The party's strange visitor has ensorcelled most of them under her strange charms - but does she mean them harm? Or are intentions even weirder in this cursed desert?
Fleeing for their lives after the transformation of Asbjorn into a serpent, the party severed the rope bridge, forever barring the back entrance to Paruhapta. Now the party faces the choice of attempting to enter the Forgotten City through the two remaining routes.
After securing their cavern redoubt, Brother Theo informed the party of their dire situation - they are low on food and water. Yet, his companions seemed oblivious to the peril. Can Theo convince his allies to travel to the strange, yet lush, desert valley oasis or will the hostile desert heat claim yet more victims?
Attempting to set up a base camp in a natural cave in the desert cliffs, the party unwittingly trigger the defense mechanisms of sentry mushrooms, which led to a tribe of Bearmen to investigate. With Asbjorn seriously wounded, will he survive the battle? And what lies beyond in the darkness?
While exploring the crypt of the Rusati wazir, Brother Theophilus foolheartedly opened the door to the offerings . The party now finds itself in a fierce melee with the fire-breathing stone ushabti that stood in wait inside. Will the party fall to the dangers of the crypt?
The party stands before the doors of what appears to be a Rusati crypt. Do they dare explore inside?
Their first foray into the catacombs under Anekhsemeru led to the discovery of a group of violent troglodytes living underneath the city. However, after their first battle with the foul-smelling troglodytes, Brother Theo found himself too exhausted to continue further due to the physical stress he experienced as a conduit to the divine. Having returned to the surface, the party asks themselves if the reptilian savages are responsible for the disappearances of the children of Abrami or is something more sinister afoot?
Whilst breaching the northern chamber of the tomb, the party were set upon a group of crypt terrors. Teleptyon, Asbjorn, and Nuruhotep suffered greatly as the terrors consumed the very lifeforce from their souls. The price of victory was steep, as during the melee, Nuruhotep fell in battle for all of his soul was consumed. Now the party faces the grim decision of abandoning their quest and facing the wrath of Naldus Bascio or continuing to plum the depths of Adom-Shai's crypt in search of the legendary spearhead - Nudjat.
Having defeated the giant arachnid monstrosities through steel, sorcery, and wit, the party investigates the main hall of the tomb. Listening at a large stone door to the south, Riven heard a soft rustling; perhaps the sound of wind moving a moldering tapestry? Or the feet of more giant insects pattering across the sandstone? Maybe the sound of a large winged creature as it unfurls and flaps its wings? And what lies beyond the other door to the north?
The party has come to a terrible realization: In order to progress further into Adom-Shai's tomb, they need to enter the lair of the Giant Solifuges.
The noble Medjay, Abet Sakhat has fallen! Burnt alive by the flame breath of an infernal hound, his quest to defeat the evil that lies under the mines of Lakham Tabab has ended with his death. Or has it? Will the party elect to finish what they have started or will they decide to complete their job for Naldus Bascio, the administrator of Akbyset instead? And what of Alex? The week they had bought with the pure jade has ended, and the corrupting miasmatic taint of Nekhtebu has once again threatens to consume Alex's very soul! Will the party be able to locate the hidden oasis of the Rusati in time to save Alex from such a fate?
While the adventurers attempt to clear the passageway, Alex crawls past the blockage to scout ahead. Unfortunately, the sounds of the iron mattocks against stone attracted something from below.
Having entered the subterranean lair of the Beastmen, the adventurers found themselves ill-prepared to face their foe's onslaught. Abet, Alex, and Riven have each fallen victim to the perverse sorcery of a Demon Bear shamaness! Meanwhile, Kegho continues to suffer the effects of the creeping rot that infests his body. Who will survive and who will fall to the savage Demon Bear Clan?
The adventurers are ambushed by Bearmen! Whose blood will soak the sands of the Senu Desert?
Convinced that he might be able to help them find a cure for the cursed blight slowly eating at Kegho's flesh, the party agreed to accompany Abet, Medjay of Khemia to investigate the abandoned silver mines of Lakam Tabab. Abet speaks of a dark evil that has taken root within the mines, but has refused to expound upon it thus far. Will this mysterious stranger lead the party to their doom or to Kegho's salvation?
The party has finally arrived at the trading post of Akbyset, still mourning of the loss of their brave canine companion, Ükhilflin. The sights and sounds of the bazaar enticed the party as they encountered exotic races from the furthest sands of Khemia. They entered into the trading post's small cantina only to learn that Akbyset is under the control of the powerful Aeriscan House of Bascio. Intrigued by the stoic man standing the corner of the cantina, the Palesian Scout, Riven Telstandis, approached the man who turned out to be a Royal Medjai of Khemia. He introduced himself as Abet, and offered the young Scout a job. Meanwhile, the Eknon hedge wizard, Teleptyon Marathonos sat on a cushion to watch the Oubasti belly-dancers, the well-dressed man next to him turned to face him and began a conversation...
Having encountered a fierce Urk warband on their way to the trading post of Akbyset, the party managed to overcome the threat at great cost - the Paladin of Aelos who was guiding them fell in battle. Battered and bruised, the party continues, hoping the rest of their journey shall be uneventful.
His soul, tainted by a horror that should have been left to the Third Age, Alexandru was possessed with hysteria and ran off into the desert night. His companions in La Compagnia Septentrionale attempted to chase after him but are unable to corner the dexterous thief. And what of their guide, the Paladin of Aelos - Macedonius Mytinatis? Will he intervene? If so, for good or for ill?
In the depths of the Crypt of the Paladins of Aelos, the party does battle with a Cynocephalus Chieftain! Will the stalwarts of 'La Compagnia' be able to overcome this beast or will they fall to the keen edge of its greatsword?
The party only recovered a fraction of their supplies after their camel ran off during the sandstorm. Unable to track her down, the party continued towards Adza Oasis. While foraging for firewood, the party stumbled across a group of the 'dog-headed men', who attempted to abduct the young Palesian Scout, Riven, for a sacrifice to their demonic lords. However, the party was able to handily rout the fiends. What other terrors are out their in the desert night?
The warnings of the merchants of Arafi Caravanserai went unheeded as the party was caught in the open during a fierce sandstorm. After almost suffocating underneath the weight of a sand dune, the party emerges from the shifting sands to find that during the chaos, their pack camel, Mercy, had run off with most of their supplies!
After Theo has a disturbing dream, the party leaves the Caravanserai to find the Paladins of Aelos. On the third day of their journey, Brother Theo almost dies after being ambushed by a giant desert scorpion. The party now wonders if Brother Theo's gods have truly forsaken him? Do they push on to find the monastery at Azda Oasis, and if so, what awaits them there?
Returning from the Tomb of the Sorcerer-Kings, the adventurers rest and carouse at the caravanserai before embarking on the journey back to Nekhsemeru.
With all members of the party paralyzed by ghouls, it is up to Alex to slay the foul creatures before they feast upon his companions!
Having looted the tomb, the party attempts to escape with their lives and wealth intact. However, Alex finds himself trapped in a hallway of swinging blades! Will the Oameni's rogue's natural dexterity be enough to escape this infernal mechanism or will he meet his end in the depths of the Tomb of the Djeti?
Making the decision to try to rest in the tomb's treasure vault, the party unwittingly set themselves up to be ambushed by a hideous, gelatinous mass of bone and ooze! What other strange and foul monsters of the Third Age lurk in this tomb?
The party successfully navigated past a hungry basilisk and negotiated with the dread lich, Nekhtebu. Now, they face the challenge of exiting the Tomb of the Djeti. What will they find in the caverns underneath the tomb as they attempt to return to the surface?
While searching the Tomb of the Djeti, Brother Theophilus uncovers a secret door! Do the adventurers dare investigate what is on the other side?
With Elissa feverish and sickened after suffering from a grievous wound to her belly, the party rejoices at the sight of the Sutra Tribe's tents appearing before them on the horizon. With the respite offered by the hospitable desert nomads, Elissa may survive her injury, but the Ghamadi merchant adventurer, Talal al-Shemi, warns them that the people of the Senu Desert have strange ways and their hospitality may come with a price.
The newly-named La Compagina Septentroinale ("Northern Company") set forth into the Senu Desert with ibn Ayyub's caravan. Only a day into their journey, they were set upon by giant Aeriscan spiders! Even though the party successfully fought of the creatures, they are now having second thoughts about their overall chances of success on this expedition. Will the next few days of their journey bring them hope or more despair? Can they reach al-Satra Camp without further injury?
The heroes stand before the urban villa of the man who drugged and imprisoned them, forcing them to risk their lives in the arena. Will Ator smile upon their quest for revenge?
After fleeing from their imprisonment as gladiators in the Great Amphitheatre of Eknopolis, the group seeks refuge in the sprawling slums of Nestoria Harbor. There, they patch their wounds and plan their revenge.
Standing bloody and beaten over the bodies of the guards they had slain, the adventurers are only a staircase away from freedom. However, the sound of footsteps come from the south, signaling more guards!
After finding their cell door mysteriously unlocked during the middle of the night, the adventurers take advantage of this opportunity to escape their servitude in the arena. Successfully waylaying a guard and arming Asbjorn with the guard's mail and sword, the party attempts to find Kegho's faithful canine companion, The Grey Death, before fleeing into the streets of Eknopolis.
After their faithful canine companion, the Grey Death, rejoins the party due to a twist of fate, the party now stands bloody, wounded, and victorious in the center of the Great Arena while the crowd howls for her blood. With their survival hanging on the outcome, what will the party choose?
Will the party survive their ordeal in the dark caverns underneath the Great Arena?
After having been drugged at Valenites Prothemopolous's banquet, the party found themselves enslaved and imprisoned beneath the Great Arena of Eknopolis - forced to become gladiators in the stable of one Gallienus Kerularios! Now, as part of a strange initiation ritual, the party finds themselves in the labyrinthine caverns below the arena with the task of finding their way out. Regardless, many questions remain: Did the young rector of Fort Merula, Flavio, have anything to do with their enslavement? And what of Elissa and Miniho?
After returning to Fort Merula from their successful expedition to the Shrine of Naeia, our heroes experienced a series of individual misfortunes that return them to the precarious financial situation they found themselves in prior to their last adventure! Still hungry for fame and fortune (or in Brother Theophilus's case, full of zeal to spread the mercy of Maya across Tel), the adventurers learn of an opportunity that will take them across the Central Sea to the Great City - Eknopolis.
After slaying the two skeletal necromancers and their shambling undead monstrosity, our adventures believed their quest to be complete. However, one of the crimson lacquered skeletons reformed itself to fight once more! What does this all mean?
In possession of two keys, the party stumbled across a secret door that leads into a large room. What awaits them on the other side as they continue their quest to stop the cultists completing their ritual?
In the aftermath of a fierce battle, having been ambushed by Zaz's warband of goblins, Amma, Tarn, and Theo lie grievously wounded, as Kegho remains in thrall to his Ashkuzi bloodrage. Will Riven, Elissa, and Alex be able to bring Kegho to his sense before he harms them as well? Can the party manage to survive further exploration of the catacombs beneath Naeia's shrine? Will they manage to stop the dark ritual to invoke Vargus into this plane? If not, what will become of the denizens of Labrax Bay?
After having dispatched the undead members of Tarn's former brethren, the party decides to investigate the abbot's library for anything useful before entering the 2nd level of the complex.
After having been attacked by a swarm of bloodsucking striges, the party makes camp on the banks of the Daenaris River when their campsite is approached by two women in the early hours of dawn.
After rescuing Brother Tarn from death at the hands of mercenaries working for a group of necromancers, the party elects to travel east to investigate the truth of the old sailors' tales of a village founded and occupied solely by women in hopes of recruiting some sellswords who are willing to descend into the catacombs of the Shrine of Naeia Aeriscae to stop the necromancers before they return the dark god of the sea and storms, Vargus, to this plane of existence.
With Kegho and Riven suffering grievous wounds from combat with mysterious foes, will the party be able to survive the dangers within the Temple of Naeia?
The party begins its exploration of the abandoned Temple of Naeia in hopes of learning Tarn's fate.
After another perilous 2 days of journey through Morbida Swamp, the Temple of Naeia is finally in sight, but what dark secrets are hiding below?
Can the adventurers survive the trials of Morbida Swamp to reach the abandoned Temple of Naeia?
To avoid punishment attempting to reclaim treasure in Labrax Bay without the explicit permission of Titus Merula, the party agrees to travel into the wilderness of Morbida Swamp to investigate the whereabouts of a team of acolytes sent by Father Decimus to reconsecrate an abandoned temple dedicate to Naeia, goddess of the sea.