulder blades is an unfamiliar and unpleasant feeling.
To distract herself she heads for Lesedi's office, bringing a bottle of wine with her with the intent of passing a pleasant hour or more chatting with the garrulous elf. As her powers grow Issi is becoming more and more intrigued by the idea of actually summoning genies and trusts Lesedi to understand (and talk her out of the idea if necessary).
Issi Flamehair
|
"I want to step up my studies on genies." Issi says, "And that means I need someone who's good at extra-planar studies to make sure I don't do anything stupid." She holds up her bottle with a grin. "I brought an incentive."
------------------------------
Once she bids Lesedi farewell Issi finds herself considering other methods of keeping an eye on Koride and wanders past her fellow Lore-Speaker's office...
Issi Flamehair
|
"Well at least we aren't going to get a horde of mosquito's in the rainy season right? No offense to your speciality Koride, but I can't stand mosquitos!" Issi says, giving a theatrical shudder. "Well thanks for indulging me. What do you make of this expedition? Do you know much about Mzali?"
| DM Brainiac |
Koride laughs at Issi's reaction. "No offense taken! I am used to most people's instinctive revulsion for insects.
"I don't know a whole lot about Mzali besides what the High Sun-Mage has told us, but I'm sure we will learn more once we arrive. I'm hopeful we can get Walkena's advisors to relax and be more open to outsiders. You and your sister have proven to be quite persuasive in the past."
Issi Flamehair
|
"That's all Sad," Issi replies with a depricating laugh. "I just stand behind her and glower so they decide that talking to her is the better option. Well, I've got to go. We'll catch up on the journey if not before."
As she leaves Issi can't help but wish that Koride left her office more often. The nagging feeling in her gut really wants to be assuaged by a swift rummage through the other Lore-Speaker's correspondence.
| DM Brainiac |
Once everyone is ready, the delegation can head to Mzali. The trip takes several weeks by land, but the journey is uneventful, as the members of the delegation are more than capable of defending themselves from the minor dangers they encounter along the way.
The jungle gives way to the skyline of massive temples towering over stone walls that surround Mzali. The temples are each topped with impressive spires, statues, and other architectural marvels. Beyond the thick gates, the city is bustling. The sun beats down on Mzali, causing the sandstone buildings to shine and glow with an almost golden light. Dozens of people, each wearing heavy jewelry and spotless outfits, walk around with smiles on their faces. Some of the smiles hold genuine joy, while others seem forced or even full of fear. Though smiles abound, the sounds of the people are less than lively. Murmurs and monotone conversations hum about the air, and there is little in the way of laughter. Smiles fade for just a moment as people catch sight of travelers from a distant land, but they return just as quickly as the people move about their day.
As the Magaambyans approach the gates, a group of guards arrives and demands to know the delegation’s purpose for entering. Ahassunu is quick to provide documentation stamped with a golden seal. After a bit of careful scrutiny, a guard nods and leads the delegation through the city. The group doesn’t have to travel far as the guard leads them to the Golden Mouse, an inn only a few blocks from the city’s south gate. An old, bearded man with a large build steps out to welcome the foreigners.
"Welcome, welcome! I am Azeeko! We have been expecting your arrival. We even constructed a brand-new building to provide enough space for your delegation. This way, please."
The building itself is rather impressive, considering how quickly it was built. The two-story stone building features four circular dormitories, each with six beds. It also contains a small study and lounge. The building lacks a kitchen, but Azeeko can serve food and drink at the Golden Mouse’s main building, which has a modest tavern and connected kitchen. A large, natural courtyard rests between the tavern and the dormitories, which is a good place for relaxing privately and enjoying the fresh air of the city.
Once the group is settled in, one of Walkena’s most influential representatives arrives to welcome you. This is Nkiruka, Speaker of Walkena and the official diplomatic contact for the Magaambya within the city. This entire diplomatic mission is a result of her work convincing Walkena to admit more outside groups after successful trade relations with Kibwe. She is a stern and serious woman, and she studies you carefully as she speaks.
"Welcome to Mzali. Walkena is excited to meet with you and discuss his city, but he will not be seeing you until tomorrow. For now, you are free to remain in your rooms, explore the Golden Mouse grounds, or visit the Mixed Marketplace with an escort. A strict curfew is in place for the city, so you must remain on the Golden Mouse grounds from sunset to sunrise. Outside these hours, everyone must have an escort until the time it is no longer deemed necessary. Any attempts at initiating violence while inside Mzali’s walls, other than self-defense, are grounds for severe punishment." Nkiruka coldly looks the group over once more before leaving, her eyes resting particularly on Izem.
Izem suppresses a shudder as Nkiruka leaves. "I did not expect to have made that one's acquaintance so soon, though I will admit her manner is unnverving." The other members of the delegation agree, except for the perpetually placid Takulu. They get right ot settling in at the Golden Mouse.
Issi Flamehair
|
Issi settles in as normal, although she finds herself missing her sister a bit. Sadiki has been an excellent travelling companion, as usual, but so much of her conversation has been about Okoro and then pair of them that Issi is feeling lonely.
With that in mind, once settled in, Issi suggests to Takulu that they go and visit the market. She invites Sadiki with a raised eyebrow but doesn't make a huge deal about it if her sister seems less than interested.
| Sadiki |
Both Sadiki and Takulu agree to visit the market with Issi. Just south of Mzali’s city center is the Mixed Marketplace. Spanning several city blocks, it’s the largest market in the city, and the only place that allows traders from outside Mzali to do business. Vendors set up shops by repurposing the abandoned temples and short tenements that have survived from the ruins of the previous age. Food establishments and various watering holes are scattered along the streets and alleyways of the market.
Just south of Mzali’s city center is the Mixed Marketplace. Spanning several city blocks, it’s the largest market in the city, and the only place that allows traders from outside Mzali to do business. Vendors set up shops by repurposing the abandoned temples and short tenements that have survived from the ruins of the previous age. Food establishments and various watering holes are scattered along the streets and alleyways of the market.
As they stroll through the market, Sadiki sidles up to her sister. "You've been kind of quiet these past few days, Issi. You okay?"
Issi Flamehair
|
"Yeah," Issi replies automatically. "Just been wondering what it was going to be like here. I can't decide if it's exactly what I was expecting or not at all..."
She diplomatically leaves unsaid the fear on people's faces and the way everyone parts around their guard like they have the plague. "It's clearly a very well ordered city." She adds. "I'm looking forward to seeing everything the market has to offer."
Sadiki isn't likely to be put off so easily, but Issi doesn't want to talk about her own feelings right now. Not somewhere like this.
In an attempt to avoid further conversation she heads for the nearest stall and is soon deeply engaged in perusing wares and haggling. She sells off a number of items, including a few momentos from when she was an apprentice which no longer have much practical use. With Sadiki's charm and her own arcane skills Issi is able to secure more powerful runes for both her blade and breastplate as well as some useful sleeves which will allow her to dispense with a pack for future travel.
The group are almost ready to leave when they find a jewellery store, full of items emblazoned with the sun, fire and flames motifs so popular in Mzali. Issi finds herself entranced by a circlet of deeply polished amber, inlaid with gold and cunningly enchanted so that the stone seems to glow with an inner fire. It costs all her remaining money, but Issi can't convince herself to part with the circlet and lays the platinum down with compliments on the craftswoman's ingenuity and skill.
| DM Brainiac |
The guards escort you back to the Golden Mouse before curfew. You settle into your room for the night.
In the middle of the night, however, you are awoken by the sound of breaking glass! A pair of withered, undead assassins, a hunter and a mage, move to attack! Judging by the sounds of shouts and spells from the other floors, it seems the rest of the delegation under attack as well!
Issi: 1d20 + 17 ⇒ (16) + 17 = 33
Sadiki: 1d20 + 20 ⇒ (18) + 20 = 38
Enemies: 1d20 + 24 ⇒ (17) + 24 = 41
The hunter moves in to Issi, studying her and trying to find an opening. He is unable to do so, though, and just settles for slicing at her arm with his dagger.
Study Foe vs Will DC 30: 1d20 + 24 ⇒ (3) + 24 = 27
Dagger: 1d20 + 22 ⇒ (11) + 22 = 33
Damage: 3d4 + 6 + 1d6 ⇒ (3, 4, 3) + 6 + (2) = 18
The mage hangs back and blasts both of you with lightning!
Chain Lightning: 8d12 ⇒ (2, 11, 8, 10, 10, 12, 3, 4) = 60
16 piercing and 2 fire damage to Issi. 60 electricity damage to both sisters (basic Reflex DC 30).
Issi Flamehair
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Ref: 1d20 + 18 ⇒ (17) + 18 = 35
Issi rolls out of the way of the worst of the lightning and comes up already swinging her wish blade in a vicious arc before settling into a fighting stance.
Spellstrike, Lucky: 1d20 + 22 ⇒ (5) + 22 = 271d20 + 22 ⇒ (8) + 22 = 303d10 + 8 + 1 + 1 + 6d12 ⇒ (1, 6, 2) + 8 + 1 + 1 + (6, 4, 6, 3, 4, 5) = 47
"Mage is yours sis!"
| DM Brainiac |
Reflex: 1d20 + 21 ⇒ (4) + 21 = 25
Fortitude vs Baleful Polymorph: 1d20 + 18 ⇒ (1) + 18 = 19
Sadiki shrieks in pain, her body spasming from the lightning. She grits her teeth and manages her own spell, instantly transforming the undead mage into a harmless lizard!
Issi slashes the hunter with her wish blade. He responds by slicing with his dagger again, this time also raising a magical shield of force!
Dagger: 1d20 + 22 ⇒ (16) + 22 = 381d20 + 18 ⇒ (4) + 18 = 22
Damage: 3d4 + 6 + 1d6 ⇒ (3, 4, 1) + 6 + (4) = 18
14 piercing and 4 fire damage to Issi.
Issi Flamehair
|
Without magical back-up the odds have turned against the assassin and Issi breathes a mental sigh of relief as she charges her blade with fire.
Spellstrike: 1d20 + 22 ⇒ (16) + 22 = 383d10 + 8 + 1 + 1 + 6d4 + 4 ⇒ (1, 1, 3) + 8 + 1 + 1 + (2, 1, 1, 3, 3, 1) + 4 = 30
| DM Brainiac |
Chromatic Ray: 1d20 + 21 ⇒ (16) + 21 = 371d8 ⇒ 7
Will: 1d20 + 22 ⇒ (12) + 22 = 34
The hunter blocks Issi’s attack with his shield, absorbing some of the damage. Sadiki strikes him with a violet ray that slows the undead rogue. He stabs Issi twice more.
Dagger: 1d20 + 22 ⇒ (16) + 22 = 381d20 + 18 ⇒ (18) + 18 = 36
Damage: 3d4 + 6 + 1d6 ⇒ (4, 1, 4) + 6 + (2) = 173d4 + 6 + 1d6 ⇒ (1, 4, 3) + 6 + (3) = 17
29 piercing and 5 fire damage to Issi.