C2 Session 14: Seeking and Being Found Report

General Summary

11th of Anarire 1545 Continued

  Margaret takes the breakfast before making a key copy and make herself invisible to look around below deck. She finds it unlocks the brig and the manacles. After locking it back up she goes to her room to read the arcane formulae section until the boat docks.  
As the boat comes into dock at noon, Margaret comes to the deck as they're carefully roping the to pier and arranging the gangplank. Everyone gets their things from their room. The Lord Uvrel comes out to bid them farewell. The group leaves the ship and officially arrives in the Capital Djafra.  
The group talks as they walk through the harbour about their next steps. They consult Jamal about how long the expedition will take, but he mentions needing a more detailed map to make such an assessment, especially as they would need to search the are for the tome, as he does not have the exact location. They start with getting supplies, specifically for hunting so they don't need to be as concerned if they run out of rations.   As the party walks slightly South of the harbour, the group spots a general store. Brin however, is distracted by a passer-byer turning into a pot plant outside of a store named "The Enchanter's Elements". As Brin points it out to the group, the pot plants turns back into a man who is confused as to why they are suddenly sitting on the ground.   Brin goes over to help the man and learns he has no memory of what just happened. The group goes inside the shop to try and get an idea if something nearby is causing it. The enchanter is a plaster and wood framed rowhouse, with a tanned wooden roof and simple furniture. It contains a crossbow sitting on the counter and a brass statue of many intertwining dragon serpents. A female half orc is tinkering with something behind the counter.   Ana speaks with the half orc and learns she is making a construct to help her around the shop. It's a mechanical and magical construct. They look around the shop, though Margaret is very distracted with the overwhelming sense of magic in the air that seems to ebb and flow like breathing. She can't spot where it is coming from.   Brin ends up buying a Horn of Silent Alarm. While shopping they ask the half orc if weird things happen and she admits it does. Always when she is tinkering, which is so distracting. She's not sure of the cause. Brin suggests it could be her, but without any good reasoning, she finds it hard to believe. Brin also trades his cloak of Elvenkind to buy a Folding boat and gets some gold.   Afterwards the group goes to a general store to get supplies. They then look for a cartographer's guild to get a map. At this guild there is a hairless tabaxi at the desk who talks them through the options available for maps. They decide to get a custom map made with just parts of Rhunnach, Djafra and the Black Spears Tribes regions. It costs 25 gold and will be ready by 5pm the next day.   With that sorted the group goes to find an inn for the night. They decide on the inn in the slums called the Fool and Mace. They arrive at 2pm. Though Margaret notices something interesting next door in a shop. They get their rooms and head out the back to them and see they are very cheap rooms. When they're in a more private space, Margaret tells them about a drider next door in the tailors shop openly working in view of the window.   The group decides to check it out. The shops name is Wenflu's Web. Looking in the window, there doesn't seem to be anyone in the shop. However they see a dress that looks like someone might run into a fight. There is even a sword in the manikins hand. As they head inside see a sign on the front door. It says:   "Your racism will be used against you. This is your only warning." There is a kiss mark below it. There is a second sign below it. "Everyone else is welcome to this safe space."   Ana opens the door and manikins on either side of the door bow as a bell chimes. A voice calls out that someone will be with them shortly. They look around while they wait and see a variety of dresses, shirts, skirts, pants, cloaks. They range from causal, to battle, to dramatic and range in styles across many cultures mostly made out of a fine silk. At this point the drider comes out. She is wearing a cute little crop top and a skirt with many, many pockets that goes around her front and sits on the back of her Cephalothorax.   They talk and learn that Wenflu is a very welcoming host to those who are curious but polite, but she has another side to the dumb and blood thirsty. Her goal is to help young women specifically with a bit of extra protection, but generally offers it to all. The ladies of the night in the area are under her protection. Ana is very curious about the higher level protection clothing and Wenflu shows her one worth 9000 gold.  
It can be modified to suit the taste of the wearing, but this is her general style of choice. She understands her wears are expensive and is happy to give discounts for those who help her with a few jobs here and there. The group offers to find her supplies for her dyes. She gives them a list of possible creatures and plants that could be useful.   As they talk, Wenflu warns them about the Ghoul. If they ever come across him, be polite and be as uninteresting as possible. Running isn't an option. He's said to be old enough to have known Azari himself.   Afterwards they leave and the group follows Ubek as he goes round to see some Blacksmiths in town. At dinner time, the group stops at an Inn called the Copper Fang for dinner. They arrive at 6:30pm. It's a simple one story inn like the one the party is staying at. It has wooden furnishing with copper trim here and there. A tall male elf is behind the bar. It's pretty busy.   Ana upsets the barkeep by using her magic to serve herself, but otherwise the group has a great dinner. While there Margaret notices a few things.
  • There is a female Dwarf that seems to be egging on a half orc to play a game with her, but he isn't interested.
  • There is a human man who is showing off a scar that moves on his leg to his table.
  • There is a female human arguing with the bar keep. There is a dire rat with her. Looks like the argument might be about it.
Listening in on the argument with the bar keep and the human with the dire rat, it seems the dire rat is not welcome here. Margaret magically messages the woman to meet her outside where she turns the rat invisible, though not before almost accidently blowing the poor little guy up. While she's gone, Brin and Ana have a small chat about what they might do tomorrow and if they should travel as soon as they get the map.   When dinner comes out and Margaret returns Brin tells a tale one time of rowing a boat in to port filled with prawns and other fish to get past inspection. He had to smuggle a midget into town so he had the midget lay at the bottom of the boat with a small breathing tube. His boat... Was filled with Shrimp. This brings the group to interesting discussions on what Brin has trafficked in the past, priests and all sorts.   Afterwards they head back to their inn for 8:30pm. Margaret heads to her room to read for 3 hours while Ana and Brin head straight to bed.

12th of Anarire 1545

  Ana is up first at 6am. She heads down for breakfast and halfway through that Brin joins her at 6:30am. After eating, the pair head off to explore the city at 7:30am.  
At 8am Margaret wakes up and continues reading.  
Brin and Ana towards the city centre. They ask around about the city to do a bit of sightseeing. They learn:
  • Between The Harbour and Bright Crossing on the Southern/Eastern side of the river. There is the castle, which everyone seems to dismiss as an important location and when you ask about it, they explain the "Sultan" lives there but that's it. It seems no one actually believes him to be in charge and instead direct you to that Square where the temple of Sera hosts a meeting location for the guilds that run this city.
  • Also there is a nice public garden nearby if you don't mind seeing the slums.
  • The temple of Avani and Neria is in Bright Crossing on either side of the river.
After a discussion, the pair head to the temple of Avani. Avani's temple stands tall and bright. Stain glass windows let in light and there are pews that are pretty full at this time of the morning as they are just setting up for a morning service due to start any minute now.   They stay for the service. The service is led by a large tortle. He's brown in colouring but his shell is yellow and brown in colour with a sunburst painted on it. He speaks slowly but well as he conducts the service. He speaks of devotion in many forms and tells stories of people using it in many ways in life to better themselves and those around them. He challenges everyone before leading them through for final prayer to find something today to devote themselves to if only for today to see where it takes them. Even if it was only to make a pie to shake with friends or to take time to speak to someone they have neglected. Devotion does not need to be long or consuming, but taking time to make purposeful acts in the day with faith in mind is powerful and gives strength from Avani.   Ana is happy with the service and definitely appears comfortable with how this temple is being run from what they’ve seen. She waits to see what people do when the service ends. The tortle speaks with the few people that come to the front. Most of the people go and light a candle before leaving. Afterwards they head back to the inn.  
At 9:30, an hour and a half into Margaret's reading session, there is a knock at her door. The pair get invited in. She tells Brin and Ana about what she has been reading and they tell Margaret about the service. Then they discuss their plans for the day. Ana decides to head to her room to scribe, Margaret will continue reading while Brin wanders around the city.  
At 10am, Margaret finishes reading before looking over the pyramid she bought and starts to try and decipher it with the help of comprehend languages. It reads:  
"To the Keeper of Secrets and Guardian of the Eternal Sands,   In the year of the Golden Sun, under the watchful eyes of the Sky Guardians, this pyramid is dedicated to Thoth-Khotep, Wise Pharaoh of the Endless Desert.   Within its sands, the wisdom of the ancients and the secrets of the stars are entrusted, to be revealed only to those who seek with pure heart and clear mind.   May the sands of time preserve this knowledge and may the eternal light of Basaia guide the way for those who come after.   Speak the name of the Pharaoh in reverence, and the hidden path shall be unveiled."
  Doing her best to speak with Reverence, Margaret says Thoth-Khotep's name. The runes flicker with light before turning on fully. A ghostly figure appears floating above the pyramid. They're about the size of Margaret's hand. The figure questions if Margaret is the new Keeper of Secrets and Guardian of the Eternal Sands since there has not been a transfer of power ceremony.   The pair discuss the issue. Margaret would like to become the Keeper of Secrets and Guardian of the Eternal Sands. Thoth-Khotep gives Margaret a list of things necessary.
  • A Golden Sun Disk with Basaia representation.
  • A Pharaoh's Ankh
  • A scarab beetle carved out of lapis lazuli. I had one that was passed down but is now likely lost and a new one would need to be made.
  • A feather from a divine creature
  • A star chart of the Sky Guardians
  • 100 gold worth of Incense. A blend of rare herbs and resins, including frankincense, myrrh, and sandalwood."
  • Ideally a Basaia Priest, but another priest would do.
Until this is done, Thoth-Khotep can help but is limited in what they can tell Margaret. They might be able to help Margaret get to Tephu since it is still where it used to be, but access is a little harder now.   Afterwards Margaret tucks it away and takes out her Erik-blessed bit of wood to start slowly whittling it into a crescent-moon shape to incorporate into her staff circling the moon-orb at the top. She starts off by roughly whittling the shape she wants. Her goal is to work on it until dinner.  
Ana finishes scribing at lunch and then stops for a break. She sits with Jamal while she has lunch before returning to her room at 1pm to scribe until someone comes to get her to pick up the map.  
At 2pm Brin returns to the inn for lunch before retiring to his room to wait for someone to come and get him.  
At 4:30pm, Jamal notices that it is getting close to map time and asks Ana and Brin if they would like to come with him to get the map. Margaret is also asked but she declines the offer. Ana, Brin and Jamal head off to get the map.   At 5:15pm they arrive and collect the map.  
Afterwards they head back to the inn and arrive at 6pm. Ana immediately goes and knocks on Margaret's door to announce that they have the map. Ubek returns at the same time as they get some dinner and discuss if they should head out tonight. They will rent some horses and ride to Falakdur. After dinner they head straight out.   On their way out of town, they spot some stables with some clearly better horses. Brin heads in to talk to someone about the horses. He finds a grey skinned tiefling with very large horns that are tall with purple eyes, no irises. She's slight in size and has a pronounced scar on cheek that seems to go round to her pointed ears but is then covered by her long black hair.   She explains that the charge from here to Falakdur is 5 gold and they will get their deposit back there. It's 3 hours by horse to get there. They rent the horses and the teifling gets them ready and earns herself a tip from Brin. She warns them to be wary of gnolls if they continue North but they do have more stables in Briarpatch, Gnarlwood and Shadowfen, but they close from time to time due to tribe issues. We have a stable in every city, village and such in Djafra. So they're not an issue. It's the Black Spears Tribe Areas that we are more limited in.   At 7:30pm the party heads out. By 9:15pm they reach Nuqurad. As they ride through, they keep an eye out for anything interesting. Ana seems someone being brutalised another person out the front of a building named "The Grey's Wrath". Ana immediately gets involved. Getting that little bit closer, you can see this seems to be a warforge guard or mercenary of some sorts and the other person looks like a beggar.   They manage to convince the warforge to leave the beggar be, but not without a broken leg and a large lesson learned about "found" products. Margaret sets the bone while Ana heals it. They speak with the beggar and learn his name is Bakher. Apparently that warfoge worked for one of the big guilds in Djafra, the Djafran Merchant League. Bakher found some stuff on the road outside of town. Wanted to sell it to try and get back on his feet, but they traced it back to him before that happened. They give him 3 gold before leaving and he thanks them for their kindness.   The party heads out of town. About 45 minutes into the next part of your journey, you spy a group of males standing around a pit. Luna flies over the pit and sees a multilegged reptile in the pit with spikes coming out of it's back. Margaret believes it to be a basilisk. The group decides to take it down and prepare for it while it digs its way out.   The group easily take the creature out but not before it takes a bite out of Ubek. The group decides to take one of the statues with them to Falakdur to see if a priest can help them. Looking them over, they seemed to be local hunters. There is one with more scars then the others who might be the leader. There is one with more tattoos that might be leader. There is one with slightly nicer clothes that might be leader.   Using Ana and Margaret's floating disks, they take the tattooed and nicely dressed ones with them. They carefully tie them to the disks and head off. At 11:15pm, you are approaching a walled off city. There are guards at the gates and the gates are shut. There are buildings outside the wall, but no more then 12.   They approach some guards and request help. They will arrange for a priest but cannot allow them to enter the city after sundown. With some time to wait, Brin goes to secure them rooms at an inn outside the gate. Brin approaches the inn. The street outside is crowded with drunken brawlers. The inn is a small half-timbered building, with a small hedged yard and unusually low ceilings. It's called The Wizard's Cask.   Inside is a very simple set up of odds and ends furniture. There is an Anurian woman behind the bar. He gets the last 2 rooms for a silver and heads off to look them over. They are beds of straw with a sheet over them two per room and they couldn't really fit a third. He returns to the group to wait for the priest.

13th of Anarire 1545

  At midnight, the gate rises up for a person to walk out. A middled aged Brecht man walks out. He can help one of the statues that the party has brought him, but not both today. They request he help the nicely dressed one. He calls down Avani's light to free this man from his condition. Confused at coming back to life tied up, the man demands to be freed of the binds that keep him on the disk.   The party explains to the man what happens as he stares at his fellow hunter who is still stone in shock. This hunter's name is Rigel from the Nuqurad's Game, a hunting guild. After a bit of a back and forth, the party decides that they have helped Rigel and his crew enough and will leave him in the hands of the Avani priest.   The party retires to their in and gets to bed at 12:30am.  
Ana is up first at 6:30am. She goes to get some food and finds Jamal sitting in the common space. They talk a little while waiting for Ana's food about Jamal's familiar and she reveals what she saw the other night about the silver woman sitting next to Jamal while he slept. They discuss finding Ruornil's secrets and maybe they are hiding in the lost library of Tephu.  
Margaret wakes up at 7am and heads out to join Ana and Jamal. The talk of familiars continues as Margaret gets some breakfast.  
At 8:30 Brin comes out to join everyone in the common area. Brin orders breakfast as the group starts to plan. Afterwards they ride through the city and head out. They are briefly on the wrong trail but manage to course correct. They leave the city officially at 11am.   By 2pm the party arrives at Emrildar. The party rides through, keeping an eye out for anything interesting. Margaret spots a temple to the moon. She speaks with Jamal and they decide to check it out. The church is a wooden two-storey building, with a green tile roof and roughly hewn wooden furniture. Outside there is a stone monument of a Masesian woman with a scimitar pointing to the sky.   Margaret notices the symbols on the Dragonborn Priests apron as they are similar to ones she has seen for the moon but they are different. Maybe a sister faction of worship. The Dragonborn's name is Kiirith. He explains that the woman statue outside was a local hero. Her name was Melissa Nagel and she was a warrior of the moon. They have been known to come when an injustice occurred. She came when there was an issue here with the Ghoul and many of the town's folk was possessed by the Ghoul. She was able to figure out who was influenced and removed the influence. There are stories how she returned years later but had lost memories of the last few years or how she stayed here and had a family. It is unclear which is true.   Margaret goes out to leave the Broken Tower Basilisk coin on the monument as she takes the time to look over the statue. She takes in the details about the weapon with the moon symbols. Afterwards they leave town. Margaret quietly tells Ubek about the sword as they ride off to maybe make for Jamal.   At about 5:30pm they arrive at Greenhaven. They look around as they ride through the village. A male prostitute tries to hit Ana up. Margaret comes to Ana's aid and convinces him to leave. He leaves them be. Ana is very embarrassed about the whole situation. They leave town.   They arrive at Briarpatch at 8:30pm. The party decides to stop here for the night and make it just as the gate is closing. They stay at Hadwisa's Lodge. The innkeeper is grumpily storming around the inn, cleaning up after what seems to be a messy dinner service. Margaret helps her out. They order dinner. The gnoll meals are large since they only eat once a day.   After dinner Margaret continue to work on her woodwork and then after that she puts up alarms around her room and Ana's room. Ana works on her Identify scroll. Brin just heads to bed.

14th of Anarire 1545

  Brin is up first at 6am. He heads out to the main area to finish his meal from the night before. After he heads out of the inn, a Brecht sailor with a host of other sailors come looking for a blue half elf. They question Brin and he doesn't give any answers. They head inside and lock Brin out of the inn.   Meanwhile Margaret's alarm goes off as someone kicks open her door. They tell her to stay in her room. The same happens to Ana, but they seem to have found their target. A fight breaks out. Jamal and Margaret are struggling to get out of their rooms. Brin teleports into the inn between three of the thugs while Ubek gracefully leaps through a window before becoming swoll. The gnoll innkeeper and the cook are fighting the intruders. The cook seems to be a demonic gnoll.   Working together, the group beaks back the sailors. Leaving only one of the sailors alive to interrogate and five of them escape. The Captain is killed. It is revealed through the fight a slut had told them about Ana. The fight is long and difficult, but it ends with the slaying of the Captain and a blood burst. It hits Margaret first before rolling through Ana, Brin, Lilli Hadwisa and Jamal. As the blood fades, a very angry gnoll is stalking towards the group.

Campaign
Mummy's Mask
Protagonists

Anastriel Breeze

Chaotic Good Half-Elf (Secret Background)
Warlock 2
20 / 20 HP
STR
9
DEX
16
CON
16
INT
11
WIS
13
CHA
18
Report Date
31 Aug 2024

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