Tuesday, November 28, 2017

The Armada's Delivery

Each ship of Tiamat’s Armada lowered a lifeboat into the calm ocean waters on their second night southeast of Malta, their contact waiting for them in a Seacave the Maltese called Għar Dalam.  Their contact Radroth had assured Tiamat’s faithful that the sea cave, a cul-de-sac on the outskirts of Birzebbuga, would hide the Persians entry into Malta.   Each of the dozen lifeboats would ferry three individuals comprised of two Magus, a Master and apprentice along with a priest of Tiamat into Malta.  

Monday, November 27, 2017

Fuchsia and the Red Queen

Fuchsia Fessaj
Fuchsia Fessaj walked through the decorative wall and in to her Mistress’ parlor, quite beside herself with excitement. The medium sized room was lavish with rich red tapestries on the walls with equally luxuriant carpets on the floor thick enough that Fuchsia could dig her sharp claws into. She purred thinking of it and her success for the Red Queen. 

Fuchsia noted a large desk at the far end of the room where papers, pens and inks sat with the look of recent use. To Fuchsia’s left was a thick ornate closed door to the bedchambers and to the cat-woman’s right was a archway and a balcony that allowed in a faint Mediterranean breeze; the sounds of faint lapping water reached Fuchsia’s sensitive ears. Fuchsia was anxious to report the information she was tasked to bring to the Red Queen, but curiosity compelled the cat-woman and she padded quietly across the thick carpet to the stout desk.

Fuchsia Fessaj looked carefully at the messages, none of them contained any new information about the Warehouse fighter Lete Cordasco but judging from what was contained in these messages, her Mistress was not the only individual in Malta curious about the gladiator or his companions it would seem. The sound of her mistress’ voice broke Fuchsia from her thoughts...



Nysurnu Mithna inherited her deadly cunning from family traditions and well paid tuitors, deadly with small hidden weapons Nysurnu is most formidable when he employs her seductions, preferring to strike at her opponents when their guard is down. Known as the Red Queen in the Maltese fighting circuit; she has the ability to see potential in others and therefore employs a cadre of dangerous fighters and savvy workers which has allowed her a very comfortable living.

Up until now there has always been equilibrium in the fighting circuit, a status quo the Red Queen had relied on. Now she sees that balance in jeopardy and with it her rich Mediterranean lifestyle. 

Dom Mintoff, Nysurnu’s rival in the Maltese circuit, had recently landed an Italian gladiator- a newcomer to Malta who did not travel alone. She quickly found out she was not the only one curious about the newcomers. She called in some favors, discovering these individuals were fast heroes but it was information from Fuchsia Fessaj she anticipated the most about Dom's fighter...



The Red Queen
Nysurnu bathed under the open night sky on a private balcony that overlooked Paola, she loved this place and all the opulence that came with it. Intricate candles burned at regular intervals while exotic oils enriched her spring bath water; she let the water cool before she emerged from the marble tub. The cool Mediterranean air was exhilarating on her cool wet skin, the feeling made her close her eyes and exhale audibly drinking in the richness of the moment.

When the Red Queen opened her eyes she reached for her clothes and saw Fuchsia Fessaj holding out familiar Egyptian silk robes as to aid her mistress in dressing.

“Gratitude.” She simply said to Fuchsia putting her lithe arms through each sleeve before tying the wide sash at her narrow waist and covering her head.

“Fuchsia Fessaj has come to her Red Queen with information.”

The cat-women spoke, it was not anything Nysurnu did not already know; the man's irregular comings and goings, his prowess at the Warehouse fight club- that is until the end. “The brawler is also coincidentally romantically involved with your sister’s daughter Melissa.” 

Thursday, November 23, 2017

Malta Session 15: 11/22/2017 Sticky Tongues, The Biggest Axe I’ve Ever Seen, and Tiamat's Armada

We begin this week’s session as our characters reenter Paola after a day of training in Zebbug just as the sun has set for the day; eventually our characters find themselves at the Lord Commander Mintoff’s estate. Before long Dom Mintoff emerges from his residence and formal introductions are made for the first time with Jabari and Lex.

Mintoff informs us that the qualifying tournament tonight and explains at length the restriction of magic use and the rules associated with the contests. Furthermore it is discovered that there is a group event after the tournament of the Long Arm; Mintoff was eager to offer such a contest to our characters. One by one he inquires as to our specialties and skills of those party members he is unfamiliar with. We are allowed plenty food and drink while Mintoff describes At'enthu and its fire affinities; other than that there are five combatants in tonight’s qualifier including At'enthu.

We eventually make our way to the large Warehouse fight club where our character’s find a variety of individuals and high profile characters. Lete is escorted to a ready room and introduced to Orelm, Mintoffs manservant and Lete’s trainer who gets the brawler ready and informs Lete of his opponents; furthermore Orelm is instrumental in setting the order of the fights that is advantageous for Lete.

Vodyanoi (BC) an incredibly quick humanoid that looks like a walking crab who fights with spears and natural bites and claws; known to have spellcasting abilities.
Snangvor (TM) a human sized hyena-like race who wields a long flindbar, his is known to have power attack and does extra damage against humans.
The Boggard (RM) a savage toad-man who can enter fits of rage, also inhumanly fast and fights with a great club and javelins.
The Firbolg (RAM) a virtual giant who wields a huge sized axe and IS trained with his fists so beware futile disarm attempts and do not bother with ranged attacks.

Up first in round one is Lete vs. the Boggard and Vodyanoi vs. Snangvor; Vodyanoi wins as does Lete exciting the crowd.
In the second round Lete fights Snangvor, each winners in round one; Mintoff providing a little aid in the form of cat’s grace for Lete while Vodyanoi faces the giant Firbolg who got a first round exemption. In the end the Firbolg wins and Lete prevails as well.
In the end it was the firbolg who won the tournament. Lete wining a total of 3 fights earning 1,500 gold in Greek stamped coinage (500 gp to Orelm). Furthermore the group will be squared up against the same group and a chance for another entry of another group.

As the tournament proceeds Marco hears out about a midnight duel at the Garden Spire till 3 am, the prize is said to be an enchanted rapier and a mithril chain shirt. Asking around he finds out four people have already expressed interest, Marco would be the fifth. Also current word on Circus Sciortino is that there are Greek ships that have arrived in advance of the circus, there is believed to be a connection despite the Sciortino Italian name; some attest that the circus is a front for something else.

After the tournament our characters return to the Bonded Mind just before midnight where we find much of the docks on edge and tense. Most men seem hold up on their ships that seem to be ready to disembark on short notice. Asking our elite crewmembers and Evagara they say it is a combination of the new ship arrivals and the distant sound of cannon fire. During this time a message ship arrives to deliver its parcels and mail swiftly before leaving again; this ship sailed under the flag of Tiamat.

As some of us rest Jabari takes an all night vigil using the keep watch spell and will plan on skipping the Zebbug trip the next day. The night passes uneventfully as Jabari could tell but just as the morning arrives a Jabari hears a warning is called that an armada of ships are headed to Paola.

The next morning our characters hire horses for 5 gold each to travel faster through the Black Druid’s territory border on the way to Zebbug. The weather turns out to be beautiful as we ride. Fifteen minutes into this area, skirting the Black Druid’s territory as best as our character could; we find the body of a batwinged monkey dead along the path. We leave it alone, ride on and eventually arrive to Zebbug and IL-Kataniz for our second day of weapon focus training. Here Lex he learns that is piranha strike teacher is available however is taught by a ratfolk individual named Radib who, after speaking with Lex, requires a magical dagger from him when Lex returns for training.


We train hard until noon when we are invited into the manor house for midday meal with IL-Kataniz, Gamon the Green, and Chomson the proprietor of the Chomsons. Our character’s talk of the armada as well as the Black Druid and the Crypt Things in Evagara family farm; Marco approaches Chomson regarding the sale or trade of a ring of spell knowledge and eventually makes a trade for an enhanced chain shirt on the morrow. Also while here we agree that after our retraining is completed (ten days) we will make IL-Kataniz’s delivery to Selmunett isle. At this Comson asks if we could take a passenger named Sciortino to Selmunett, the infamous tiefling rejected by the portal several times. Bringing up the Black Druid to Gamon the Green, the centaur believes this is a reincarnation of the Black Druid and is relearning who it once was. A concerning development.

Back in Paola, our characters learn of a dozen ships are identified as part of this armada flags fly different color of Tiamat; however word is they are not hostile and only passing through this region of the Mediterranean on their way to an area on the continent- Tubruq part of Egypt. Other news speaks of thesinking Phoenician ship by unknown forces.


Otherwise our characters prepare for the group tournament and is where we begin next game session. 

Tuesday, November 21, 2017

The Longarm Tournament

Guildmaster Guiseppi Renatta
To: Lord Commander Dom Mintoff

From: Guildmaster Guiseppi Renatta

In appreciation of your sponsoring last year's Tournament of Ash, along with your donation of fine cigars, Guildmaster Guiseppi Renatta would like to sponsor a qualifying tournament for this year's Great Warehouse Rumble. The Honorable Guildmaster has donated the tournaments prize, a magical set of bracers to be given to winner of the tournament.  It is the Guildmasters request that you receive his gift and host the tournament.  Guildmaster Renatta's representative Ruhexy will deliver the prize, please receive her warmly.  As is custom, Ruhexy travels with At'enthu, a gladiator of considerable talent that will compete for the Bracers. The Guildmaster hopes that the winner of the Longarm Bracers will be allowed to utilize the magical equipment in the Warehouse Rumble as a sanctioned item.

At'enthu


Ruhexy


Friday, November 17, 2017

Malta Session 14: 11/15/2017 Meet the Teacher, the Barkleys, and Blood-Shot and Fucked-Up Eyes

We begin this session on the road to Zebbug, Lete a little late to the group after Melissa holds him back a few hours. While in town Lete learns that the fight-club qualifiers begin in the early evening this day; Lete will have to return to Paola after his first training session in Zebbug. Meanwhilej, the rest of the characters encountered a few dire wolves along the way to Zebbug.

Finally catching up at the Halfling village our characters enter Zebbug, everyone save for Jabari and Ahuum (formerly Ferd) arrives promptly to  IL-Kataniz's. There we immediately see IL-Kataniz as well as a multitude of individuals working and training in warfare, subterfuge tactics, etc. 

From the conglomeration a woman named Chakel (daggers) introduces herself to our small group. Before long, one by one, our characters meet our respective teachers: Chakel who intends to train Lex and Marco with the daggers; Saman, a dwarf monk, takes on Lete with a beer and a smile; and Gehar, an individual specializing in ‘ray’ magics. During these sessions Lex and Marco learn Chakel in turn benefits from the training against two opponents. Also while here Lex looks for a possible Parana Strike instructor.

Meanwhile off IL-Kataniz grounds, Jabari catches up with some of the men we saved on the open seas; having emerged from IL-Kataniz with business done, arranges a meal for them en mass, and eventually hires all twenty: 10 elite sailors and 10 teamsters for our cause and will earn 5 gold a week per person. Jabari appoints Ahuum as first mate and expresses that all ordinary affairs should be directed through the first mate. Formal rules are set forth including a zero tolerance of theft from a fellow shipmate including the captains which each of the characters are. In addition the rules of adding new sailors to the “Barkley Sailors” are those who are likewise saved in similar manner but are also voted by the Barkleys who will enjoy part of the Barkley share. Otherwise talk will wane to Egypt (and a possible future post).

Backtracking… the night before in Paola, Carlo meet with Borg house individuals regarding the next evening (when the characters return to Paola and Lete begins qualifying) to case building controlled by a known a slaver named Ildgar. This individual is rumored to target ‘talents’ like them (individuals possessing physic magic). 

Our characters finish training around 3 pm when we pack up for our return to Paola. Our travel is under overcast skies as our characters follow a few hours behind the twenty sailors who are also returning to Paola. Three hours into our travel is when we encounter an ogre cannibal and four bugbears. (shine a bugbear and that cannibal are dead to me now). Our characters are able to kill the ogre and a bugbear and drive off three bugbears. Recovered from the ogre: Large magical great axe, javelin, 4 potions CLW, potion of CMW, giant cloak of resistance, giant ring of protection, and 77 gold pieces. Shine: heavy flail, masterwork composite long bow +4 STR, potion CMW, 4 +1 elf bane arrows, and 5 platinum. And gain enough XP for 9,000 and our fourth character level.

Friday, November 10, 2017

Malta Session 13: 11/08/2017 The Pale Spire House, Fake News, and Future Plans

Spire House
We begin this week’s session taking a roundabout stroll in order to reconnaissance a house Loshe identifies and what our characters are here to look for: an Infinity Spiral and how that relates to this structure and similar structures and the optical illusion of an infinite staircase the design creates if looked at in a specific way, as well as The Archetic’s penchant for chess and plotting both in grid form as well as being a careful planner.

Her research on this house revealed the Pjazza family’s oldest son now owns 'Spire House'; an individual who has only recently acquired a ship of his own and is currently out at sea. Other family members of the Pjazza family are known to use the house but the house currently looks and feels empty. Outside it is closely neighbored by other structures between which are dark narrow alleys; a single elven home with the rest being human domiciles of varying two story heights. Spire House has a door to the spire and a cellar door to the main building, the windows are shuttered on both the first level and the upper floors and are magically protected. It is agreed we will return at dark.

A short time later our characters find ourselves once again confronted by the pale Spire House with daylight now a historical footnote. Lex, in the shadows of the house immediately finds a trap door in front of the rear door. Checking the door Lex finds that the door is locked and barred on the inside. Turing our attention to the trap door, our characters eventually discover the method of opening the trap door revealing a small cramped space five foot down at leads into a pantry. Soon our characters find themselves in the cellar where we locate stairs as well as a trapdoor into the spire above. Our characters do a quick search; Jabari finds six magic mushrooms while the rest of our characters find a bishop in profile cleverly placed on a corner wall under the trap door to the spire. We decide to follow the Bishop clue and turn our attention to the trap door above.
The Architect 

After checking the trap door into the spire Lex opens it revealing an open chamber above the cellar, stairs going up and a curved hallway. Our characters follow the path of the Bishop in a diagonal direction. It was Carlo who first notices a rook design along a wall just as noise filters down to us, the sound of wings. Searching about Lex finds about a half dozen secret cubby holes along the crenelations of the rook where Lex finds an old masterwork scroll tube.

We make our way back to the cellar to investigate the masterwork scroll tube. Opening the sealed tube reveals an ancient map of the Mediterranean, Africa, Madagascar and The Evening Isles. A number of personal markings decorate the map in various places as well as grid locations on Malta one indicating Hagar Qim, two in the seven churches- one we know as ‘the plank’ while the other is at the temple of Tiamat; on the back side is a coded key that deciphers the markings on the face of the map.


Yeah this works

We decide to be content with our retrieval of the map and move out of the spire house the way we came in. As we walk away we hear whispered conversation about whether or not someone saw something; these individuals signal and wait for us on the side of the road. We find out IL-Kataniz sent them to tell us the Tengu has been asking about our characters. Jabari pays them well for their information. 

With that completed we retreat back to the adobe apartments and a place to get a meal where Lete attempts to spread some false rumors of our next course of action (head to Hagar Qim to find a ship). Once we return to our temporary apartment, Jabari starts searching for signs of obvious tampering specifically feather remains of possible Tengu spies. We agree to take a few watch shifts before we leave for Paola in the morning.

The next day (Sunday, Day 13) Lex heads out early to find Wally but comes up short. The rest of our characters load up to begin our four hour trip back to Paola. Loshe is not traveling with us, nor was she to be seen that morning. We have no issues during our journey to Paola and soon find ourselves in front of Garamaldi’s with hopes to petition cargo or passengers for our planned trip to Selmunett Island.

**Selmunett Island:  Northeast of Malta lies Selmunett Island, this island caters to the darker desires and demands of the Maltese.  It is a local custom that those that stay on Selmunett after dark can report no crime and have no crime reported against them.  The priests of Malta turn a blind eye to the gambling halls and houses of ill repute that populate this island. Of late however word has begun to circulate of Egyptian loyalists using Selmunett as a trade pipeline between Egypt and Greek reformists in Korinthos Greece.  Selmunett is also known for its black tar, a bubbling fountain, located on the southern coast.  The tar bubbles up between a boulder called the bleeding stone. Selmunett Tar is coveted for its waterproofing and ability to patch ships damaged at sea.

At first Garamaldi expresses his concern over our choice of Selmunett, he indicates the Indian twins Omas and his sister have some information on the place but they are not here at the moment. While there Garamaldi shows Lex his updated portrait, this prompts Lex to ask Garamaldi about the Hunter, the beardless dwarf. The Hunter is an advanced slaver for a high Egyptian individual or something worse; the Hunter is incredibly dangerous. Garamaldi shows grave concern that we are entangled with the Hunter. Garamaldi says the Hunter offers bounties and operates out of Selmunett Island but doesn’t know what gambling house the hunter is affiliated with but he is a strong personality of the island. Finally Garamaldi says he will be more informed regarding the Tengu.

Garamaldi goes off to see if he could find any business for our trip. We update him of our new ship location before we depart and make our way to the Paola docks. Here our characters find our ship as well as Evagara are fair and waiting for our return. Evagara tells us that in our absence several large ships were disrupting shipping lanes for a brief time upsetting the status quo of the docks, the other thing is that a pearl garden has been located north of Gozo inciting a lot of dock activity. Finally we agree to take on Ferd and ten more as crew from the survivors.

We agree amongst ourselves to five days of training downtime in Zebbug then come back for three days of circus activities before our eventual departure for Selmunett island.

Eventually we return to Garamaldi’s where he admits to not fully trusting Aulus just now; when he spoke to the man it didn’t feel right but Garamaldi believes he has found us some business. Cian minister of Frey has a large delivery of tools and a number of craftsmen as well who as it turns out are staying at the barracks that need to go to Selmunett.

After the characters head into town, Carlo intends to grab some food and head to Borg House. Marco wants to trade his magical ring for two rings and a chain shirt, and Lete plans on heading to the Bard’s College while Lex looks for Paulie to find a Piranha Strike teacher.
Melissa Mithna

As we enter town, passing through the archway, we find early indications that the circus is due to arrive. Here Marco finds a vendor but passes on any offers. Lete revisits Melissa Mithna at the Bard’s College.

At the Borg House Carlo walks in on three new individuals who accept Carlo kindly, one of them introduces himself as Lacartha. Communication in Carlo's head Lacartha warns Carlo of a telepath that is expected to be traveling with the circus; soon introductions are made by all. Over the course of the rest of the day Carlo realizes Lacartha’s super power was detecting the sincerity of someone thereby detecting any impostors. Overtime Carlo secures a guestroom at the Borg House.

Back at the Bard’s College Lete learns the most recent owner of the armor by Yakar son of Zabbar the pirate king of Sala Rock. Eventually the two make their way to Melissa’s apartment and along the way Lete learns of the Imps and familiars about the campus, seemingly as to explain Lete’s paranoia of being watched while at the College.

**Sala Rock (Zabbar):  Locals call it Sala Rock but not in the presence of the Tiefling pirate king Zabbar. Sala Rock has a watchtower, dock, house and barn since it was claimed by the Pirate King.  He has re-christened the island with his own moniker, Zabbar Island.  The Pirate King has anywhere from ten to two dozen ships at his disposal and is famous among pirates due to the two Thri-Kreen guardians that serve him.  Zabbar himself refers to the two Thri-Kreen as "The Roman and The Greek" and frequently chuckles after saying it.

Meanwhile Jabari tries to be noticed and along the way he notices a few Tengu before they literally blend into the crowd before his eyes. Jabari follows him to the arches but no further instead Jabari changes course and looks for Marco and Evagara instead.
The Golden Horn

Lex heads to the Golden Horn to find Paulie who is casually seated at the bar. Before long Lex explains his wishes for a specialty teacher; Paulie suggests the duels are one possibility but once the circus arrives there will certainly be a few who would be interested in making money training someone. While here Lex reschedules the trade deal for the Egyptian idol and learns Wally will be the best choice to broker that trade. Wally just happens to be in Paola at this time. Lex tarries a bit longer and gives Paulie 250 gold to buy into the safe house that will be shared by the Associates.

Lex asks about information on the rocks we will be traveling to. On Selmunett island stay away from an individual called the hunter who works for the Boffa family. The Boffas will sanction gambling anything from fingers to relatives, because of that there are dark practitioners vivisectionists and necromancers that frequent these establishments. Soon Wally arrives as does the rest of the characters and eventually a deal is struck for the idol of Tefnut for a +2 ability item to each of us.

We begin next session three days from the Circus the next morning (Monday Day 14)

Wednesday, November 8, 2017

From A Night at the Opera (Session 10), The friends of Paola's Lord Commander Dom Mintoff

Amarna & Fezziwig
Fezziwig and Amarna Goldsberry. This married couple of Halflings are the owners of Blu Dog Traders. Fezziwig is the wheeler and dealer, while his wife, Amarna is the accounting wonder that keeps them living the good life. While they are well off, they aren't wealthy-yet. The couple has a retail store in Paola although they deal mainly in wholesale goods operating out of two warehouses in Paola.
                                     
Heracles Andropolous

Heracles Andropolous is a Human captain of the two mast sailing ship named Princess. He's typically dressed in velvets and silks. He's quite proud of his ship, claiming it to be fast and well protected. It boasts six canon and two light ballista. His homeport is Hagar Qim but he's in Paola pursuing "other opportunities ". 
He was escorting Madame Sophia a Human Courtesan who is the current owner (?) operator of the fest hall Sea Maidens in Hagar Qim. She took a run down seedy establishment and, in under a year, turned it into a respectable place. Rumors swirl around the pair about him actually being a pirate and smuggler and her being his fence and fixer.


Madame Sophia
Porsha Cabaleri




















Porsha Cabaleri is a Half Elf student at the bard college. She's currently working on her master's thesis on contemporary Italian opera. She felt she hit the gold mine when she found out Marco Andrezi was in fact related to the legendary opera singer Isabella Andrezi known as Madame Nightingale. She cornered Marco for 20 minutes until he was able to escape but not before promising a whole afternoon to answer questions.      

Wednesday, November 1, 2017

Malta Session 12: 10/31/2017 Black Druid Goblins, Marple The Divine(r), and Where’s Wally

We begin this week’s session at the Bonded Mind in Paola harbor hashing our plans to travel to Zebbug which includes acquiring a covered wagon and a team of horses from a man named Buzzard in return for our good deeds as he has taken on some of our survivors as low paying employees; as a matter of fact our driver’s name Ferd, an adept to Poseidon, and is one of individuals we saved. Overnight a slow steady rain visits Paola, at sea the weather seemed worse but otherwise the night passes uneventfully.

Our characters are taking chests ‘five’ and ‘six’ from the GemCutter including the golden idol of Tefnut wrapped in a tarp as well as 50 silver bars at 10 gp each, 50 gold bars at 100 gp ea, 4 platinum at 1,000 gp each and 2,000 gold and 2,000 silver pieces; as we load the wagon our characters find a recessed bottom that functions as a secret compartment, this helps us downplay our hefty and illicit cargo.
 
Black Druid Goblins
Our characters leave the docks confident that our property and ship will be well guarded for as we steer towards the Bard College to retrieve Lete’s chain shirt ‘Sure Step’ from the Professor of Calligraphy’s daughter. When we arrive Melissa presents the armor, quite proud of her work and invites Lete to return for a conversation on the story of the previous owners. To Lete this sounds splendid. While our characters were stopped Jabari notes someone coming close to our wagon (possibly flying); the only clue that stands out for Jabari is a mundane object out of place. He alerts the party, and Lete reminds the party of his past feelings of being watched while at the College before.

When we leave the slow rain continues but our progress is even and steady as we travel about an hour out of Paola before our characters realize our path will take us through what we surmise is the Black Druid’s territory; it is here we are soon set upon by eight goblins bearing the barren tree symbol on their tabards over masterwork chain shirts. The combat was difficult, taxing our toughness greatly, but none of us were killed or permanently wounded. We gather 60 unkempt throwing axes and six masterwork battleaxes, and 6 small sized masterwork chain shirts each bearing an Eye merchant mark.

The second hour we see a solitary women walk/limping in our direction. She wears a traveling cloak and serviceable leathers; on her back is a light crossbow and at her hip is a club or rod. We slow but intend to pass we as we warn her of the goblins; she shares a similar warning of danger behind her (further up the road for us) of a murderous Halfling and a cannibal she was in pursuit of and had captured. Claiming to be a diviner she has been contacted by more than one city’s leader to peruse this cannibal until she was set upon by the Halfling who enabled the cannibal to escape. She introduces herself as Marple. Having sympathy for her, our characters offer to escort her back to Zebbug. She explains she tracked the cannibal through Zebbug but her divining for the creature all started in Bugibba five miles away. The ‘cannibal’ is, some would describe, a large human of deep African descent with a predator’s intellect who preys upon small comminutes with strong ties to the larger settlements. She believes him to be operating in Malta for about a year.
Marple

Marple had captured him near Zebbug and was preparing her journey to Paola but not long after she was surprised by an ambush and thrown from the wagon- the Halfling’s attacks where deadly and she chose to flee and live to fight another day. Lete asked her about the symbolage the Halfling bore; she did notice a dark tree token the Halfling had. For Lete this connects the Black Druid to this deep African cannibal.

Back on the road we eventually encounter Marple’s prisoner wagon along with curious folk looking about the scene. Marple thanks us for our help and hopes that someday she will find us well in Hagar Qim or Mdina. After saying our goodbyes and well wishes, characters enter Zebbug whereby Jabari soon departs for a location on his own.

Jabari’s scene cuts to a nice three story adobe/ apartment building with a convenient outside stairway and his patron Loshe. She says she has found something that is time sensitive and wants our group’s help. She describes a familiar empty house near here and explains it is one of a series of homes constructed about Malta, places filled with wonder and rumor. She needs a team to help her access one of these residences. Not to be diverted Jabari gifts her scrolls toward a fruitful relationship. He admits to our newly acquired wealth and the problems marked Egyptian capital looking to Loshe for a solution. Jabari comes to her with the hopes of fixing this problem as well as avenues to opening our inaccessible chests.

She tells Jabari she took quite a chance with him and wants to take him to Ghallis Rock and Naxxar as an ally. Nevertheless she agrees to look into the spells protecting the two remaining chests our characters brought with us. In the meantime she offers the second and third floor for our characters before Jabari meets up with the rest of the characters who are in the city.

**Ghallis Rock: Naxxar rules this rock, which is incredibly easy to defend from other ships due to the path ships have to travel through sea debris and other land masses.  Naxxar is an elven wizard whose piracy is unique in that he harasses the Egyptians. There is a rumor that Naxxar is willing to  train other pirates in wizardry if they have the talent.  Naxxar is fond of employing half-elves and halflings, among which are a famous pair, a ship captain and his first mate.  The elven Captain Vargin is commander of The Sea Whiskey, a smaller agile ship recognized by most sailors in the region. Captain Vargin's first mate, the halfling known as Walker (the Mediterranean Sea Ranger), was widely recognized as the best cannon shot in the Mediterranean.

Zebbug
Meanwhile the other characters are looking to sell the weapons and armor to IL-Kataniz, the lord mayor of Zebbug. At the mayors estate our characters see several armorers and warriors training and are hard at work. We are directed further into the estate partaking food and drink passing several individuals and guards along the way before the man of the hour comes to greet us and directs us and our wagon to a barn to facilitate our trade. IL-Kataniz proves curious as to our affiliations but is pleased to at our demeanor and discretion.

We show him 4 suits of masterwork full plate armor; 6 small masterwork chain shirts; 4 masterwork longswords; 6 masterwork battleaxes; 55 hand axes; 6 masterwork battle axes; 4 masterwork steel shields; 3 masterwork composite longbows (+3 Str) each bow comes with 20 arrows with very fine quivers. Total value (without the full plate) 7,655 gp. Which he sees about 4,000 in coin, but in trade IL- Kataniz ‘sees’ 5,000 gp.

He offers free feat training of weapon focus as a trade for the 4 suits of masterwork full plate and offers separate trade agreements for the rest of the items. This downtime of feat training will take five days with IL- Kataniz personal guards. This seems agreeable to Lete, Carlo, Lex and Marco.

Eventally Jabari arrives and IL- Kataniz immediately points him out as a sailor. IL- Kataniz admits to not having a ship and expressed sincere interest in what this relationship portends. He presses with more questions of Jabari’s sailing prowess but gets back to the trade at hand even offering repair services for broken items as well as an odd collection of wands for trade. But what he’s really interested in is trading for ship-hold space. He explains he has a shipment of items bound for the scandalous Selmunett Island, and offers a fully charged wand of CMW CL 5 for trade of the space; however, the soonest we could start on such a task would be a week from now. He yields and suggests for our charactesr to go to Selmunett and experience it first and come back to him ready to make his delivery.

**Selmunett Island:  Northeast of Malta lies Selmunett Island, this island caters to the darker desires and demands of the Maltese.  It is a local custom that those that stay on Selmunett after dark can report no crime and have no crime reported against them.  The priests of Malta turn a blind eye to the gambling halls and houses of ill repute that populate this island. Of late however word has begun to circulate of Egyptian loyalists using Selmunett as a trade pipeline between Egypt and Greek reformists in Korinthos Greece.  Selmunett is also known for its black tar, a bubbling fountain, located on the southern coast.  The tar bubbles up between a boulder called the bleeding stone. Selmunett Tar is coveted for its waterproofing and ability to patch ships damaged at sea.

After some discussion between our characters we agree and that we should travel and scout Selmunett and return to IL- Kataniz for a delivery to one of the four ‘Great Corner’ gambling houses- each operated by a different family, but far from the only powerful families on Selmunett.
 
Meanwhile...
Before we depart Lex asks if IL- Kataniz knows Wally and is directed to a woman’s abode. At the location in question we find Wally gingerly exiting said woman’s abode. After an uneasy moment our characters introduce ourselves and explain that our visit is business; Wally eventually boards our wagon and immediately notices the chests. A deal is quickly struck, paying him with 6 Egyptian gold bars. Wally laments the form of payment but eventually dispels the magic on the chests and goes as far as shrinking the chains, freeing the chests before making his exit with his payment.

Our characters then retreat to Loshe’s upstairs apartments, Jabari revealing his wizard guild affiliation to the characters along the way including her offer for the group. In the chests are masterwork books of worldly crafts written by leaders in those crafts- at first glance it looks like an elven collection of historic value; the other chest contains metal shards, pieces of a metal spellbook; as well as finery and gemstones giving us an additional 1,000 gp capital. *On a side note we give Ferd a masterwork scale with a symbol of the Eye on it.


Eventually Loshe comes to the apartment and explains to our characters the existance of an architect who designed several  structures throughout Malta and the Mediterranean.  His Elven designs were done under a variety of names which creates difficulty in locating his work.  For those educated enough to recognize his architectural style, specifically a spiral crafting unique to his design, one can identify structures crafted by "The Architect".  This architects creations are sought out for clues to specific complexes he created called a Portal House.  It is believed that all of The Architects creations hold clues that reveal the locations of his many portal houses.  Loshe would like to find a portal house and needs our help. She knows of only two people to have discovered a portal house and wishes to take us to this local home  looking for clues to a portal house.