C2 Session 1: The Lottery Report
General Summary
32nd of Roelir 1545 HC As spring ends, The Night of Fire begins the start of a festival season in the city of Shoufal. A lottery for adventurer's is held for fame and fortune by the church of Khirdai. This has drawn the attention of the Adventurer's Forged, as petitioned by Jamal Silvermarch. He is sent to be the treasurer of this operation in starting up a new guild in the city and expanding their operations. Anastriel Breeze, Brindarry Traghetti, and Margaret Becker answer the call for this mission and travel with caravans to reach the city. Shoufal is a large city, but part of it walled off and access is denied. The city is on the edge of a large oasis. Each member is given instructions to meet at the Tooth and Hookah at midday for lunch with a figure named Jamal. However Ana, Brin and Margaret arrive early. The Tooth and Hookah is a modest inn and hookah bar is best known for its mascot, Toothy, a tiny crocodile that lives in the inn's well. The room spells of tobacco and fruit scenes.
A Brecht woman, probably around 40 years old, wearing a blue and green silky cloak that was probably once vibrant, but now is covered in a layer of dust from her travels, walks in and heads to the bar. She holds a staff in one hand with a slightly glowing pearly orb at its top. This is Margaret, she gets a wine and waits patiently for others to show. In walks an male Half Elf, features are elven and Anuriran. He takes off his bandana to reveal messy blonde hair that, due to his travels, has resulted in the worst hat hair you've seen. His clothes fit loosely to him, and at his waist is a short sword that is also covered in a fine layer of dust. Spotting another foreigner, he speaks with her and sees they are there for the same purpose. They make small talk while waiting. While the pair talk, the door to the tavern bursts open and a short hooded figure ducks into the room, swatting furiously at a red bird flying around her head. After commanding it to stay outside, the bird flies out the door chirping loudly. She sighs and looks around the room slowly as she lowers her hood, revealing a messy shock of black hair atop the face of a pale blue half-elf. One of her eyes is the same shade of blue as her skin, but the other is gold. She looks around the room, glances down at the pin on her cloak, looks up at the pair of people at a table and heads over to them. The three continue to make small talk while they drink and wait. They talk about where they come from, their skills or if the necropolis is just a bunch of ghost stories. While they talk, another figure appears. A Khinasi man stands behind Brin in black, light, airy clothes wearing sandals with his hood up. There are stripes of white cloth among his clothes and a scimitar on his belt. His hair is in dreads and glasses with black tint cover his eyes. He introduces himself as Jamal Silvermarch. He apologises for not realising they had arrived early and keeping them waiting. He invites them upstairs to one of the rooms he has booked for them, to have lunch and talk. As they head up, Margaret notices an Anurian woman dressed in a purple adventurer's outfit that seems to have a real fashion flair. She is sitting with two Khinasi men and a dusky help elf was watching the group. Jamal invites everyone to make themselves comfortable. Inside the room you're directed to are two single beds and a small table between them with pillows to sit on. There is a bunch of backpacks in the corner. When they get seated with the drinks, Margaret asked about the people downstairs. Jamal mentions the group known as the Scorched Hand. They have booked the suit rooms. The group talks about the area and how there is a territory struggle for the city between Ariya, Aftane and the Sphinx. Jamal explains the lottery to the group. Tomorrow they will get their first assignment. The second one will be available in a week. Then one more after that. By the time the second one comes round, he wants to have looked at buildings, resources and equipment for the guild. He's already submitted the guild paperwork with the city to get their license. Jamal is happy to support the group in this time between lotteries if they want extra training and such. Ana offers to help. Jamal starts to fill out some paperwork needed for the lottery. He warns the group about the use of necromancy.Name | Origin | Strength | Role |
---|---|---|---|
Anastriel Breeze | Holstadt | Lock smithing, Diplomate, Arcane Abilities | Face |
Brindarry Traghetti | Ruorven | Mastery of the body, Martial and Survival Skills | Coordinator |
Jamal Silvermarch | Khinasi Lands | Good Fortitude, Healing/Spellcasting Support, Martial Ability | Documenter |
Margaret Becker | Brechtur | Arcane Arts | Negotiator |
The girls settle into their room and start to whisper about Jamal. Margaret is sure the man doesn't eat and is worried he is cursed. Ana wonders if he sleeps. They will keep an eye on him while they adventure. After this topic passes they start talking about where they are from before Ana falls asleep for a nap. Margaret focuses on her book and taking notes of what she has seen so far.
Seeing Jamal isn't back yet, Brin heads downstairs to drink and a chat with the locals to find out about the local customs. Here are values the citizens expect of everyone, regardless of their origins:
- Artistic accomplishment
- Courtesy
- Eloquence
- Equality
- Family
- Grace
- Honor
- Piety
- Wisdom
At 5pm Jamal returns to find Brin drinking and being social. Brin goes to check on the girls. He wakes Ana, while Margaret gets the door. They decide to have a group dinner. Jamal declines, as he ate earlier, but reassures Brin he just has to go downstands to see Farhaad to request their dinner. It is already paid for. This includes a special meal for Ana. Brin asks Ana about the meal and learns she doesn't like the smell of meat or enjoy eating it. After they see Farhaad, their meals are brought to their table. Brin and Margaret get a chicken coated in yellow spices and rice with lime to squeeze over their meal, while Ana has spiced vegetables, rice and spices with yoghurt on top. Brin fills the group in on what he learned while he was drinking with locals. Margaret shares she can learn a spell to help them learn about the items they find which will help them negotiate upon trying to leave with items. After the group has dinner, they relax for the evening and head to bed.
1st of Haelynir 1545 HC
At 6am Brin wakes up to discover Jamal is already gone from the room. He stretches before knocking on the lady's door, waking them up. Margaret throws a dagger that bounces off the door and falls to the floor. Ana yells in surprise. Learning this is too early, Brin heads downstairs for a lonely cup of coffee. Brin asks about tipping and learns it is not expected but it is considered good Sayim. At 7am, when they girls come downstairs, Jamal enters the inn. Sayim is explained to the group by Brin, and Jamal confirms it is important in the Khinasi lands. Whoever they have at the front of house, will need to practice good Sayim. Regardless on if it an adventuring manning the desk or clerk style staff. This lottery will be their first step to earning respect and sayim for their guild. Brin disagrees due to the local views he got the day before. They view as disrespectful. Jamal points out that farmers and local labours don't need adventurers and cannot afford it. They are aiming to impress the nobles and the clerics of Khirdai given their ruling state of the city. Jamal put the proposal together with this in mind. He clears the air about this. Margaret brings up her desire to learn the Identify spell and the needs of the spell. Jamal confirms he knows this spell and has a pearl. He is happy to make her a scroll and get her a pearl when time allows. Jamal goes over the expected shares and how they can use information to make friends. This includes being mindful of the Neiran priests that have been displaced in their power here who might appreciate some information that isn't given to the Khirdai priests. They ask about the steps near the sphinx and Jamal confirms it is a measurement of water for the oasis. If the group wants to look into it, Jamal is open to the idea. He tells the group a little more about the Khirdia temple being more focused patrolling and control instead of knowledge pursuits.The bustling desert city of Shoufal is near bursting with excitement. Adventurers from every corner of the Aftane region have assembled here beneath the hot sun to explore the tombs of the city's necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they'll buy recovered treasures and antiquities from those who visit their establishments. In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Khirdia overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side. The group arrives early to the lottery early. They mingle and chat. Margaret tries to engage the group she saw at the Tooth and Hookah. However, the dusky half elf takes a defensive position in front of their leader. She talks with the group and learns the Half Elf's name is Idorii and the leader's name is Velriana. They seem to have some intel about the locations inside but aren't open to sharing. Afterwards, Margaret starts to mingle. Brin wonders and two groups catch his attention. He hears one group talking about looking specifically for mummies. He steers clear of that group. Another group is looking to find better equipment for themselves, not realising they probably will have anything useful for war will be taken by the temple. Brin goes over and introduces himself to the second group. He learns from the group:
- The lottery has been run in the past.
- You're given a location to raid and can't just raid whatever you like.
- There is a place called the ghoul market where there are ghoul gangs.
- There are rumours of ghouls evolving and becoming smarter.
Group Name | Face |
---|---|
The Amethyst Dragons | A female gnome that seems to be a street magician. |
Chundren's Champions | A male Khinasi. He gives very little, and only bows to the crowd. |
Cryptfinders | A male Khinasi that uses his group as his own personal hype group to try and hype the crowd up in their favour. Seems to be very full of himself. |
Daughters of the Desert | A Rjuvian female with loud, red hair that seems to be all business. |
Dog Soldiers | A halfing with his dog companion, while his group bark as their cheer. |
Flickering Four | An overly excited female half elf comes up. |
The Four Lanterns | A young Anuriran man. He adds in some flourish. |
Sand Scorpions | A dusky half elf who looks far too serious and a very goth makeup sense. |
Scorched Hand | A female Anurian in purple adventuring clothing with a flair for fashion. |
Sunrise Fellows | A Khinasi man. |
2nd of Haelynir 1545 HC
The group is up early and at the gate for 6am. They have their bags and items checked over. They see special priests going into the necropolis as a patrolling guards. It takes 40 minutes to walk to their location, but it's a pretty quiet walk. They arrive at their location to see a rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a façade bearing the likeness of a man. Windblown sand is heaped around the crypt, partially burying the doors that lead within. Taking 20 minutes to carefully move the sand, break the mortar sealing the doors and pry them open with a crowbar for 7am. The first room they see is a rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north, and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling. The group works together to move the stone wheel to reveal the next room. This square room is starkly devoid o f any markings or adornment. In the center of the chamber's floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft. As the group looks in, Margaret hears something enter the building behind them. They turn to see a medium scorpion enter and look aggressive. The group quickly deals with the creature without issue. Looking over the room with the shaft, the group ties some rope together, pitons it down and has half their team head down first. Brin and Ana are the first to go down. They see mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. A square shaft in the ceiling leads straight up into darkness. Above, Jamal helps Margaret remove the stinger of the scorpion for later use. When they signal is given, they pull the harnesses up and head down themselves. With everyone down the 60 ft shaft, they search the dead body before moving it aside. Brin checks it over to see the poor fellow, likely a male human or half elf, probably broke both his legs from the fall and died before he could crawl to the door. They search him to find a couple of metal pitons, a hammer and two sealed vials. Margaret holds onto them for now. They turn to the doors leading out of this room and Brin opens them for the group, allowing them to continue search the area.Rewards Granted
Items Found on Dead Grave Robber:
- 2 pitons
- Hammer
- 2 vials of Alchemist Fire
Missions/Quests Completed
Taken:
- Lottery Round 1 - Tomb of Akhentepi
- Obet's Folly
- Oasis Steps
Character(s) interacted with
Team interactions: Scorched Hand:
- Margaret spoke with and met 2/4 members.
- They are interested in key locations in Necropolis
- Looking for mummies
- Looking for items to upgrade themselves and get experience.
- Brin has given them a signal to call for help.