Tuesday, November 19, 2019

Malta Session 62: The Blockade Continued, Help from Naxxar, and Ambushing the Blockade

We begin this week on board the Blood Prince moments after the last bugbear jump overboard; our other ships however were also under attack. Jabari and Lete dimension door to the next ship behind- the Bonded Mind. There we find a Xill, a genie-born noble as well as gorgon chimeras flying about killing sailors and deck-hands. 

Eventually the rest of the group joins the combat on the Bonded Mind and after our characters ran off the last of the attackers we find much of the crew dead, some turned to stone; we also assess damage to the Bonded Mind. Our characters quickly move on to the next ship- the Tender. Lex was unfortunately turned to stone in the fray.

Once there the remaining crew indicated their sails were destroyed by fire as they were surprised by a couple of giants during the attack. Crew members of the Tender drove them back into the ocean but not before our enemies were successful in slowing down the Tender.

As we take an hour to make repairs, Naxxar sends Jabari a message that indicates help is with us- keep our enemies focused on us and hopefully our enemies will reveal their Dreadnought. Lete in a flash of inspiration thinks to use the blood of the gorgon chimera to restore Lex to flesh- it was successful. 

We group our ships together to appear we are going to sail undaunted through the blockade. Eventually three ships are seen approaching our convoy, flying no colors, from the blockade. They alter their course to intercept our ships as we attempt to evade them. Our characters eventually realize these three break-away ships are populated by undead.

We begin to formulate a plan: Lete and Carlo remain on the Bonded Mind for defense, Marco and Evagara, while Lex and Jabari head out and through a chain reaction destroy the three fire ships.

Jabari then circles back to our previous heading and attempts another run at the blockade as the sun begins to set. Our characters tighten up our ship distances.

When the sun sets an enlarged seagull lands on the Bonded MInd, Stacer says they have received a message from the enemy that they will allow us to pass on the condition we never return to Maltese waters. Overhead the sky is dark and filling with clouds promising inclement weather to come. We ignore the offer and continue under the cover of a cloudy night.

It is not long before our characters realize our swift passage is being aided by water elementals (from Naxxar) and soon we get close enough to see the Egyptians retrofitting various foreign ships for their blockade efforts; this helps gets our characters within 100 yards.

They hail us with questions, Lex responds with ‘we are bringing in more captured ships’ in Egyptian. They hesitate and follow up with more questions. Lex carries on his bluff buying our characters three rounds of prep before we ambush them. 

Wednesday, November 6, 2019

Malta 61

When we pick up the next morning, the weather has turned most foul. All ships are driven to dock, including two that looked to have suffered battle. The storm is almost certainly unnatural and as violent as any have seen. Many readily believe that the storm is an Egyptian tactic to keep folks from sailing out to sea.

Most of our heroes catch up to the lucky survivors of those ships, spaniards for the most, who seem anxious to drink ale, gamble coin, and spin yarn as they relay their harrowing misfortune upon the sea. They were sailing in grid G-3, an envoy of three ships; the Warrior Witch, the Taloned Witch, and the Tireless. The crows nest gave sudden warning as a massive ship suddenly appeared out of nowhere and opened fire with cannons and powerful magic. The Tireless was sunk.  One sailor whispered that it was a Dreadnought. Another claimed dragon fire, but he was hushed and dismissed as a drunkard. Details were few, and gaps in their collective timelines indicate they are misleading in their telling, and it becomes apparent they are relaying what the Egyptian forces want them to say. We leave them to their lives as men of fortune, and undaunted make sail for open water under blue skies and calm waters the next morning. 

Into a cleverly played gambit of a trap. As we hit open seas aboard the Blood Princed with Capt. Marco at the helm, we see clusters of ships on the horizon.  Two break off and approach us, but don't get very close before they change course and hastily put distance between us again. Shortly after that our three ships are bombarded with very powerful magic using creatures that seemed like spider humanoids with six arms. Five arms brandished a shorts word each, with the sixth using a wand.

Each caster was accompanied by a dozen bugbears, all arriving on deck at the same time. Concurrent were screams and alarms shouted from below deck. The casters unleashed a powerful lightning attacked that decimated most on deck crewmen, the bugbear mercenaries pressed sword attacks against us, and Edna was sent to help below decks where they had been overrun with vicious poisonous spider swarms. It took several rounds of combat to repel the enemy and secure the deck of the Blood Prince, but we left off with the swarms still swarming, and no knowledge of how the Bonded Mind nor the Tender had fared yet.


Friday, October 25, 2019

Malta Session 60: The Devil-Bound Sorceress, Back to Bugibba, and Dog Delivery

The Grotto 
We begin this week’s session in a heated battle against the grotto's volcano resident ash giants and a villainous hell-bound woman. Our characters are able to defeat three of the giants and a massive fire elemental before eventually the battle separated the heroes of the Bonded Mind. Lex and Marco faced two dark winged devils while hell-bound woman was found by Jabari- scrying from the magma casting vile spells at us. Jabari discovers her casting chamber, one filled with a lava pool and a dozen more ash giants. Jabari informed the rest of the characters; Lete and Carlo responded. With the party sufficiently separated out characters defeated the winged creatures and drove off the female summoner. 

We find 5 “large” +1 heavy pics, 12 CWS potions, remains of a brooch of shielding, scroll of cloud kill, two ropes of climbing, +1 flaming composite long bow (Str +5)

As we gather treasure the lava pool begins to lower; also, the veins of glowing lava begin to recede. When it does it reveals magically carved symbols, indicating her as a devil-bound sorcerer and was using the volcanoes to open a portal from Hell. She was well on her way when we busted in. However her survival surely portends a mythic encounter when next we meet.

After, our characters return to the occult oracle to report out victory and assure her the grotto is safe. She asks Lex about 'the organization' and is there a place in the organization for individuals like Carlo? Yes, there’s room for individuals of all professions. How can she be of usefulness? Lex hopes for guidance in the future and hints at the Egyptian Lich. The oracle asks Carlo if he would consider the grotto a suitable monastery? She could assist Carlo. When Carlo expresses concern about the resident druid, the oracle offers to present a case to the druid that a monastery would serve them well in both short and long term against a common enemy (Egypt). We know how to contact her should be need.

After this our characters return to the ships where Jabari off loads some rum and fresh goods for the individuals who stay at the grotto. Before long, we are on way back to Malta and by the next afternoon we arrive to the harbor of Bugibba. 

Gone only two days our characters arrive to port and discover that about a third of the new sailors are interested in gaining citizenship in Malta; they present various questions about how long we plan on staying, and if we had any property that needed attended?

This sparks conversation on how long we are going to be in Bugibba. .. two days.
We start the process of sorting crew and coordinating trade routes with some sailors scheduled for Ghallis rock in two days and the rest leaving in about five days on Malta trade routes.

NOTES**
Ships to take to Ghallis Rock: Bonded Mind, The Blood Prince (armed) and the Tender.
Ships on Trade Routes: Tunisian Gallant, the Dread Cyclopes (armed). As well as the Algiers after being repaired.
420 total sailors.

Later that day our characters head to the Dog Park race track to deliver the dogs to the halflings free from debit. This extraordinary gift brings calls for celebration and for the rest of the night we drink and eat and spend time with dogs.

During a drinking contest with one of the halflings proprietors he asks Jabari if he is still perusing his plan? He elaborates, did Jabari still aim to corner the shipping food market in the Mediterranean and would it happen to include Sicily? The proprietor asks us if we have heard of the great treasure of Sant’Alfio on the eastern slopes of Mount Etna? He happens to know where the treasure is. If he tells us where the treasure is he would ask for Nobility in Marco’s homeland to insure prosperity for his family. Marco agrees. The man produces the finest brandy he has to commemorate the agreement.

He then tells a story of gold statues tall as giants as well as a tale of a chestnut from the great tree could restore forests and farmland for 10 miles around.

We begin Wednesday's session the next day wrapping up business and prepare for Ghallis Rock in two days. 

Mount Etna

Wednesday, October 23, 2019

Malta 59

We begin our session flying onward to the beach filled with abandoned sailors. Lete thinks to bring a couple sailors along and posts them for watch duty, one apiece for the gateway rocks. We can see where it appears the Egyptian navies had towed shipwrecks to sink around these treacherous rocks. We meet Edna Kravack, a wandering half ogre war priest , and witness her tending to the wounded of some 300 beached men and women, using both skill and magics to render aid. Jabari and she make conversation as she made her rounds, and led to our offer to sail all who wished to go to Buggiba, and offered crew positions on our fleet. She was suspicious, but willing to sail forth with what she hoped was kindred spirits in Jabari, as she adhered to the Greek pantheon. She claimed to have been prisoner to the Jailor as Rob was, and doesn't really know how much time she lost to his plots. We learn of giants living on the other side of the island. The old volcano is alarmingly warm.

We fly up the mountain, but close to the ground. We see signs of giants. We spot a particular verdant spot that we figured to be the druid's grove, and another spot a little higher up that appeared to be inhabited. As we approached the top, we hit a magic dead zone. We headed back down, Marco, Eva, and Carlo toward the grove, the rest of us to the other place, which ended up being Zeryph, the oracle of occult. Carlo answered a mental alert and joined us. Marco met the merchant Bluath and the druid Moffetta, and made friends and negotiated for the dogs we came for, plus a ship dog for himself and Eva as a pet aboard the Blood Prince. A total of six dogs are bought for the halfling dog racers in Buggiba. A lot of personal information and interaction happens with the oracle. She describes a spiritual awakening that occurred over a three day mystic fugue that corresponds with the destruction of the Jailor's prison, and release in Paola. She has seen Carlo dominate the visions she sees, and is most excited to meet him. She believes their destinies are tied. She reveals a vision of his bloodline, and tearfully tells him of the Jailor's hatred of his family heritage. He mentions he would need her most when he gets his monestary founded, with the prospect of such an academy exciting her very much. Lex offers her a position, but she seems much more interested in Carlo. Edna is here as well, and it is in this meeting that she reveals her secret past and connection to the occult forces that are now bursting into the world. The meeting gives Jabari a +1 story bonus to occult skill unlock checks. It is also revealed that Jabari and Edna are long lost cousins. We are told that a group of younger, bigger ash Giants have recently joined the original giant inhabitants of the island. Since their arrival the volcano has started to warm and awaken. We all agree to check on that.

The giants, we are warned, like to throw stuff, and with that warning we find ourselves entering a large cave that opened into an even larger cavern. The cavern was warm, as the center of the volcano appeared swollen with magma and rivulets of lava. A group of four Giants stepped out of the center walls, and Battle! In the following rounds they were joined by a dark angel that stepped out, and a fiery woman that had not stepped out, but was visible within. We paused the game in mid battle.

Monday, October 14, 2019

Malta Session 58: Journey to the Grotto, Meeting Melik, and the Mythic Frogantuan

We pick up this week's session with the characters dividing up some treasure and completing a trade at the Ripae. In the end our characters had 20k in gold each and end up spending most of the day at the exchange.

Next our characters interview twenty prospective sailors; we get an impression that half are looking to improve their situation as news of our renown has spread, while the other half seem to be unemployed and downtrodden. These individuals we delegate to the Dread Cyclops and are ordered to ready the ship for seaworthiness. They are hired on for a silver a day while the ship is in drydock.

(the 6 ship names: Blood Prince, Bonded Mind, Tender (on contract), The Algiers, Dread Cyclops, and Tunisian Gallant.)

Now ready to set sail our characters leave The Algiers and the Dread Cyclops behind to be serviced in Bugibba harbor; we leave the Tunisian Gallant behind as well, our characters set sail to the Grotto in hopes of new experienced crew. 

Finding ourselves on The Blood Prince as the Tender finds ways through debris strewn waters and about an hour into our trip, we each hear a voice in our heads, but don’t at all understand the language then it suddenly stops. Another few minutes go by and again we hear something then it stops. Lex however seems to believe its a racial language but the second ‘communication’ was a different language. It happens a third time this time in rapid words.

Carlo reaches out mentally that he speaks common, then the voice comes again first to Carlo then to the rest of our characters. He says he is Melik and asks permission to approach and land our our deck. We are intrigued, accept the request and eventually a large muscular giant with crimson skin, smoldering eyes and black horns appears.
Melik

Carlo welcomes him, as do we all. The creature named Melik says he has come to know of our characters through his own investigations and would like to negotiate a relationship ie. ‘pacting.’ 

He calls forth a magical mansion and bids our characters enter to palaver over fine drink, smoke and food. 

Inside we learn that Melik comes from a long line of the noble efreeti and begins an hour long tale that indicates Melik as wish grantor.

He reiterates that we have gained his notice and that he is a 'Noble genie' and someone to have on their side. He tells us that if we can come to an agreement then he will not be compelled to grant a wish that would surely make enemies of us. 

Jabari mentions the Imol Egyptian family but eventually it comes back to Acererak the lich. Jabari asks what is the nature of the pact and to whom? A: To whom ever it would be they would have to complete a task before the pact is sealed. He would rather not fulfill the wish of a Lich, but eventually Melik laments, eventually the Acererak would have to deal with.

During this negotiation Jabari completes an aura read and ascertains Melik to be Lawful and Evil. We converse and agree that Melik would be an asset to have. So what needs to be done to secure a pact? Jabari Asks. Our enemy's, Melik states, most local base of power is Selmunett Island because of the heavy influence of necromancers there. Since coming to the Malta region Acererak been searching for key items toward his goals, one of them is an ancient crown of Melik’s ancestors. Melik believes his crown to be at Selmunett Island and is being held secure for the lich's return.

**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.

Jabari: We accept the responsibility of retrieving Melik’s family crown (an item that could compel Melik.) Melik thanks Jabari and ceremoniously pulls out an ancient scroll and signs it with his blood then slides the document over to Jabari who signs it and leaves his arcane mark. The contract binds their two lineages; and once the contract is signed the scroll solidifies into a heavy brass tablet and what follows is an exchange of energy and power between Jabari and Melik.

Once we get the crown Jabari is to reach out to Melik (via an expenditure of a mythic point) once our characters reach Hurricane Harbor. Melik eventually ends the mansion spell effect but before he goes Jabari would like for the crew to see the efreeti off to assuage any fears of the genie.

Our characters raise anchor and spend another few hours on the ocean before we see an array of six Egyptian ships spread out about a few hundred yards from each other. Flares go off from what is the vanguard of the Egyptian blockade. Jabari commands the crew to divert around.

It is when we are about a thousand yards away we hear voices from the ships hailing us. We raise the Bugibba colors as response. It is very well, we are not threatened but are informed our ships will simply be turned away if we stay our course.

Leyline 
Jabari follows the signs of the seas to the Grotto and come to an area where we can hear voices. Our ships turn west to enter the grotto, it is here where we see an Egyptian ship leaving after dropping off sailors. Closer now we see that the people are being attacked by a sea-frog with long tentacles for arms.

We are attacked by a mythic version of the sea-tenticale frog. Our characters beat on it until it fled back into the ocean waters but it was Lex to delivered the fatal blow when the creature attempted to retreat after the rogering from Lete.

After this our characters experience a mythic surge and see visions from our past and future lives and realize the Grotto is a leyline power nexis.

We gain our 11th character level and our third mighty mythic tier. :) 

Thursday, October 10, 2019

Malta 57

With the night's chicanery fresh in mind the players seperate for the night. Marco and Eva stayed on the Blood Prince, Lete aboard the Dread Cyclops, Carlo and Jabari aboard the Bonded Mind docked next to the Algiers, the boxer crew aboard the Tunisian Gallant, and Lex at the Gypsy's Heart. The only action came to Carlo and Jabari, as the foiled ratmen returned in a do or die attempt to steal our treasure. At the players hands, they died. Not a serious challenge, but enough to interrupt and make impossible a full rest for them.

At our usual communal breakfast, we set two goals. One, we investigate the west tower, with two primary concerns. We want to ensure that Ossum and Nemo have left as promised, and we want to check for surviving "refugees". Second, we give our ships some time in dock to complete their sea-worthiness. Towards that effort, we decide that after we check on the tower, we all set sail in the Bonded Mind to the Grotto, to pick up likely crewmen for our fleet.

We set out on an ancient stone path toward the mysterious west tower. About halfway, we see a smattering of large droppings of stone scattered across area, as if they had fallen from above. These turn out to be large clumps of adamantine ore, and most of the larger ones are marked with unusual unique, but associated, arcane marks.

About half of a maile away from the tower, we see a group of five people, standing amidst a few squat stone structures that figured to be some sort of outbuildings for the tower. They were made of the same ore we had found along the path. The people were one human, four halflings, all men. We approach. They seem to recognize most of us. The meeting is tense, both sides wary of the other. They are a group of alchemists. They have been mining the adamantine ore. They have seen Ossum and Nemo in and about the tower, but not in a couple days. They think one of them stole the project they have been perfecting, and hidden in the tower. It is a new weapon, their attempt to help bust the Egyptian blockade. It is an adamantine construct wasp swarm. They stole the only ones they had completed. They are very new, and the alchemists have huge gaps in knowledge , saying they behave completely differently depending on if they are individuals or a swarm. They have no idea how to stop them as a swarm. The human was very helpful, instructing Lex how to control an individual one with command words   Lex and Jabari were greatly enamored; Carlo and Marco much less so. They spoke of a frightening lady that had been in the area, last seen a fortnite ago ( a fortnite ago also marked the arrival of Ossum and Nemo). One of the halflings recounted a conversation he had overheard between Ossum and Nemo. They remarked their mutual dislike and unease for her, and swore to never work for or with her again.

We head on to the tower sporting four visible entrances: a door about ten feet off the ground, with no stairs or platform present, but perhaps had been rotted away or ruined ; a pair of balconied windows set upon opposite sides of the tower; and a door set atop the tower. We chose to go in from the top. The top looked as if it had suffered a barrage of magical attack or energies. Lex and Marco went into the dark tower, down a ladder, and essentially found the column of the tower to be filled with traps. The simplest was a break away ladder step that dumped a load of stone and bricks into the most   devious, a configuration of webs that suspended two casks of adamantine construct wasp swarms. When the casks hit the floor, the swarms exploded. Lex cleverly trapped them in one of the balcony rooms, where they eventually calmed into a dormant state. Lex used the command word once they were dormant to collect them all into some pottery we found in the other chamber. We found evidence of all three villains having lived here, the pair of men more recently than the woman. We also found a pair of bodies at the bottom of tower, concealing a small sack exuding a magical aura. The sack and the magic ring it held were thickly covered with poison, as were the wasps (which we knew) and all the surfaces of doors and handles. The bodies caused a psychic vision in Jabari's mind. He tasted the copper tinge of blood deep in his throught, and felt the burning hunger of bloodlust. He also felt the self-loathing that only a monster who knows what she is can feel. She was some sort of psychic vampire, driven to drink the powers of her victims. We return the swarms to the alchemists, where Jabari indicates he will try to influence Ripae to open an avenue of access for them to acquire the expensive diamonds they need for their components.

When we return, we pay a visit to Ripae, where we are met by the bank Manager. He takes us on a tour, showing us our new vault, alone on its own level. We speak of amenities and protections. He introduces us to an architect/engineer who shows us building plans for three different warehouses close to the docks. We are given our choice of the three. Finally, we are assigned and introduced to our own personal banker, dedicated to serving all of our needs. The bank manager asks some detailed questions regarding our ships and business interests, which allows him open our shipping lanes to banking business, and the scheduling of such.

We end looking forward to sailing together again on the morning tide, to the Grotto, and all the inherent distractions along the way.

Wednesday, October 2, 2019

Malta 56

We start the morning with most of the group joining the fire chief for breakfast. It was decided that here forth we would refer to the fire chief by his nick name, Belo, for the sake of brevity. Jabari was still enjoying the tender ministrations of the grateful Kakakombi and would join the group late in the breakfast.

As they sit down, the group sees an unusual pair at the bar. A dark skinned swarthy warrior with an impressive bastard sword sat next to and ate with another paler man. The warrior seemed apprehensive, reaching for his sword, but relaxed visibly and quickly, and the pair left without incident. We would meet them and discover their identities later that evening. Breakfast is friendly, and news and concerns are discussed. Lex expresses concern about Zimo and his band of gnolls, based on Tabu's reports of their increased numbers and fervor. Belo seemed unimpressed and unconcerned , though he did say he was generally not in favor of just eradicating any particular group. Belo mentioned that night watches had reported a big increase in sightings of ratmen in Buggibas harbor the past several nights, with no real conclusions about their activities or motivations. He also mentioned some reports of "troubles" at a tower west of town, well out of his usual jurisdiction. The tower, he believed, harbored refugees of the Paola incident. We decide to spend the day viewing and collecting a pair of ships from the other side of the harbor and investigate the tower either late that night or the next day.  Lex received a message from Pennyworth that Nemo would be at his his door later in the evening, to talk and offer what assistance he could.

The two ships are easily located among the abandoned vessels. An Italian galleon named the Blood Prince proves a real treasure. Not only is she easily capable of being armed with cannons for war, she is outfitted with a certain level of luxury that recalls to Marco the vibrant dreams of his youth, complete with wild visions of high adventure upon the open seas. It's counterpart, a Greek galleon called the Dread Cyclops, appealed to Jabari in a reminiscent sense. It was perfect fixer upper that hailed to an era of classic ship building best described as old school Greece. She also was capable of bearing arms of war, but in need of a good crew and some TLC. Farther inland, a much smaller ship, the Tender, and her captain Kedrith Wynn, were hired to accompany our growing convoy as a satellite ship, to provide ship-to-ship communication and transport. We come to terms with a 6 month contract, at 200 gp per month. Jabari pays his first month up front, in silver, and arranges for him to take half of our current crews out to the two new ships later that evening, and join them in sailing over to the Buggiba harbor.

Later, as the time for Lex's meeting approaches, the rest of the party goes to his room separately, invisibly, and stealthily to await the meeting hidden in a rope trick inside the small chamber. At about ten o'clock a knock on the door opens to Nemo , the pale man from the bar at breakfast, saying he is here to provide him escape. Lex hesitates, saying he was expecting Ossum. Nemo assures Lex that Ossum is close by, produces a scroll in one hand, reaches out the other, and says to take his hand so that they may go. Sensing an impending teleport, Lex leaps into action, scoring a hit with a phase locking short sword, and the rest of the group follows suit, spilling forth from the hidden rope trick. Evagarra spots the invisible Ossum in the hall, the other, darker man from breakfast   She would track his eventual escape, just before Nemo accepts his defeat when the teleporting Ossum disappears with the scroll as the phase-locked Nemo is left behind. Questioning ensues, as Carlo and Marco offer his life and meager provenance for the truth , and the whole truth behind their plots and plans. He accepts, and begins a couple hours worth of tales, albeit truthful. He reveals a new name, Sarru-Dairi, the Egyptian family of minor nobility that is most aggrieved by our inadvertent plundering of the the merchants Ingoll. When pressed, he admits to their plans to sink our two ships, the Algiers and the Bonded Mind. We decide to walk him to the docks, but are met by our crew in the courtyard, who confirmed his gloatful tale, and report that the Algiers is sunk in the harbor. Living up to our word, he is spared with his life, a dagger and 100 gold. His equipment is forfeit (and will be detailed later) and we hasten to the docks. Lete was able to prevent the attack on the Bonded Mind, but the Algiers was subject to a passwall spell that allowed the waters that sank her into the hull. Carlo would not allow her to sit in the harbor, however, and used his prodigious talents to lift her, spilling the waters from the same hole. The paswall was dispelled, and she was gently sat back upon the waters, in need of repairs from exposure, but afloat.

Thursday, September 26, 2019

Malta 55

We pick up separated, but planning to reunite in the morning at the Gypsy's Heart. Lex maintained his disguise and finally met with Pennyworth, the halfling contact we were hoping would lead us to Ossum. Prior to the meeting, the group of us had been directed to meet in the Museum, a room we had not yet had the pleasure to explore. Here we met with the fire captain, where we made a plan to walk in for breakfast while Lex and Pennyworth had their face to face. It worked perfectly, creating a lot of pressure for him to promise to contact Ossum on behalf of the disguised Lex. Lex hid upstairs in his room, poisoning weapons, and waited many hours for the halfling.

Meanwhile, Carlo and Jabari went about town to to the dog races. Not much happened here, just the rekindling of friendship. Later in the evening Lex had received a message that Tabu was willing to meet, so we planned a midnight rendezvous to see him. We entertained ourselves with dinner, and accepted a couple of private gambling hall invitations to pass the time.

The first was with the Bohenist daughter, our first time meeting. Long story short, she wished to for all align herself and offer financial support toward our "war on Egypt". She has her fathers trade contacts and vast fortune to offer. We came to terms, and formed The Blue Diamond Trding Company. She offered a magnificent purple gem (10,000 gp) and a handful of navigational charts and regional maps revealing a number of trade routes. She claimed to have as many as 20 cannons and munitions to supply our ships with. She was very eager to throw her youthful energy, as well as her blade behind our endeavors.

Although it was beginning to get late, we accepted a gold encrusted mysterious invitation, and were all delightfully surprised to be welcomed into a private chamber hosted by high priestess Kakakombi, of Dis Pater. She was warm, and welcoming, wishing to meet her saviours. We spoke of our commitment to Bugibba as a home base. We told her of our new partnership with Bohenist which pleased her greatly. We offered a tribute to the church of 500 pounds of Egyptian gold treasure, which was so well received that it earned Captain Jabari the pleasure of her company thru the small hours of  the morning. It also earned the Blue Diamond Trading Company preferred dock status, flags of port, and warehousing.

Tabus meeting was a little different. He told us about Nemo. He admitted his position in Bugibba was compromised, and he wanted a position in the Boxer organization that we had all been building. We all liked it, and agreed to try to support him in a move to Selmunett island. His buy in was our choice of any two ships in his harbor and a crate of 20 bird feather tokens to communicate with him. This bought him a top lieutenant status, and there were ships available that were capable of being outfitted with cannons !! He also agreed to try to take a meeting with Nemo.

All of that made for a long night, and we retired.  The newlyweds back to the bed they were enthusiastically wearing out; lex to his "paranoid hideout room"; Carlo  to his pervasive contemplation; captain Lete to the Bonded Mind to keep watch over the most gold he'd ever owned; and Captain Jabari to the arms Kakakombi and every pleasure the flesh doth surely hold.

Monday, September 16, 2019

Malta Session 54: Introduction of Staser, Travel to Bugibbba, and The Murder of Ahumm

We begin this weeks session on the Bonded Mind on our way to Bugibba on the northern side of Malta. Sailing, we marvel at how well maintained the ship is while our characters are out adventuring and getting into trouble; and, quite frankly, the Bonded Mind appears to be in the best shape its ever been. There seems to be an emphasis on cargo space and shipping enabling us to carry- in secret- 2 extra tons of treasure... ahem.. cargo (hopefully from Imengara .. Lex).

But before our departure Domveris was present to see us off from Dingli and with him Staser a fellow elf. Acting on our desire to acquire more ships and Staser, ‘a neighborhood cousin’, boasted to be a talented sailor and might we consider him a worthy captain should our characters acquire more ships. Staser admits to being wanted for piracy in several ports but simply asks for a chance, and offers to sail with us. He’s never had his own ship but has served as Captain in the past. It soon occurs to Marco that Staser is actually Domveris’ brother who is very interested in getting out of town- and Domveris is likewise enabling an avenue to Staser’s egress. Staser calls himself a sea-ranger and can sometimes speak to sea birds and albatross. He could be a likely fourth captain, should our characters be in need of one in our proposed trade routes to Tripoli, Italy and Carthage.

Back on the Bonded Mind we anchor just in sight of a small port Turiru to make the first Imengara’s cargo, minerals from the desalination process at Dingli and various usable tools. The delivery is completed most uneventfully, but when we make the turn to the NE, our characters see that there are a number of ships broken and half-sank, most look burned and busted by cannon fire. This adds some time to our journey maneuvering through the wrecks, Jabari notes that Staser is anxious to get involved and call the shots, but struggles to not interfere. However Jabari offers Staser to take temporary navigation duties while Jabari performs an aura read. Jabari dose not receive any negative feedback from the elf.

Staser calls out some orders and speeds up our passage through the eight broken ships but then looks to us and remarks on the ship wrecks- that these ships will not remain unsearched for long. Someone is bound be to curious. Our characters drop anchor while everyone save for Marco, prepares to get closer looks. Lete gives Marco an old potion of water breathing in case of an emergency.

The first thing we notice when we get into the water is that the water is murky and unclean. The first ship wreck we search takes us about 30 minutes and doesn't yield anything beyond normal trade items. Eventually our characters put-down some aquatic undead, but no serious threat. The next ship however, large blue-grey undead fish come to attack- and again we destroy them. At the next ship, Lex will begin to detect magic and all of us feel the ocean water become colder as we near an Egypt ship.

Darkness, death and decay are on display as we confront an undead gnoll and an likewise undead Egyptian. While Stacer states a dark haired Knight on a hippocampus flew close enough to identify our ships as we investigated under the ocean surface.

Back on the broken ship our characters kill the Egyptian mummy lord and the gnoll mummy to find the ship cargo is primarily Egyptian funerary items from gold sarcophagi, family heirlooms, as well as gold cloth and gold coin. Our characters spend the rest of today and the next removing the Egyptian funerary items including 22 gold masterwork Egyptian statues that our characters have been familiar with since nearly the beginning. Most of them being of Bast and Set.

About five hours into our recovery, our crew spots two ships in the south a distance away; however with the late hour these two ship will likely anchor before attempting to traverse the ship graveyard. As we work Carlo takes a closer look at the rest of the ship: one of the other ships, The Sea Hunter is from a near by rock and likely a pirate vessel. A different ship Pazuzu’s Scourge is a Carthaginian ship. Carlo eventually comes across a sphere, black and roiling with dense energy that is holding the Scourge down.

At dusk our characters see a mysterious commotion from from the Pazuzu’s Scourge, it is then our characters decide to heal up.

Meanwhile as the dark approaches our characters observes the two ships have anchored about an hour away. Carlo, Lex, and Jabari head over to Pazuzu’s Scourge where they will discover the aforementioned ball of energy gone. Remaining are various mundane items from Carthage, about 2,000 worth for the crew, and Jabari find some gemstones for spells. Gone were identifying marks, maps and manifests.

The next morning our characters see the two ships in the distance have pulled anchor and sailed around the ship wrecks, and after about a couple of hours our characters arrive in Bugibba docks.

Several sailors will hail are greet us. Immediately we see less of a city presence on the docks and more workers. There is a ship here that reminds our characters of Pazuzu’s Scourge in design along with another Carthaginian ship- this one is the Spectral Servant. This along with many other ships that have seem to be anchored or abandoned.

From here we leave our ship behind and head into Bugibba and the Gypsy’s Heart. Soon enough Marco notices a man standing alone near some shipping crates who, while nearly everyone else was regarding our characters, this solitary man did not. He wears studded leather and a light crossbow and simple weapons of average height and weight; Marco wan uncertain of this individual was a man or woman.

Just a Marco makes a move to approach the individual, he or she suddenly disappeared followed by dull noises from the crates. Macro gives a short chase but loses the individual in the crowd towards the docks.

At the Gypsy’s Heart, we arrive to a small amount of fan fare to those who recognize us. Lex receives a message on the sly from an employee from Metas who informs Lex Metas has traveled to Ghallis Rock. Food is delivered to our premium rooms and after finding out how tired we really were our characters take an early leave from the day.

About two in the morning Lete is awoken at my Stacer who tells him something terrible has happened. After getting the party together, Stacer tells us that Ahumm was walking the docks and was killed. He was found by a two of our own sailors. The same two sailors Jabari was told to watch.

We immediately leave the Gypsy’s Heart and head to the murder scene that happens to be close to where Marco saw the individual standing on the crate. When we arrive we see all the blood and four broken and poisoned crossbow bolts and see where the body was. The amount of blood and the indication of poison lead us to believe the murder was savage. Jabari object reads the bolts and sees from the point of view of one of the murders where he witnesses Ahumm being distracted by a woman as a crossbow comes up to Jabari’s field of vision. The crossbolt pierces Ahumm’s skull. Then a number of other shadowy individuals descend on the poor Ahumm cutting his throat and flaying him open as a final individual comes in with a ceremonial blade to steal Ahumm’s heart. When Jabari comes free from his vision he is left with the impression there were five assailants.

Seeing more than enough our characters decide its time to talk to these to concerning sailors: Rileld and Ightdrau from The Algiers. We wait for them in presence of Ahumm’s body.

Jabari opens by asking how they found Ahumm: Ightdrau replies that they were done for the night so drinks and entertainment was in order, but when they saw the blood they knew something terrible had happened. Ightdrau says he stayed with the body while Rileld went to the ships for help. Q: Anyone know when Ahumm left or where he was going? Ightdrau says no but Rileld says he left about a quarter hour before the two of them. Jabari, now curious of the origin of these two, ask where they are from: they are both from around Sicily. To Carlo, Rileld looks very uncomfortable.

Rileld claims to be trying to find a friend in Bugibba and send a message to Gypsy’s Heart. But when Jabari takes Ightdrau aside that was when Rileld breaks into a run. Lete slows him down with a tanglefoot bag before Carlo trips the man. After having him surrounded Rileld admits to making contact with Ossam to tell him we had finally arrived in Bugibba.

Ossam was curious about what we did at Selmunett island and described events Ossam was a apart of and relayed stories of our adventure prior to Rileld joining our crew. Ightdrau didn’t take the money however, but while we question Rileld Lex studies his facial features and ticks to disguise himself. Jabari makes Rileld describe how he reported all of our characters to Ossam. As well as his contact was a halfling bartender at the Gypsy’s Heart.

We decide to let the crew decide what happens to Ightdrau and Rileld with Lermang, now first mate, as arbiter. The crew takes them into custody and decides to spare their lives.

Evagara and Marco return to the Gypsy’s Heart as the rest of the characters say behind at the Bonded Mind; Lex however takes on a disguise and heads to Gypsy’s Heart well after Marco and Evagara.

Lex finds himself at the Giraffe’s Respite where he asks for the halfling bartender. After a time Lyeadaldbelo walks in to try to calm the disguised Lex down. Soon they find themselves in a private room where Lex drops his Rileld disguise. Lyeadaldbelo begins ask Lex identifying questions to ensure all is well and all are who they say they are. Lex tells him what has recently happened and that we can talk to the halfling in the morning. Meanwhile Lex gets a message from Garamaldi that he too is at Ghallis Rock and Lyeadaldbelo will try to gather answers. 

Sorry for the late post. 

Tuesday, August 27, 2019

Malta Session 53: Interested Parties, A Couple of Knights, and Acererak

We begin this session on the deck of the Bonded Mind accompanied by the individuals we saved from the Egyptian Imol salvers, set for Dingli.

Earlier that morning: Carlo woke to a note from Stewart that he will be gone for a few days. Carlo only wished to prosper more relations between the monks and ‘his’ people and left word accordingly.

Carlo and Marco spot one of the Knights from Dingli flying towards the canal; Carlo notices that the rider has dark hair and a dark cloak and is not an individual our characters have interacted with.


It takes our characters some time to anchor due to the influx of new traffic into Dingli harbor. Several people can be seen working on various ships as well as the bustling docks; some vessels have seen battle along with anxious crews relieved to be at a port.


Eventually we spot a striking elf with a long mane of silvery hair wearing what looks like a mithril robe, a fantastic crown with his hair woven into it, and a rapier. He introduces himself as Domveris Eglor, the Knight of Coin. He says he has heard of our mercantile endeavor and says we should all talk. Our characters arrange passage on the lifts and to the Barn to meet Domveris.


When speaking with some of the crew of our other ship, Jabari gets a feeling of superstition and wariness as while they have not experienced battle, they have certainly been witness to it. Example being the Dark Gorgon; but even the other night there was a fast moving ship in the darkness that operated with efficiency and swiftness out near Fifla. Whispers and rumors of concern have spread about since it was spotted. Jabari arranges for each crew member leave for a not meal at the Barn with hopes to relieve the tension.

Domveris Eglor

Jabari also learns that while the Bonded Mind was berthed here there was a large amount of interest taken with the ship, the same individual came to the ship more than once, maybe a Spaniard, maybe a Egyptian. Jabari believes he saw this individual at the Barn before- the one seemingly very interested in Lermang; which, after some additional conversation, is the same man who tricked Evagara.

Eventually our characters arrive at the Barn our characters arrive to a pig roast Gunred Vuggel has slain two dire boars and has caused some excitement. As Gunred tells the story of how he killed the two dire boars, more people arrive and leave.


Everyone save for Carlo, experience the uneasiness of being watched- at different times throughout the next few hours; some magical scrying effect.


Once inside the Barn our characters find Imenagara Tetarta Master of coin as well as Domveris Eglor, the Knight of Coin. Lete immediately attempts to turn on the charm with Imenagara, the gesture seems well received. Nevertheless, more concerned with Evagara, Imenagara asks her well being and hands over a scrolled up note.


The scroll is a dossier of two individuals interested in our characters- a man named Ossam an Egyptian wizard warrior, or magus. The other one is named Nemo (also in the same post). Less is known about this individual but he is well connected and protected.


Our characters proceed with telling the two Knights of Dingli our character's encounter with the giant drow as well as the fact Lex lost his life during the encounter but was revived; Jabari relays our story from the return to the underdark cave for round two as well as returning to Dingli with the head of the giant drow, and the leading message from Evagara to Filfla including the fight with the were-creatures that got away.
Imenagara Tetarta

Domveris says to Imenagara that she must tell us….so..  Imenagara reveals to our characters about  Abushamon as well as the Knight of Death that they are Egyptian sympathizers and are in league with the drow. Abushamon visits the temple of Hades regularly and has stood in the way with dealing with the drow as well downplaying the drow threat. Abushamon's lusts to rule. Our characters end up settling an argument between the two about the existence and involvement of a diabolical imp.


This was a lot to speak about and talk wanes to mercantile trade of foodstuffs and Malta routes that can be arranged now that Malta is unified against the Egyptians.


We conclude our conversation with the two Knights but Lex is held back for a moment while the rest of our characters retired for the night. Imenagara tells Lex that she wants in with his endeavors. Her inquiries into our group led her to talking some friends in Paola. She understands Lex can move cargo for the organization and she wants a cut of the action. Lex seems agreeable. Imenagara tells him the master of Tombs is an ally and can arrange long-term storage. She tells Lex there will be goods waiting for delivery at their convenience. Lex dropps his disguise and reveals himself as a Fetchling and how it may help them in times to come.

Our characters learn The ones we turned over to the sky knight are held for trial for today.


The next morning Jabari will examine the VH sword as well as the arcane staff. 

Acererak
(Jabari is struck when Marco brings out the VH sword that the sword and the priestess’ arcane staff have been together before…)

With eyes rolled back Jabari begins to spasm for about a minute; in his mind Jabari has a flash back. He sees an individual holding the VH sword with a group of adventurers who are in some dungeon. To his horror Jabari sees on a cliff a massive Crystal golem. The VH wielder stays kill the golem. Then over head a creature (Acererak) holding a staff and using divine magics. Jabari sees the golem also has a staff, however Acererak’s staff looks like a greater version of the staff Jabari holds. Eventually the golem is destroyed and Acererak screams as Jabari sees Acererak phylactery held by one of the party members.


For the next hour Jabari will experience free-writing in the answering of questions. What are the properties of the sword? Having achieved its purpose, it has returned to it’s normal state. The vision was when the Evening Isles were still intact but not on what is now known as Malta. Was the creature destroyed when the phylactery was? People believed, it but was wrong.


Then another vision… .the moment the phylactery is destroyed. We learn that Acererak put himself in the staff which can still serve as a phylactery. The staff can be destroyed for weal and woe. Who is the name of the sword’s crafter? Van Helsing and he or his descendants have wielded the blade over the coarse of history. What was the sword meant to kill? And gets a vision of bats (perhaps vampires?). Is Acererak watching now? Unknown but he is confirmed as an Imol Egyptian.


Evagara observes that if Acererak is an Imol then our group is a threat to his family. Our characters turn our attention to Acererak’s former phylactery, the staff. Jabari attempts to burn it with oil and a magnifying lens. The process blackens the staff but it remains- actually revealing further the arcane symbols on its surface better. One of the markings means the 'City that Waits'. Another symbol: Tomb of the Nine Gods. Lex realizes this staff is a cypher and the symbols are answers. Another symbol is a medusa. The staff is a key or the answer to something.

Our characters resort to storing Acererak’s Staff in Lex's bag of holding.


We plan on two days of downtime before we set sail to Ghallis Rock.


The merchant Misrah Ghar Kbir reaches out Lex later that night and informs him an individual from Ta’Tabibu sent items down from Bugibba: scrolls, potions, and wands; a couple of rings, and the offer of a couple of ships. Lex sets him up with (2) 250 diamonds in return.


The scrolls are divine and arcane 4 spells of every level 1-5 level at the minimum CL level; potions up to 5,000 of healing type; decoy ring, and a ring of curing; wands (2) 3rd level, (2) 2nd level, (5) first level wands. The ships the Blood Prince and the Dread Cyclops have been abandoned in the bay of Bugibba and offers them 20 percentage of trade with Lex.


Misrah also says Ta’Tabibu says an individual that matches Nemo’s description looking for Lex in Bugibba. If Misrah is not in Dingli he can be at Mgarr on Gozo.


We pick up next session with our characters taking the Bonded Mind and the Algiers to Bugibba before setting off for Ghallis rock.

Monday, August 26, 2019

Gazzeteer: The Grotto

 The Grotto is Rock located in square D-2 on the grid. The Rock is formed from the peak of a long dead volcano that last erupted in Antiquity. The island is oblong, about 3 miles wide and 4 miles long. It is encircled by a ring of sharp volcanic rock reefs that lay about a mile off shore, with an opening on its western waters that allows ships in closer to the rock.. The dead volcano forms a natural well that collects rainwater and holds it, but the minerals in the volcano rock are well leached into the water. Many sea birds fly over and drink it, but most people find it unpalatable. The Rock  has been a popular ship moot for generations, especially for Sicilian merchants. Despite the rocky shore and desolate location, three people live at this rock. Though none in particular claim ownership of it, two are permanent residents, while the third is a merchant who still sometimes sails abroad. The reefs are sharp and treacherous to new navigators and captains. There are more than a few wrecks in the nearby waters of ships that took to much damage trying navigate the reefs and sank.

The merchant is a man named Bluath, whose family is a merchant house in Carthage. He managed to acquire a good number of hounds that are descendants of a distinguished breed of Italian greyhounds, piccolo levriero itialiano. They are very fast, and his stables are in Carthage within his family estates. Of course, Italian breeders say he is sham, and his hounds aren't genuine. But his dogs win, at least occasionally, at every track they race. Ever since Moffetta has come to the rock to live Bluath has spent more and more of his downtime here, and over the past couple years called it his home. He keeps a warehouse of sorts in the rocky, slightly damp caves in the sides of the old volcano. The Grotto is where he makes most clients come to complete their acquisition of his racing greyhounds. He is good friends with Moffetta and regards him as a very wise holy man. He likes Zeryph well enough, but is a little afraid of her. Since she has moved here, he has grown a little superstitious.

Moffetta found this rock a little more than 15 years ago, and has called it home ever since. He spent his younger years as a ship spellcaster for the merchants of the port of Tripoli. A druid by class, he finds the old volcano a very spiritual place, and loves it fiercely. He genuinely likes Bluath, and counts him as his best, probably onl, friend. His Druidic nature makes survival very pleasant here, and the merchant brings all the comforts one could desire. He regards Zeryph as a wild force of nature.  He gets along great with her, but finds her very strange. He is amazed by her powers of divination and sight and happily provides her with food and water, and companionship. He lives in a magical grove he creates with his own magic every day, the only respite from the sharp, rocky volcanic substrate this rock was crafted from.

Zeryph is relatively new, coming here to live a couple years ago. She claims to not know how old she is, but she appears to be a dark skinned woman of about 30 years. She has the classic look of a wild woman witch, but she is, in fact, an oracle. She doesn't ever remember not having mystical sight that allows her to see the world of sprits, the mysteries of the oceans, and the tides of time. She is troubled by a very recent event that she still hasn't grasped the full extent of. Not long ago she fell victim of a sleepless 3-day fugue. During the entirety of this fever she was locked in the throes of The Sight, mystically witnessing the release of thousands of wretched prisoners from a jail older than the present age. Her spirit was touched and viewed upon by every single wretched prisoner that erupted from the ancient well she watched, the mouth of the ancient watery prison that lay at the deepest floor of the ocean. She was different since she woke from the fever, even Moffetta knew tat for sure. She knows she is more powerful than ever before, and she knows it is in a different way than her oracle class would grow. She likes Moffetta a great deal, and occasionally takes him romantically. She is friendly towards Bluath and delights in teasing and terrifying him.  She lives by herself in a cavern in the side of the volcano on the opposite of where Moffetta and Bluath live.

Tuesday, August 20, 2019

Malta Session 52: Full Moon Night, Were-Creatures, and An Entrance To The Ways

We begin this weeks session examining the items off the Temple of Hades (and the Golden Medallion) when Jabari begins to feel sickened and suspects the quarterstaff gained off the priestess. The staff is stout and a very old with arcane markings. Several of our characters as well as Evagara examine it and each agree it is an item of antiquity. Our characters note it as we decide what is helpful to our characters and what will further our mercantile efforts.

Our characters return to the Broken Moon Monastery around midday, but about midway back a few of us notice a couple of ships out on the southern horizon, however none of us see details. Some of us use the day as downtime, while Jabari examines the necromancer's spellbook. A name, Acererak stands out from spell book upon examination while Lermang and Marco watch the horizon and looking for those ships. This until the full moon ceremony.

Later that night at the Full Moon ceremony, our characters find the monks dressed in fine lose-fitting clothes; the area definitely feels different like we are at higher altitude. The monks perform a combat opera until the full moon reaches a certain point in the sky filling the broken moon on the observatory. It is then our characters begin to feel lighter off the ground and where the moon finally fills the broken medallion on the monastery, strange images being to materialize. It is Evagara that realizes this at one time was a portal to the actual Moon.

The formerly stoic monks are now at ease and seem to be thoroughly enjoying themselves and excited our characters are here to witness their celebration. The ceremonial and effects last into the late night and early evening.

As our characters make our way to our living quarters, a few of us hear what sounds like a wailing coming from the direction of the Temple of Hades. 

This piques our characters' curiosity and we begin to make some preparations and take to the air towards of the Temple ruins. At about 100 feet out, those of our characters who can see in the dark, spot two animal like humanoids- werewolves, as well as other individuals (Egyptians) who seem to be running from the temple. Then waves of bats erupt from the temple lower levels and as they do they appear to be growing in size. Our characters eventually discover the Egyptians were running from wererats.

Our characters quickly kill the werewolves and half the werebats. The wererats escaped but it is our character’s intention to explore the Temple undersides and after a time our characters come to an area that slopes down where it was rumored to lead to the Underworld. We find evidence of dried blood along the way but no other sign of were-creatures.

We continue despite the danger of the Underworld and eventually begin to feel a change in the surrounding environment. After a time our characters find a chamber with a strip of antique arcane symbols along the wall. In the center is a round patterned spray in the floor with six secret trap doors in the floor. We eventually tie this chamber to the Artificer and is an old as the structure above.

We investigate an inset in the wall to find a passage leading under the chamber and machinery rising out the darkness: old entrance to the Ways. So it appears this area is also connected to the moon and so when the full moon occurs an opening to the Ways opens to release were-creatures upon the world.

Eventually our characters decide to head back to the Monastery and tell some of the monks about the effects the full moon has on the Temple of Hades; eventually we make our way back to the building we have been staying at. When we are there one of the physic community tells Carlo of a vision he had and that was our characters in the underchamber and the entrance to the Ways. Tal then joins the conversation and states that Kella was once interested in the Ways and is possible she feared lost. Carlo mentions that one of the wagoners was last at the Temple of Hades.

Our characters take a well deserved rest and pick up with Carlo meeting with Stewart and investigating the VH Rapier and the quarterstaff from the priestess, as well as taking the seven prisoners to Dingli after two days. 

Thursday, August 8, 2019

Malta Session 51: Monks of Filfla, A Gifted Community, and The Attack On The Temple Of Hades


We begin this week's session with our characters arriving at the Resting Moon Observatory with Stewart greeting us correctly assuming we have many questions. He leads us beyond the observatory and to the monastery along the uneven rocky ground left over from previous ghostly structures.

Stewart opens by answering the unasked question- the monks came here about 100 years ago and since have utilized this space for training and daily living. As he spoke Stewart seems at home with the monks and admits, at length that he thought he was dying Filfla but awoke at this place after an unknown length of time and after acclimating to this climate he eventually recovered. 

Stewart continued. He maintains there were others that were drawn here, and speaking to Carlo there are many more of ‘us’ than previously thought. The monks here have been more than accommodating; furthermore none of the monks tolerate the Egyptians or the slavers. This is how they ended up finding Evagara quite by accident. Stewart says it was the Imol family that targeted Evagara. He continues and says the Monks will have our characters but expect more trouble from the Egyptians. 

Evagara describes an individual Jabari remembers having seen before. 

Carlo eventually comes to realize that small communities have formed here consisting of the Jailer's refugees and that no harm shall be raised between their kind. Tal, who was also with our characters, mentions to Carlo there are other Borg here. Tal Borg is the first to come to greet Carlo and Lete with crystals fashioned into rough shapes. Token gifts of appreciation. Tal leads our characters around sharing stories including how Tal was lead here. Carlo relies the unfortunate news of Elsar and her companion passing and how they were killed. This effects Tal greatly and says Perhess would want to hear this information.

We are next introduced to Dynel, a woman named Baneld, and Rakmir who looks Egyptian but was among the Jailer’s many victims. Conversation is casual but eventually Rakmir asks if our characters will be staying for the full moon tomorrow night; it seems Rakmir does not think before he speaks and seemingly spoke out of turn or without authority. Carlo agrees enthusiastically and admits to be curious about the island. 

Eventually we are lead bast scores of other individuals, the beginnings of a community when eventually Stewart excuses himself as Tal takes our characters to Perhess. Tal talks about other creatures that have taken an interest in this place and there are possibly two reasons for this: someone already here affected by the moon or another possibility is there are others on the unique island- either one of the monks or a cult.

Tal takes us to a narrowish building and casually knocks before a tall individual answers the door. Perhess is slender, tall as mentioned with mayhap a little elven blood in his ancestry. We make introductions saying where our characters been and where we are all from. He seems mildly surprised to see us but Perhess has heard of Carlo before. It was Carlo who relays how Elsar and the other individual was found. Perhess seems concerned and explains that since the destruction of the Plank and the portal every full moon has brought the discovery of a dead mutilated body.

Since his travels from Birzabugibba he too discovered a body and something purposefully opened the skull. Carlo says the Master of Tombs has welcomed people of their kind in their conversation.

Eventually Lermang comes in and retrieves Jabari concerned that come of the terrain here is foreign. When pressed Lermang says it may be stone from somewhere else. Lermang leads Jabri to a strange cactus shaped ferrous material that looks like it came up from the ground. Lermang then takes Jabari to another example of strange terrain and how it occurs that these strange stones came from above and not below. Jabari touches the stone and sees faint visions but no new information.

Back at Perhess, he says he will inform the monks of our stay and eventually learns the people have segregated into groups with complementary skills to develop a structured community using a chronicler. Usually after the full moon they wish to have a meeting to address common issues with attempts to reach out to other individuals transitioning to this place.  

With the late hour fast approaching, Tal will lead our characters to the monastery side that is closer to the Observatory to find the monks stretching and cooling off after a day of rigorous physical activity.

Nyth
We then soon introduced to the Abbot Nyth, a firbolg who moves with great tactical efficiency. He greets us and immediately takes a liking to our characters because we like to kill Egyptians too. He leads us around and eventually a music auditorium where our characters learn every monk learns to play an instrument. He invites us to attend the ceremony tomorrow night and learn there are upwards of 50 monks here.

Lete asks about the training grounds and Perhess invites Lete and Carlo to come at first light of the new day to train with them. Zidel will be Lete’s instructor. Marco inquires about some cross training and Perhess will spar with Zidel before the Moon Celebration. Zidel is a Dingli man and is described as one Perhess’ best students.

Jabari inquires and learns the Imol Egyptians have an interest in the Temple of Hades and knows of only the  Imol woman is the only cleric of Hades that attends the Temple, but have heard of others there as well. It is possible the ones that retreated to shore with their prisoners and may of gone to the Temple of Hades.

Chamber time comes early for the monks- 8 pm, and soon our characters are left to our own devices. We find an empty building outside the monastery and take our rest. However Carlo is a minor celebrity with the physic folk so it is later when Carlo gets to rest. Carlo gets a handle on the power level of these individuals and realizes he is easily the most powerful physic individual here although Tal has come along way since last Carlo saw him.

Rest is comfortable and early in the morning Carlo and Lete meet up with the monks. Lex’s post occurs tonight and is back in the morning.  

We eventually meet the 6’6” tall Zidel who proved to be strong and difficult to get leverage with. Carlo and Lete train until midday meal which happens to be when the party wishes to investigate the shore to look for possible slaves from the Golden Medallion.

While we are training Jabari and Lermang spend more time investigating the strange rock and metals that are not native to Filfla trying to map out the area. However after mapping it out it appears that some of the rock is a radius around the temple as if the broken moon at it's top was once whole.

After the midday meal our characters make our way down to the shore to find eight row boats as well as several small groups of individuals, some minding their own business.  A couple of individuals take out one of the boats, another couple are seen pulling one of the row boats onto shore; while another few look to be enjoying the shore. We don’t see any ships in the immediate area.

Our characters follow Lermang’s lead and find two sailor messengers looking for the same place we are. They too are looking the temple- "a priestess and a wolf’s head." Lex attempts a slight of hand and pulls out a handful of messages from one of the messengers. One of the messages have the Imol symbol as well as a few others with unrecognizable symbols. The other messenger seems to work for a specific individual- possibly Davos.

Lermang calls us to a halt as we come to a narrow passage that slopes down at a 75 degree angle with Egyptian slaves guarding the temple grounds. Approaching closer our characters see several individuals preparing for the full moon, we also hear sounds coming from the temple. Lex and Jabari get closer still after some additional spell casting.

The temple is a pillared open-air structure containing a dozen individuals with hooded slaves kneeling around an altar in front of them. Among the dozen, Jabari identifies the Imol priestess who anoints the prisoners one by one as she removes the hoods from the docile prisoners.

We agree to a surprise attack, so while Lex and Jabari wait for the rest of the characters to catch up they overhear an ominous exchange of conversation. “What’s the most successful you have been with the gift? I’ve had 3 in one cycle. And the rest? We usually give them to the necromancers.”

Lex easily and quickly kills the Imol priestess while the rest of our characters split up to attack mercenaries and Egyptians. Eventually our enemies surrender while Lex slays the mercenary necromancer.

We save seven of the prisoners and gather items off the defeated opponents heading for the shore.
We gain our 10th character level.

Off the priestess: cloak of resistance +1 (Ahumm), light chainmail +1, +1 crossbow with 20 +1 bots, +2 inspired headband (Ahumm), pearl of power 1 st level (Jabari), ring of protection +1 (Lermang), 500 gp onxy gems.  160 gold of silver dust.

Necromancer: +1 quarterstaff, lesser silent metamagic rod (Jabari), wand of animate dead 10 ch (destroyed), amulet of natural armor +2 (Marco), ring of protection +1 (Ahumm), cloak of resistance +2 (Lermang)

2 dead Egyptians: (2) +2 bladed weapons (Lete/Trade), (2) ring of counterspells (Jabari/Evagara), 4 potions of CSW (done), +2 mithril chain shirt (trade)

Mercenaries: (10) adamantine weapons, (11) composite longbows (+3 str), 50 +1 adamantine construct bane arrows, 50 adamantine arrows (Lermang), (5) scrolls of cats grace, and 5 scrolls CMW (Jabari), (5) +1 chain shirts, 1 random magical item roll…

Randomness: Ring of spell knowledge II (trade), +2 mithril chain shirt with a +2 SA (Marco), serpent belt greater (Evagara), rod of cancellation (Lex), +1 weapon (trade)