Campaign Notes

Active Rumors and Hooks

Medhir Region
Hashirat Region

NPC Gallery

Jifari ibn Medihr al'Din

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A High Maftir of the Biswat Aref, Jifari specializes in the study and purging of magical artifacts.  He takes his position as an inquisitor very seriously, but is not so overcome with zeal that he will ignore logic when presented with counter arguments.  Jifari adheres strictly to the traditional caste system and believes the rigid church hierarchy is just an extension of that structure.

Abdimithustra ibn Kibaba al'Din

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Abdim is a relatively recent graduate of the seminary and has been tasked with continuing the conversion of Kibaba, a small village that has proven unusually difficult to bring into the fold due to the agreement with Ar-Hedar to the north.  Abdim is extremely eager to prove himself as more than just another desk jockey from the city.

Dento Chomolar Batraharibeta

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A dwarf from a foreign clan, Dento is a historian of dwarven history who discovered the Seekers of the Way on his journeys and felt the urge to convert.  He now travels both to continue his search for pre-Ashuadi dwarven history as well as complete a pilgrimage of faith.

Artifacts and Invocations

Magic Items

Murderer's Blade, Natural

While called a 'blade,' this enchantment could apply to any weapon that awakened via treachery or sabotage.  This enchantment grants the following properties:  It counts as a magical weapon for overcoming defenses; it always deals Shock damage and gains a bonus of +1 to its Shock value; it does max damage to any ally or being that trusts the wielder without requiring a to-hit roll; it cannot damage a non-living target in any way (ie: cannot cut rope, break wood, spark against a stone to start a fire, etc)

Book of Sorgorach, Wondrous

A thick, weathered, leather-bound tome with the personal seal of a long-dead sha'ir.  His first attempt at creating a vessel for trapping a djinn.  While it deemed an utter failure and summarily discarded, it is 100% capable of binding literally any other extraplanar being except a djinn.  It is completely fireproof and can be opened to a blank page when within 60' of any appropriate being.  If the creature fails a Save, it is utterly erased from existence and the rest of the book is immediately filled with a vulgar and indecipherable but somehow pronounceable script.  When this text is read aloud, the bound being is released and the pages become blank again.  The first half of the book contains Sorgorach's early notes and can teach the spell Screams of Anguish

Sanesum's Seal, Wondrous

An ornamental incense burner with the djinn Sanesnum bound within.  A thin silver chain connects the cap to the main body, which is jewel-encrusted along the upper portion - though there are signs of rust forming in each of the gem settings and the patina appears artificial.  When lit, Sanesnum is summoned.  The enchantment forces a 3' radius around the burner to not interact with anything emanating from it, leaving a gap in incense smoke and a strange half-man when the djinn is within the area of effect.  Sanesnum is bound by orichalcum manacles, is furious with his predicament - with a special hatred for humanoids - and can grant three wishes with equivalent power to any 5th-Level or lower spell from 5e and has an effective caster level of six

The Safra Zahriyya, Wondrous

A finely crafted scimitar with a gently curving blade intricately etched with a flowing design evoking entangled, thorny vines that come together as they approach the hilt.  On the hilt lies a small, rosecut ruby worth 50 gp.  When drawn from its scabbard, a faint smell of rosewater permeates the air.  The bearer of this blade treats their Wisdom as two points higher for the purpose of rolling initiative. Additionally, when the wielder casts a spell of First or Second level, the blade begins to glow with a subtle red-pink light and gains a charge (two charges for a spell of Third or Fourth level, three charges for a Fifth level spell), up to a maximum of three charges.  The weapons gains +1 to hit and damage for each charge.  Charges dissipate at the end of scene in which the blade is used in combat or at dawn, whichever comes first.

Key of Esqur, Wondrous

An unremarkable but utterly fireproof brass skeleton key on a simple chain.  Once per day, when grasped firmly, the bearer can cast a spell without using any somatic or verbal components.

Wanderer's Gloves, Natural

This enchantment grants a pair of gloves or other traveler's clothing the following properties: the wearer can gain a point of System Strain to unerringly find true North; and when the wearer is hopelessly lost, all Saving Throws are made with advantage.

Jhunqaif's Seal, Wondrous

A simple sterling silver ring with a solitary fireproof pearl in a pronged setting.  When worn on a clenched fist and the command word spoken, the immediate area fills with a translucent mist, within which can be seen the silhouette of a lithe but muscular humanoid with a yellow glow coming from where eyes would be expected.  Jhunqaif is generally disoriented and agitated when summoned to the material plane but will reluctantly grant wishes on par with 3rd level 5e magic and a caster level of 4.

al'Havar's Hunger, Wondrous

A sturdy war partisan of a style more commonly seen in former times.  The kris blade has a coarse but skillfully carved mosaic pattern engraved upon it.  When the weapon strikes a killing blow on a worthy opponent, the bearer can restore a point of committed Effort.  Additionally, if the wielder is below 50% of their HP total, the weapon gains +2 to attack and damage.

Mugger's Knife, Natural

This enchantment will manifest on an easily concealable blade used for illicit deeds.    Regardless of the actual size of the weapon, it will always appear to be the biggest knife in a room.  Additionally, the bearer gets +1 to attack and Intimidation rolls when using it.

Fisherman's Gutter, Natural

This enchantment will arise on a sharp blade used to skillfully disembowel lesser organisms.  When placed on the ground, it will attract all manner of vermin drawn to the echos of entrails and offal the blade resonates with.  When used to gut or debone prey, it will always be in the most efficient and minimally destructive manner - this grants a +1 to the roll when foraging for rations if animal flesh can be found (though this bonus does not allow the roll to go above its normal maximum).  When used in combat against an opponent of the proper AC, Shock damage inflicted by the weapon is increased by 1.

Smuggler's Boots, Natural

When used to tread along under-used paths for criminal activities, over enough time a pair of boots might gain this enchantment.  The footprints produced by these boots will appear as some type of native wildlife if the person wearing them is somewhere that they were not invited.

Squire's Armor, Natural

An enchantment that may manifest on armor worn by particularly devoted attaches, aides and adjutants of all varieties.  When the wearer uses their action in combat to aid or support an ally, the armor gains a +2 bonus to AC and grants a +1 bonus to all Saving Throws for that round.

Mace of Nebh-Sashar, Wondrous

A rough-hewn, deep-stained and polished shaft of yew wood capped by an interlocking set of stones with the center stone etched with the Galoran phrase 'A warrior never truly dies.'  This weapon functions as a simple magical mace.  When used in battle to slay an opponent by crushing their heart or skull, the mace is imbued with a bit of their power.  It either gains a passive +2 bonus to a stat that would make sense (stealth if killing a bugbear, STR if an ogre, Physical Saves if an armored beetle, Initiative if a fairy, etc) or an active ability tied to the opponent's talents (casting a spell a slain wizard knew, summoning a lightning bolt if it killed a storm elemental, gaining a heal over time if a troll had been killed, etc).  The mace retains its power to absorb abilities even when charged - if a new ability is absorbed, the previous one is immediately lost.  During each scene in which the mace was wielded while imbued with a passive ability OR each time an activated ability is used, the mace gains a point of Wear and the bearer rolls a d6.  If the value is less than the amount of Wear, clear all Wear and abilities from the mace.  If the mace has no absorbed abilities and is used in combat, it functions as a +1 Mace and the bearer gains a point of System Strain at the end of the scene.

Abdana's Circlet, Wondrous

A delicate silver circlet with intricate flourishes crafted to resemble either a distant mountain range or crashing waves depending upon how the viewer looks upon it.  Once per day, the wearer can activate the circlet and gain the ability to swim through solid stone as though it were water.  However, while activated, the wearer immediately begins drowning and will continue to do so until the magic is deactivated or the wearer dies.

Spells

Vespid Invocation, Level 1

The caster invokes the powers of the desert wasp and takes on several qualities of these pests.  For 2 rounds per level of the caster:

Screams of Anguish, Level 1

The caster targets a point within 100' and in a 20' radius from that point, a boisterous cacophony of hundreds of overlapping screams bursts forth.  Everyone in said sphere Saves.  On a success, they receive disadvantage on all attack rolls for 1 round per level of the caster as the noise ingratiates them and overloads their senses.  On a fail, they flee in terror, claiming to catch glimpses of winged beings and whiffs of sulfur or brimstone alongside the agonized wails

Alchemy

Thunderclap, Oil

A viscous, golden fluid with white specks floating in it, when applied to a weapon, each successful hit resounds with the bellow of thunder and grants the following effects: a +1 bonus to damage; any target hit by the weapon must Save or be knocked back 10 ft and land prone; when the weapon connects with a target, all living beings within 20 ft must Save or be stunned (lose Main Action) for 1d2 rounds - even those who are successful are still deafened for 1d4 rounds.  Each application is good for 1d4+2 rounds or one successful hit, whichever occurs first

Waystations

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Ancient fortresses built by the dwarves long ago (those built by the Khazraji date to Rumahl's Second Age), waystations are a series of stone structures with identical floorplans located along the unseen leylines throughout the Sultanate.  For those properly attuned, they offer respite, protection and convenience.  For the uninitiated, they appear as little more than time-worn lighthouses far from any body of water.  While each waystation exists as a simple building in the material plane, each being (or group) that attunes to one creates an identical pocket dimension within the al'Limnaib.  Entering any indexed waystation brings that creature to its personal waystation, regardless of which physical building was entered.  The same is true upon leaving the structure - the being can step out into the physical realm at the entrance to any indexed waystation.

Modules

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Each waystation has six modules the players can utilize, each of which is rated in six states of disrepair.  As long as the power source to the waystation is not in some way compromised, basic functions such as comfortable bedding, kitchenette and latrine will be functional.  Specific modules will function according to their condition as follows.

Power

Waystations (and by extension, their networks) are instanced for each individual/group that indexes to them.  The total amount of unique users that can be indexed on a single instance is equal to the total power output of the stations on that network instance (just sum from each station).  Each individual waystation will generate 3-8 Power depending on the status and condition of its sunstone.  Generally, this cannot be improved like the other systems, but with a suitable quest (and enough money), anything is possible.

Mapping

Lightly Damaged:  A three dimensional map is projected into the room that can be viewed and interacted with by the characters.  It will show all currently indexed waystations super imposed upon the region.
Median Capacity: The map now shows all waystations, major settlements and points of interest as well.
Fully Functional: The maps shows all nearby points of interest, major or otherwise.

Environmental

Lightly Damaged: The structure offers its normal protection from the elements and the environmental room is also kept at a comfortable temperature without the need for fire
Median Capacity: Fresh water now flows through the environmental room from a natural spring
Fully Functional: Food grows so abundantly that a vegetarian diet can be maintained without need for foraging

Cache

Lightly Damaged: The boxes, crates and shelving available provide the group with 30 additional inventory slots
Median Capacity: Same, but now 50 extra slots are available
Fully Functional: A total of 100 additional slots can now be utilized

Medical

Lightly Damaged: The amount of health care items available provide those staying within to heal HP damage at double the normal rate
Median Capacity: The medicinal healing herbs within the environmental room now count as a facility capable of treating poisons and internal injuries
Fully Functional: The medical facility is now stocked to the point of allowing a trained physician to treat diseases or mortal wounds

Transport

Lightly Damaged: The colocation magic allows the unit to receive characters from other indexed stations, but not send
Median Capacity: The structure can now both send and receive properly indexed characters, but can only send to adjacent waystations
Fully Functional: The waystation exists co-locally with all other indexed stations in area in which its network resides

Each waystation has its own modules with their own statuses and repairs to them must be performed for each specific station.  Transport, Mapping and Indexing are always unique to each station.  Medical, Environmental and Cache function at the level of the lowest condition waystation on the network that has been indexed to (ie: if the players have indexed to a waystation with a Cache of 4 and then find another, but its Cache is damaged at level 2, then the entire waynetwork is limited to Cache 2 until the new station is repaired).

Status and Repair

The condition of each module is given a six-tier ranking:

◻◻◻◻: Nearly destroyed. Will take significant work aka a quest, to repair
◼◻◻◻: Damaged, needs Salvage to repair
◼◼◻◻: Lightly damaged. Functions, but at its lowest capacity
◼◼◼◻: Median capacity. Working, but needs continued maintenance
◼◼◼◼: Fully functional. Do I need to explain what 'fully functional' means?

Additionally, systems may be (or may have been before the players arrived) jury-rigged ▣. This gives them a +2 status, but a 1-in-12 chance to break upon use.  While any system is jury-rigged, the waystation has its Power reduced by 1.

Repairs

Repairs require time, materials and craftsmanship.  In game terms, this means that an Expert (as with all crafting in WWN) as well as a Mage must be present to complete repairs.  A Mage can be replaced with suitable research or plans, though those are likely just as rare as willworkers.  Getting any module to functional status (going from 0 to 3) requires the same effort, but once a module begins functioning, the costs diverge:

◻◻◻◻: A miracle
◼◻◻◻: 1d2 Salvage, 1d8 weeks
◼◼◻◻: 1d3-1 Salvage, 5d10+5 days

Mapping/Environmental/Medical
◼◼◼◻: 4d10x400 sp, 4d6 days
◼◼◼◼ 4d10x400 sp, 8d6 days

Cache
◼◼◼◻: 4d10x200 sp, 4d6 days
◼◼◼◼ 4d10x400 sp, 6d6 days

Transport
◼◼◼◻: 4d10x400 sp, 4d6 days
◼◼◼◼ 4d10x800 sp, 6d6 days

Mittrasa

Power: 5 (4 due to jury-rigging)

The first station encountered in the campaign.  Located on a ridge overlooking Kibaba, three days from both Hashirat and Medihr.  Power source was originally repurposed to fuel the blasphemous ritual the Circle of Balénom was using to escape divine judgement while they search for immortality. 

Jevargad

Power: 5

Located on a rolling hill a day northeast of Hashirat on the western side of the Sebu this tower has served as a holy site to both the Ishurists and the Old Faith after the martyrdom of Assad en-Kiraj during an inquisition against the Ishurists.  After a camp of Ishurist pilgrims were demolished by a hydrapede, the survivors - both the Ishurists in the nearby plain and those of the Old Faith squatting inside - became a cult following Rajuul Ta'aeng, the Bird Prophet.  This tower now serves as a holy site for them in addition to the two religions they formed from.

Power: 5 Mapping: ◼◼◼◻
Environmental: ◼◼◼◼ Cache: ◼◻◻◻
Medical: ◼◼◻◻ Transport: ◼◻◻◻

Journal: Cult of Rhomoch/Plague of Babies Arc

Session 1

Introductions
Zawar (Brad), Jihan (Scott), Samara (Alisha), Guttertooth (Sean), and Elim (Joe)
Travelling on a job to deliver goods.
Day 1 (Day 16, Month 4, Year 962 AP)
Not expected to be dangerous, but need escort for reasons (insurance is assumed). Cart driver's name is Luffy
Meet farmer and daughter, but failed to sense magic on ring and thus failed the check (rolled 6 on magic, and needed 7+)

Day 2
Found an over turned cart and it is over turned. Heard cackling and laughing coming from it. Jihan offered to check it out, and for Luffy to take a break. These are imps and goblins, one of which is 25 feet tall. The goblins had overturned an alchemist cart and killed them and their horse. They are now destroying their bottles, and other celebrating. Elim asked them if we can join them in their celebration. While trying to figure out what to do, the giant goblin hit the horse back side and it smashed into Samara. Zawar mind controlled the giant goblin, told him to kill his friends, and then took the potions. Milky Potion: Some kind of protection magic. Limited in scope of use. Thick liquid in test tub: Not to be ingested. it is a weapon coat. Bottled ooze: was created, but not intentionally, and is neither protective, destructive, or a coat. Elim found 3 different potions, and 40 silver pieces. Several pictures are in the box with the Money. Zawar was confirmed to know the Goblin Language.

Day 3
Came to fork in the road, and took the smaller of the two roads. We got to the point that the were some shadows appeared on the horizon. Luffy got off the cart frustrated, and started walking towards the shadows. Jihad made his way to help Luffy, and Luffy got frustrated that he came to help. We were told that this was an insurance fraud job, and that we had to help by unloading the cart. After doing that, they sad we were going to have to die. We tried to haggle our way out of it, but didn't work, so we got into combat. We killed the 3 humans, and Zawar mind controlled the Ogre, and we captured Luffy as he was trying to run away. We then tried to figure out how to go forward from here.

Session 2

Going dungeon diving!

Natural cave formation where the cart and gear is. However, the path has a man made archway that then leads to a man made structure. There was an old camp outside of it.

  • Dungeon room 1 was like a small room, like a bedroom. There was a small coffin that is broken. There is a small clay statue (3ft tall) of a snake-man warrior.
  • Dungeon room 2 was a second small room. Found a dead body with a small golden amulet.
  • Dungeon room 3 (large room) tapestry of people worshipping. Another stone box was found. It is stylized, and the lid is still in place. Inside is a statue of a snake-person, dressed like a scholar with a clay scroll in hand. There are also some decayed scrolls of paper. I took statue, and Jihan took the tapestry. 
  • Dungeon room 4. There is an ornate coffin. The coffin contains a 3ft tall clay statue of a snake-man in a imposing stance. Guttertooth took this statue, and the statue had a small gold ring on it. Elim learned the ancient language.

We re-entered the hallway which lead to a large door. Two iron pegs with giant stone slabs across the door. There is a massive bloodstain above the stone slab. Door was trapped. We missed the TRAP!!! We lost Royish the Ogre.

Behind the door are old frescos, very poorly done. there are 3 coffins, 2 medium sized ones on the ends, and the one is the middle is larger and of a warrior. The first coffin holds a full grown skeleton that is holding a part of metal shield, a golden neckless, and a bronze kopesh. It attacked. The same thing happened with the other two coffins. We found two gold amulets.

We then found a Stone frog/buddah thingy. We found that there was a hidden path below the statue. Headed back to camp to rest and relax rather than proceed onward though.

Session 3

Day 4

*Note* Zawar missed this session and the notes will reflect this. One of the other players should fill in more context.
There are still unexplored doors for next session.

We found a terracotta army. Samara broke one to see what was inside (spoiler it was nothing).

Found a room with a mummy - but the corpse was poorly preserved and had been reduced to a black ooze monster that was afraid of fire. it beat up guttertooth pretty bad, we ran from it and shut the door to its room, leaving it to fight the illusion zawar left in there as a distraction.

The main pool of water in the main room had mummy hands, head, and jewels in it. The party found a gold chain with an Egyptian eye.

Ornate painting of people screaming at the sky as snakes rain down on them were found on one of the doors (unexplored)!

Elim took a bunch of scrolls that had a bunch of old crazy writing on it (from the language he learned in Session 1)!

Session 4

Continued to look into the different rooms that had yet to be explored within the ruins. First the group wanted to find a means to prevent the ooze from following them. To do so, they leveraged old bedding from one of the rooms to block the cracks of the door to slow it down. From there exploration continued.


The first room was collasped with a small path way in. Jihan squeed through the pathway and found a creature bashing it's skeletal head against the wall. The party decided to leave it alone and to explore the next room.


The second room had a similar coffin to others found earlier, but it was in the center of the room, and there was a silvered mirror on the wall. The group open the coffin and found nothing instead. So they took the mirror and proceeded on.


The final door way was one covered in snake pictures/artwork. There was a set of stairs behind the door. The ones leading the group started down the steps and triggered a trap. The steps went flat and they slid down into spike jutting out of the bottom. After the trap reset, the rest of the group met them at the bottom.


There was a large statue in the center of the room, and shields on the walls. There was no back wall, and a bottomless pit behind it. The statue called a shield to it, animated, and started attacking the party. The party was unable to damage the creature effectively, and eventually tricked it into falling over the edge.


There are two paths hidden by the pit. The one leading north was blocked and would require excavation. The one to the south was unimpedded so the party began to travel that direction.

Session 5

Session 5

We heard noise to the south. They were waste height and looked related to the halflings of the region (ishi'qo), but they are not the same. We saw them, and metal was glinting. We ducked into a near by room. It was damp and mold was growing on ground. We saw a fountain with no water. We then heard the creatures dredge by, but not try to follow up. We traversed a hallway, and it lead to a fork in the road. There was a hall to the south and stairs down to the west. We went down the hallway and ran into some kind of ooze. We immediately ran and headed down the steps. We found a door, and a side room with a shrine. There are two slots in it to place your hands. Zawar put his hands into the holes and tried to manipulate the shrine. We twisted it and a bunch of sliver coins popped out. We loaded up on the silver and returned to camp.

The return to came was uneventful. Samara and Guttertooth took some time to look for horses. We then rested and reached lvl 2. From there we started appraising the goods to see the most expensive.

Day5

We started making our way to the target town were were originally travelling to. On our way back, Samara saw a giant bird like creature flying above and carrying an elephant in one of it's talons.

Arrived at evening. Went to a bar and inn. We got set up with rooms, and then a creepy salesman try to do business with us. We shoo'ed him away, and then enjoyed our evening.

Jihan decided to follow the seller, and leave his pack with Samara. The rest of us went to bed and Samara didn't notice the bag and left it in the bar.

Zawar investigated whether or not there was any way to get something out of the clay statues, and then when he couldn't used sense magic to see if there was anything magical. There wasn't. Guttertooth just broke his clay statue open, and found snake bones inside.

Samara decided to try to explore the inn a bit in the middle of the night. She accidentally woke up the inn keeper, and said she just wanted a snack. The noise woke several up, but didn't do anything else.

Jihan followed the merchant to a non-descript house. He saw him leave and followed him to a path the merchant was in red robes with a bag on his head. There were other people naked on the ground. They then declared it begins, several naked people left, and then two other robed individuals started a bon fire. An individual in full black armor showed up and went to the bon fire. Then several of the naked people showed back up with a big fat guy with a pig head on a palanquin. The big fat man heads up to the altar. The group sacrifices a baby, the pig man eats it, and then the cult starts an orgy.

Session 8

Session 8 - 6/22/22

Party regrouped, and they are trying to identify where/what to do now. The the group landed on trying to figure out where the babies from the rituals are coming from. Elim plans to use a hench to assist in this process. Elim sent his hench to go watch the cave with all the goods that we 'found' after the insurance scam. 

The party decided to change plans, and went to Ar-Hedar rather than trying to see where the babies came from. On our way to the city of Ar-Hedar we ran into a few individuals, and Zawar noticed that Guttertooth's sword is now magical. It is a Murderers Sword. The town was very small, mainly filled with small mud huts. We arrived at 9 pm, and only have star light, and a few candle lights flickering at the different huts. 

We see a baker (Ar-Hedar) about to start baking a loaf of bread. The Ar-Hedar thought we were trying to convert them, but Samara tried to convince him to give us food for the night. He told us he got given this plot of land and would be left alone after the war. Zawar asked about the cult, and we were told they are quite bothersome. 

Ar-Hedar set us up in his home and came back with some tea and cups. Ar-Hedar advised that he has stamped out evil cults in the past. We were told that the cult is likely tied to the god of hunger and famine, and might of been brought to this world. The god's name is Rhamoch, lord of hunger, instinct, and indulgence. Laid down for the the evening.

Woke up the next morning to an infant crying. Ar-Hedar thought we were part of the cultist because of this. We talked him off the ledge, but he told us to get the fuck off out of land and to not return. I saw that the bassinet was magical in nature as we walked away. 

Zawar cast Apprehending the Arcane Form to identify the sword. The magic weapon was identified as being a murderers blade, and is effective at killing allies. Elim hench saw the group show up at the cave, get pissed, and left. He recognized one of the man as being from the village. We set up and camp for the evening. We awoke to another baby in a bassinet again. 

Bassinet that is cursed to create an infant every morning for eternity. It is attached to a single person. The only way for it to move to the next person is for the original cursed individual to die. Someone in the group is now cursed. Dun-dun-duuuun!!!! It was near Elim. 

Session 9

7/6/22

Party awoke the next day, and was still attempting to figure out what to do next with the curse that creates babies, and decided we might be able to research the issue at the small church. We are loading up the cart to go back to town. 

On the way to town, the baby needed to be fed. We saw some random camels on our way to town, and stopped the cart in order to try to feed it via their milk. While Samara tried to get milk from the camels, part of the tribe came to us to try to provide help. They fed us, and told us they were from the plains-wind tribe. The sheik here is an elf named Elaniar. Guttertooth asked about a tribe healer, named Sofiatu, a halfling. 

We stayed with the tribe for dinner. Zawar mentioned that we shouldn't stay the night given the issue Elim is experiencing. Guttertooth and Samra explained to Elaniar the situation that the party is experiencing. Elaniar was not familiar with anything like this, but brought in a Shaman named Taenara. He says you can't trust the faiths of the city people, and that they are fickle. He offered a ritual that the elements might come and cleans the taint of the curse, but there is no promise. 

Samra explained the strange tree to the shaman, explained it what it looked like, and showed him the black sap of the tree. The shaman advised that he heard a tale of this, and that it was a ritual place that was desecrated, and taken over by cultist. Has no idea what was being done there, but the tribe involved was named windsmoot. Guttertooth asked about red-rot. 

The party is going to try a ritual to cleanse the curse. 

The group then went to bed. During the night, the camp attacked the party thinking that they were holding Guttertooth as a slave. They took guttertooth by horse, and surrounded the rest of us. Before the rest of the party got into combat, Zawar created a massive pit to drop the tribe into a hole to stop the encounter. We were kicked out of tribe because of this. 

The ritual did not work (yet at least) and a baby formed in the cart at the first light of dawn. 

We got to the town, and went to the rectory. Zawar and Samra went to go show the tree tar to someone, and Jihan went to the back library. 

Jihan is going to sneak into the artifact room and back library. He found some artifacts and he ended up stealing a few of them. One was a dagger made from a femur, one was a scroll made out of skin, and a coin with a whole moon and a crescent moon. 

Zawar and Samra went to the apothecary to ask about the tree sap. She seemed very interested in it, but Zawar saw that the the Eye Neckless she is wearing was magical, and was used for remote viewing. Zawar felt uncomfortable sharing this information with her once he knew that. He demanded the sap back, and left, and Samra followed him shortly there after.

The priest came back with milk, and advised the local warehouse worker has disappeared. His name is Abraham. It was obvious he was taken from it. Samra and Elim were going to lead the the priest away and recount stories. Guttertooth and Zawar wen (missing text in original)

Session 10

 

Session 10: 7/20/22

The group travelled to meet with the other tribe. 

On arrival Guttertooth tried to convince them that we weren't slavers and we were there to discuss the corrupted tree. Samara showed them the sap, and discussed the situation with them. They think they can fix a portion of this, but that they need to be allowed to perform their function. 

We learned that the god is being worshipped is an evil god. Samra told them that the black knight is part of the cult, and believed to the the avatar of this god. Zawar mentioned that he wants to get rid of the cult, return the holy lands to the tribes, and prevent these night baby sacrifices. The tribe started arguing that they only need soldiers and they would end it tonight. 

We told the tribe about the curse, and they advised they could try to remove it via a ritual. During the ritual, Zawar followed it along a bit closer, to allow him to learn how to replicate the effects of stripping the curse magic from someone. 

Jihan provided Zawar the flayed skin scroll. it has a spell written on it. It is a spell that allow you to become almost bee like. it allows you to spew hornets from your mouth, and smell magic by the sense of honey. 

The next morning the bassinet showed back up, with 3 babies now. The tribe adopted the kids, and then destroyed the basket. We'll see what happens now. 

Guttertooth's disease progressed further. 

We headed back to the town, and arrived near midday. Elim meet up with the priest to look into options to deal with the Avatar and Zawar stuck with him. Jihan lead the group to the cultist leader. 

The priest advised Zawar and Elim that the cultist broke in and stole the babies. Zawar convinced him that the cultist may be using something tied to the relics in the basement that has gotten them into the Mosques. He asked brother Jefari for access to the relics, and was granted them. The remaining relics are a leather pouch full of teeth, a book, and a incense burner in a lead chest. The book is a method/tests to bind extra planar beings to his will. There is a spell that is within the book that Zawar could learn that makes people hear the screams that are bound to hell. Incense burner is a successful use of sealing extra planar beings. The bag of human teeth that are charred black, but a few of them aren't. They are used to concern things behind the fire. Looking into the other notes. The black knight first appeared when the screaming children first appeared. We took the items and told the priest that we'll be getting rid of these items for him. We also told him that the other items were taken by the cultist, and we would get them back and purge them as well. 

During this time Jihan went and bought himself a flask and high quality booze. Jihan went and got a nice flask, and then made his way over to the the inn. Found that the inn keepers wife has gone missing as well. Samra then listened to a story about a dragon destroying a village, and then being slaying and the village saved. 

The group meet back up, and then proposed that maybe the Avatar is being maintained by the nightly bloodshed, and thus why the adults have been going missing each night. 

Jihan then went to the cult leader to try to convince him to leave town to buy this kind of wine and import it in. He failed to get him to go into business with him, but did succeed in getting him very drunk. 

Zawar gave out the magic items, that were found. Then the party moved to set up with tribes men. They planned the culling of the cult. When the cult began to group up, Zawar sent his cat familiar to follow a few of the cultist. When the cat confirmed that they were bringing a captive, the group jumped to action, and attacked the cultist. 

A battle insued. 

The Nomads helped kill several of the cultist, but lost a few of themselves in the process. The black knight appeared, and turned three of the cultist into viscera monsters. At this point Zawar dropped all the cultist into a hole, killing all the cultist and hurting the viscera monster. Samra encased 2 of the three viscera monsters in webs down in the hole. The battle continued. All the cultist were killed. The black knight evaporated as the rain started, and the cultist leaders tried to use magic to fend us off. Zawar mind controlled the final cultist, and they saved the kidnapped villager. 

Jihan looted the dagger from the cultist leader, and Zawar took her looking amulet. 

Journal: Hashirat/Gangrene Goblin Arc

Session 13

Previous session

The party began dungeon diving at the ancient lighthouse.

Strange dwarven script scrolled across the front entrance, but before we could really do much, an Ogre on an upper balcony insulted the party after shooting Zawar’s cat out of the sky. Zawar attempted to mind control the ogre but failed. Tanir decided to throw a grappling hook up to the balcony and succeeded. The group climbed up to the balcony, and Guttertooth cut the top of the ogre’s skull off.

Current session - 5 June 2023

The party began exploring the ruin’s of the ancient lighthouse. They took the stairs up to the main light source, and it was clear that the magical light source was having it’s magic siphoned off by something. Zawar couldn’t really do anything about it from where the party, was so they continued exploration.

In the main towers, the group found a store room, and then a large open amphitheater. The amphitheater contained two large stone. One appeared to be some kind of magical control table, and the other appeared to be some kind of magical light projection system. Kenem attempted to activate the device but there wasn’t enough magic available. This prompted a character moment where Zawar ran the numbers on the amount of people he’d have to siphon magic from to fuel the device. The prompted immediate concern with some of the other party members, especially Kenem.

The group then moved to the final tower of the lighthouse and found a large store room, and at the bottom of it, there was a hole that lead into a completely different set of ruins. Zawar could see the magical energy from the light source being siphoned down into the hole. The party went down into the lower ruins. The walls had ancient frescoes that decorated the walls, which portrayed ancient heroes/cult leaders. The group couldn’t identify that much more though, and so they began dungeon crawling.

Several rooms were explored during this time frame. The first room found was an old kitchen and mess hall. A harpy searched the room to try to find food. It initially ignored the group, but Kenem decided to feed it. This distracted the harpy for several turns while the group explored the room, and found a cave in that revealed a natural tunnel. Rather than go into the natural tunnel, the group continued to explore the ruins. This lead them to a large room with a water basin in the middle the room. No one could really identify anything special about the water or room, so the group had some water, filled their water skins and then moved on. The third room was an old bunk. There were several beds, a few foot lockers and it all looked to be used by harpies rather than humanoids. The group found some copper in the foot lockers, and moved on. The fourth room had a silver urn/bowl/goblet with green mass stuck to the inside. Kenem added water to the bowl and it formed a slime. Tanir quickly dispatched the slime though with a thrown hammer. The final room we explored during the session had a dead body that was missing it’s hand. The group as a whole explored the room and body. Zawar found a strange outline in the wall. Upon exploration, he found mechanical gears behind the wall with a hand an rat logged in it. Together the party cleared the hand and rat, and a hidden door opened and revealed a bunch of treasure on a table. The party is hunkering down here to end the session.