Saturday 30 December 2017

Two Rival Efreeti Houses

After the group has barely escaped several efreeti guard after steeling a slave, they duck down a back alley to avoid even more guards flying down the street. Rook who has been watching from a distance casts an illusion of a wall across the back alley to cover the groups escape.  Rook also is keeping an eye on the captain of the Shevaithan, who for magical reasons, is skipping down the street naked accompanied by his naked guard. Rook also watches from a distance the closing of the city gates, preventing anyone from leaving the city, he assumes until the chaos of the slave escape has been controlled.

The others approach the other end of the alley. Smallfang tentatively peeks out into the street. He sees several efreeti guard stopping and inspecting everyone on the street. The group tries to figure out what to do. It is then that Katya's sword, the Sword of Kas, calls out to her. Someone is approaching from behind. Katya turns to see a grey skinned man peeking out from a curtain, that was moments ago the wall of one of the buildings in the alley. He says that if they wish to escape they can follow him inside.

No hesitation. They duck inside. The curtain closes behind them appearing as the wall it was.

A New Friend And A New Task

Inside the group finds themselves in a small empty room. There is a tall thin grey skinned humanoid standing at a large table as he lights the lantern on the table. He introduces himself as Vemig of House Shakir. He tells the group that he is able to get them out of the city safely. That is if they perform a task for him first.

Vemig tells them that a rival efreeti house, House Salih, has the magical container to which the master of House Shakir is bound. House Salih uses it as leverage and has for thousands of years abused and oppressed House Shakir. The adventurers are quite obviously new to the city and any trouble they cause will not directly lead back to House Shakir. They are perfect for retrieving his master's magical vessel. In return he will provide safe passage out of the City Of Brass.

The adventurers confer and they say they will do it but a magical weapon for their dwarf friend as well as a wish spell must be added to the deal. They will use the wish spell to bring back their fallen comrade, Lirath, who was killed on the journey through the maze of portals. Vemig agrees to the terms.

He beckons them to follow him to the other room where a hidden door in the floor is revealed and they descend. They roam a multitude of rough tunnels, smooth walled sewers and catacombs. Eventually they ascend a ladder and find themselves in a large mansion. This is the keep of House Salih.

The Heist

Here Vemig lays out the knowledge they have slowly acquired over hundreds of years about House Salih and the security surrounding. They have infiltrated House Salih in various ways to varying degrees of success over the centuries and have gathered information on how the his master's vessel is protected.

  • The approach to the vault is a single hallway below the keep of House Salih
  • In this hallway are several elite efreeti guards called the Unquenchable
  • In the middle of the hallway is an orb of antimagic which sits on a pedestal
  • At the end of the hallway is the vault room. It requires a key which sits on a chain around the nexk of Zajet who is the master of House Salih
  • What is in the vault room is completely unknown.
After  laying out what he knows, Vemig escorts them through the city. Each of the party disguised hoping to avoid the guards who are looking for them for the theft of a slave, Katya's clan member. They approach the center of the city.

Near the center of the city is a large walled off section. Just inside this area of the city stands a towering and massive structure made from marble and obsidian. Surrounding the building, a thousand yards deep is the House's army. There are thousands of efreeti. Some of them sit and sharpen weapons while others drill and practice. Amidst the army are several griffons upon which some efreeti ride and far off a dragon can be seen towering above the army, its chains visibly restraining it to the ground.

The group debates very briefly before settling on the idea that a straight heist is probably going to be difficult. They decide to sell out Vemig and his House Shakir to House Salih.

The Double Cross
43,200 XP + 20,000 XP

First they need to acquire some slaves as a gift to Zajet and the House Salih.

They move through the city and soon find themselves behind a walled off part of the city. The slave market is a cramped and busy neighborhood. Cages of various races of creatures are stacked tens of feet high. Streets are nothing but empty areas between cages. The group is barraged by shouts of offers of slaves. They choose a short but stout azer who seems eager to sell.

Rook uses his magic to convince the azer that they are new friends and the evening before that Rook agreed to a reasonable price and had already paid it. The now incredibly friendly azer shows his good friend Rook to the cages where the group selects a dozen slaves.

Escorting the dozen chained slaves, the adventurers head off for the keep of House Salih. Easily convincing the guards at the gate that they are here to present a gift of slaves to Zajet, the group passes through the house army, at least a thousand strong. Finally they arrive at the keep proper.


They are greeted by a short blue skinned humanoid dressed in fine silks crossed across his thin and bare chest named Numi. He quickly brings the group inside the fabulously wealthy manor. They are kept in a small holding room as Numi confers with his master. The group explores just around there immediate location, not wanting to potentially upset the powerful efreeti of the keep. Soon enough Numi returns.

He tells them that Zajet will accept their gift of slaves and they will be allowed an audience with the master. They are escorted into a vast open throne room. At the end of the room, floating above the throne is Zajet, a large well muscled djinn. Blue skinned and where his legs should be is a whirl of wind which holds him in mid-air. He is dressed in simple silk robes which leave his chest bare. Around his neck is a gold chain with an odd looking metal curio hanging from it. The key to the vault.

The Ruse Exposed

The group tells him of the plan by House Shakir to have them steal back the magical vessel to which the master of House Shakir is bound. They describe how they were approached and the deal that was made for them stealing the vessel. As they describe the plan and what Vemig told the
m about the security around the vessel, Zajet becomes visibly more and more angry.

Zajet tells them that the vessel they are intended to steal is not that of the master of House Shakir but his very own vessel. Had House Shakir stolen it, Zajet and his whole house would fall under the oppression of the vile and corrupt House Shakir. Zajet is furious. After calming down somewhat he makes the deal the adventurers propose. They will accept the same rewards from Zajet, as they would have from Vemig and in return they will show him the secret passage into House Shakir.

Zajet doesn't hestitate. He agrees.

Playing Both Sides
10,000 XP

The group then returns back to Vemig back at House Shakir. Rook is able to conjure up an illusion of a clay jar which looks very much like Zajet's vessel. Smallfang casts magic upon it to give a glow of magic and they present it to Vemig. Vemig is very excited and has the group stay in a room while he goes to show it to his master.

As the group is waiting, Smallfang unfortunately casts another spell which breaks his concentration upon the spell cast on the vessel. There is a great commotion as a multitude of efreeti guards rush down the hall towards the group.

The adventurers run. They use the secret entrance as their escape. Running and trying not to get lost they finally make it back and as they emerge they are faced with a great portion of House Salih's army. They, along with another portion of the army approaching House Salih from another flank, begin their attack upon their rival house.

The group finds a nice vantage point to watch the mayhem. Soon enough though they see the gates to the city begin to open. With the battle there are many who wish to leave the city, so the gates have been authorized to be once again opened.

Taking Control Of The Ship
19,500 XP + 10,000 XP

The group leaves and heads back to the ship.

Back at the Shevaithan, they prepare for the return of Captain Grazak and his entourage. They place the crate lid, with the glyph of warding upon it in a position above the teleportation circle such that anyone returning within the circle will set it off. Then they all take their positions.

They do not have to wait long. Captain Grazak and his githyanki guards have been waylaid for too long and they rush back when they city gates are reopened. As the teleportation circle activates and they return the fireball from the glyph of warding explodes around them. At the same time each of the party attacks and it is a slaughter.

But they cannot find anything that looks like a "key" for the elemental chaos ship. On a hunch, they cut into the chest of the captain and reach in. Inside is an orb about two fists large and inside it is the same roiling energy that is contained with the anarch spheres which powers the Shevaithan. This must be the key.

Not exactly knowing what to do with it a few of the party follow Rook, with the smaller anarch sphere, up the massive staircase up to the top of the tower which stands in the middle of the deck. At the top is a console clearly meant to navigate the ship but it is quiet and dark.

But as Rook approaches the console with the key the console lights up and comes to life. The ship begins to hum and vibrate with energy.

Where to now?




Sunday 17 December 2017

The City Of Brass

The group takes time to dispose of the numerous githyanki bodies after the battle upon the elemental chaos ship, the Shevathan. They toss them overboard after removing much of their weapons and armor. The githyanki swords are beautiful and intricately forged. Upon each broad blade are intricate engravings each creating a unique and distinct look for each sword. Astredia takes a sword and its sheath and slides it into his belt.

The bodies of the githyanki that have been tossed overboard drift aimlessly in the swirling elemental chaos. As they drift away from the ship the roiling elemental chaos begins to pull apart the bodies. It is not long until the bodies are shredded until no trace of them exists. They approach the last githyanki who had tried to escape but was retrieved by Smallfang. They cast sleep on the creature and they bind him strongly with rope.

The Shard Of Timesus

As most of the group is either resting or helping with the removal of the bodies on deck, Barb, the barbarian, descends the steps into the ship's hold. Below decks is a large and almost empty cargo hold. In the center of the dark hold is a large crate. It is held in place by four large chains which fasten across the crates top and are anchored down to the ship's hold. The crate itself is made of an odd substance. A mixture of wood and metal and something else which gives the impression that the crate is incredibly strong. Barb glances around the crate but his very cursory glances fails to notice that upon each face of the crate is a large but faint scrollwork forming a complicated glyph.

As much of the rest of the group begins to descend the stairs into the hold to find their dwarf companion, Barb is seen bringing his leg back as he is about to try and kick in the side of the crate. As his foot makes contact with the crate, the glyph inscribed upon that side of the crate glows brightly with arcane energy and a fireball emerges and engulfs many of the group within the hold. As the fire recedes a smoking Barb coughs and shrugs at the rest of the group.

They ponder the mystery of the crate until Rook decides to cast an antimagic spell on the crate as Smallfang nervously opens the crate with one of the found silver swords. Within the confines of the antimagic spell's field the crate allows itself to be opened and there is no accompanying fireball. The group looks in and they see suspended in the center of the crate a large black ragged rocky shard which rotates slowly suspended in the air. The carefully lower a bag of holding over top of it until the shard is wholly tucked safely away.

Barb keeps toying with the idea that the crates sides might make a formidable shield. He debates out loud several ideas for forming a shield that might be crafted out of such a glyph. The glyph seems to regenerate after a time and this could be useful. The others agree.

A Violent Interrogation

Again using an an antimagic spell, Rook disables the glyph on the crate's side as Smallfang places the surviving githyanki face down upon the glyph. They awaken him and tell him that unless he talks they will simply let go of the antimagic spell and the glyph will engulf him in flames. The gith snarls his protest at the group. All sorts of intimidation and cajoling fail....that is until he spots Astredia with a githyanki sword at his side. How dare he befoul a prized family weapon. Only the worthy can carry such a sword. What have they done with the other family swords.

The group offers the swords back if he talks. The gith talks.

He tells them that the swords, which the group knows are not magical, are earned by each githyanki after trials to test their courage and skill. The swords remain in families and are passed down to each generation if they are deemed worthy. The swords are priceless to them.

The Shevathan's Mission

The captured gith also tells them that the ship they are on, the Shevathan, is a highly sought after vessel. It is one of the few ships capable of traversing the elemental chaos as well as descending through the vortex that leads to the Abyss. Most other travelers wishing to do so must use hidden or even worse, known but often lethal portals to that plane. The Shevathan is supposed to be heading to the Abyss already. The are to be taking the shard, The Shard Of Timesus, to the Abyss where it will be used to forge a weapon which can kill a god.

But the ship will be of no use to them. The captain, Captain Grazak, holds the only key. He is currently in the City Of Brass. His weakness for flesh has kept him too long within the city. They should have departed for their destinatino already some days ago. He is probably at the tavern, The Dripping Man.

The group decides that the Balor below can wait. They need the key from the captain first. So they set off to the City of Brass using the only other active teleportation circle on the deck of the ship. But not before killing their captive.

The City Of Brass

They each step into the teleportation circle and as the magic flares and then recedes around them they find themselves on a rocky shore of a river of fire. Across a bridge in the distance they see a city behind massive stone walls. Inside the walls, towering structures with onion dome tops can be seen. Standing in their way, are several grey skinned efreet guards. They float above the ground with whirlwinds of dust below their torsos and each hold two massive scimitars. They look the group over and allow them to pass as the group crosses a thin stone bridge across the fiery river towards the city gates.

As they move through the gates and into the city proper they take in the splendor and horror that the city contains. The denizens of the city are incredibly diverse. Demons can be seen walking aside elemental creatures, dao and other forms of djinn. Each building made of dark and thick stone walls, some with fiery rivers flowing right through them. Amidst all of the city a haze of smoke and ash waft through the air.

The Dripping Man Tavern

Barb is delighted to once again be in a city, even if it's a demon infested city. There has to be a tavern close by. His nose for alcohol soon leads him to a building from which the smells of alcohol mixed with other more difficult odors to discern. Outside the building hangs a shingle which depicts a human hung upside down with blood dripping down and forming a pool. Barb has found The Drippping Man tavern.

Smallfang, dressed in his usual paladin clothes bearing the marks of worship to the god, Bahumat, see that most, if not all, of the creatures passing him, scowl and mark him with disdain. Soon enough creature seeing him begin yell at him for being a god worshiper. One azer actually spits on Smallfang. That is enough for Smallfang. He draws his sword. The azer is not cowed. He brings a flaming battlehammer to bear. Smallfang begins by simply defending himself but soon enough he decides to end the azer and as the azer crumples into a dead heap at Smallfang's feet. Smallfang and Astredia decide to run as creatures are beginning to call for guards. They run but soon are lost within a city they've never been to.

Meanwhile, Barb enters and is greeted by the tiefling proprietor, Malvius. The dwarf stands at the bar and orders something exotic. Malvuis smiles a mischievously and pours Barb a liquid that has the consistency of oil and is green with hints of swirling red. Without pause, Barb downs it. It burns but Barb orders more. Soon Barb is making friends with all of the patrons of the tavern. At the same time Katya decides to check out the gambling table which is populated by a multitude of small demons.

Rook, taking the form of Corbin, the vampire they had met back in the maze of portals, talks to Malvius and convinces him that Rook is a connoisseur of exotic meats and that he has a lot of coin to spend, as he passes the bartender an illusory bag of coin. Malvius takes Rook aside and leads him to a separate private room. In the room he sees a githyanki sitting at a table eating from a plate of human limbs. Behind him are four more githyanki watching over their master. Rook orders delicacies from Malvius and after a bit of conversation with the githyanki, Rook confirms his suspicion that this is Captain Grazak. The captain of the elemental chaos ship, The Shevathan.

Seeking A Resurrection

While Rook is on task for the mission, Hope has taken to asking around for a magic store. The ring she now wears bears the lifeforce of Lirath, who's soul keeps pestering her to resurrect him. She is seeking out a spell scroll or such that might bring psion back to life. She finally approaches a large snake like creature which has made itself comfortable upon a fiery hearth. Hope learns that it is a salamander named Adena. For a price Adena will show Hope where she might find such a place. Adena extricates herself from the hearth as Hope watches the creature, which she now realizes is a massively huge creature, and follows through the city until she finds herself in front of a white marble building. The white marble is a sharp contrast from the other black and sooty buildings which surround it.

Rook, after a bit of ruse and flattery, convinces Captain Grazak to show Rook the captain's ship. As they are leaving the tavern one by one the others follow suit. The group only hoping that they recognize Rook's robes as they no the changling has probably assumed a different form. Hope, after a bit of panic and failed attempt to use a dimension door, is able to find her way back to the group. Smallfang and Astredia, now in disguise in order to allude the guards, also happen to find their way back to the group.

The Emancipation
1,000 XP + 30,000 XP

As they all travel scattered along the street, back to the ship, a procession of slaves is being transported, accompanied by a few green skinned slaadi. As the parade of slaves passes by, Katya hears her name shouted. Katya turns to look and she sees a familiar tabaxi face. It takes but a moment, but Katya recognizes her clanmate, Kanavu. Kanavu cries out for Katya to save her. There are two chains attached to a metal collar around Kanavu's neck. She, like every other slave, is chained to a creature in front and behind of her.

Katya doesn't even hesitate. She unsheathes her sword and strikes the two chains and breaks them as the slaadi start to approach as they call for the guards.

As Katya takes hold of her escapee, the others group around them as they begin to fend of half a dozen efreet guards. The battle clears most of the street of any onlookers as Rook casts a command spell on the captain as well as the captain's guards. He demands that they drop their valuables as well as their clothes. Soon the captain and his entourage are naked and skipping down the street towards the gates. Rook transforms himself into a nondescript human and keeps an eye on both his companions as well as the captain.

The others have to fend off the efreet guards. It is not going to well but eventually they are able to fell the last guard as they hear more approaching from down the street. They decide to high tail it out of the street.

Rook watches as the rest of the party makes a fast retreat.