Wednesday, January 28, 2026

Session 03 — Those Who Have Nowhere Else, Location Mansour Holdings Alexandria Storage


 

Session Overview

Session 03 marks the moment where power stops being accidental.

With David sidelined by a sudden and unnatural illness, the party advances into Alexandria without one of its anchors, stepping deeper into the consequences of the Storm. What begins as an inspection of Tariq Mansour’s warehouse holdings becomes a layered revelation: the city is waking, artifacts are responding, and people changed by the Storm are being hunted for daring to exist.

As Clausius engines come online and power returns to the city, dormant magic stirs in response. Warehouses once thought inert awaken. Objects once collected as curiosities reveal purpose. And the party discovers that ownership is irrelevant. What matters now is who answers the call.

The session’s emotional and thematic core lies not only in the refugees discovered beneath illusion, but in the Warehouse of Wonders itself—where ancient intelligences, divine symbols, and mythic burdens choose their bearers.

By the end of the session, the party is no longer reacting to the world.

They are being recognized by it.


The Story So Far

Session 01 revealed the leash.
Session 02 revealed the hunting ground.
Session 03 reveals collateral damage.

Magic did not return cleanly. It returned selectively. Some were elevated. Some were broken. And some—perhaps most—were left with powers they cannot control and nowhere safe to stand.


Major Events & Key Moments

1. Opening Scene — Power Returns to the City

The party arrives at the Mansour Holdings Alexandria storage complex mid-morning. Two Clausius engines are delivered and activated, restoring electricity to surrounding districts for the first time since the Storm.

The activation is not subtle.

Power restoration sends a ripple through the city—lights flicker on, systems hum, and arcane energies respond. Artifacts across the grounds awaken in sympathy. The city does not merely regain power.

It remembers something it used to be.

Clausius Engine

2. The Warehouse of Wonders — Ancient Things Stir

Within Tariq’s antiquities and relics storage, the party enters what quickly becomes known as the Warehouse of Wonders.

Here, they encounter artifacts that are no longer dormant:

  • A sentient skull identifying itself as Maximus, functioning as a weakened phylactery of an ancient intelligence. Provides Aid Another to all skills for The Pharaoh currently
  • An Oracle, capable of insight but demanding context, intent, and restraint
  • A Thoth-linked tome, bound in hieroglyphs, reacting to proximity and will

The skull attempts subtle mental contact. The party resists, establishing early that consent matters—even to ancient things.

Maximus

The Oracle confirms what the party already suspects:

  • The Storm reactivated long-dormant networks
  • Artifacts are not random
  • Some items wait for the right moment and the right people

These are not tools.
They are relationships.

3. Rite of Choice — The Ankh and the Belt

During this exploration, Rana Al-Masri experiences a moment of recognition. A divine symbol responds to her presence, and she is granted the Ankh—not as a weapon, but as a responsibility.

The Ankh represents:

  • Life preserved, not taken
  • Healing chosen, not imposed
  • Mercy that still carries consequence

Recognizing the weight of what she now carries, Rana makes a deliberate choice. She passes the Belt of Giants to Yusuf Khalid, trusting him to bear its strength responsibly.

This exchange marks a subtle but critical shift:

  • Power is no longer hoarded
  • Roles are emerging organically
  • The party begins assigning guardianship, not just equipment


Antiquities & Relics

4. Major Conflict / Quest Advancement — Illusions Break

Attention shifts to a nearby humanitarian warehouse showing signs of damage and strange activity. Initial inspection suggests squatters or refugees. A worker’s confusion raises a chilling question:

“Has that building always been there?”

Using artifact-enhanced perception, Tariq pierces the illusion with his Ring.

Inside are approximately thirty refugees altered by the Storm:

  • Some partially phased from reality
  • Some physically transformed
  • Some unable to control their abilities
  • Some hunted simply for being detectable

The illusion was never meant to deceive authorities.
It was meant to survive predators.

5. Revelation — The Dragon Men

A spokesperson emerges: Hassan el-Shafiq, a former night guard employed by Tariq before the Storm. He confirms what the refugees fear.

They are being hunted by figures known as the Dragon Men:

  • Predators who detect power use via telemetry
  • Active primarily at night
  • Using Warehouse 10 as a processing site
  • Taking those who trigger detection

Power creates a signal.
Signals invite collection.

6. Ascension Moment — The Pharaoh

Facing panic, Tariq steps forward wielding the Rod of Command. Through symbolism, emotional control, and artifact resonance, he calms the refugees.

For a moment, authority crystallizes.

Some bow.
Some weep.
Some simply believe.

The title spreads among the refugees without prompting:

The Pharaoh.

Not a claim.
A recognition.

7. Ending Beat — Choosing to Stay

The party makes its choice:

  • The refugees will not be abandoned
  • Temporary shelter will become relocation
  • Aid will be provided openly
  • Warehouse 10 will be confronted

Rana begins medical care and planning.
Yusuf prepares for violence.
Tariq commits resources and protection.

David is summoned.

Night is coming.


Character Spotlights

Rana Al-Masri

Rana becomes a bearer of divine symbolism, receiving the Ankh and choosing compassion without naivety. Her decision to pass the Belt of Giants reflects maturity, trust, and leadership rooted in restraint.

Tariq Mansour

Tariq transitions from collector to steward. The Warehouse of Wonders responds to him, but it is the refugees who name him. Authority attaches to action, not wealth.

Yusuf Khalid

With the Belt of Giants, Yusuf becomes the party’s physical bulwark. His role clarifies: protector, enforcer, and shield for those who cannot defend themselves.

David Hassan (Absent but Central)

David’s unexplained illness underscores a pattern: proximity to power nodes and artifacts carries hidden costs. His absence heightens the danger of what comes next.

GM Notes & World Narrative
  • Artifacts choose bearers as much as bearers choose artifacts
  • Divine symbols carry obligations, not alignment
  • Refugees are the most common outcome of awakening
  • Visibility invites predation
  • Leadership is being mythologized in real time

Loot, Clues, & Reveals

Items Acquired or Reassigned

  • Ankh bound to Rana Al-Masri
  • Belt of Giants transferred to Yusuf Khalid
  • Maximus, a sentient skull-phylactery
  • An ancient Oracle
  • A Thoth-linked tome

Clues Found

  • Telemetry-based detection of power use
  • Warehouse 10 as an active predator site
  • Artifact resonance linked to Clausius engines

Reveals or Twists

  • Not all awakened survive
  • Authority is forming around the party
  • Mercy has consequences

Active Plot Threads

  • What are the Dragon Men exactly?
  • Who controls Warehouse 10?
  • Can refugees remain hidden once power is used openly?
  • What price will Rana pay for carrying the Ankh?
  • How long before Sawiris notices what just awakened?

NPC’s along the way

Post-Storm Refugee Types (Warehouse Community)

These people aren’t “superheroes.”  They’re survivors of a world that changed without warning.

1. The Flicker Sleeper

Falls asleep and phases a few inches into the floor or wall. Has to be gently shaken awake before they sink too far.

2. The Static Child

A young kid whose emotions cause nearby electronics to spark or reboot. Terrified of hurting people by accident.

3. The Shadow Twin

Their shadow moves independently when they’re stressed, sometimes pointing at things before they notice them.

4. The Gravity Leaner

Walks at a slight angle, like gravity pulls them sideways. Objects slowly roll toward them when they sit still. 

5. The Glass Skin

Patches of translucent, crystal-like skin that glow faintly when near relics or ley-line activity.

6. The Whisper Carrier

Hears distant voices when touching old stone or metal. Doesn’t know if they’re ghosts, memories, or radio signals from nowhere.

7. The Echo Walker

Leaves faint afterimages when moving quickly. The echoes sometimes repeat motions they didn’t make.

8. The Warm-Blood

Body temperature runs extremely high. Snow melts around them, breath fogs indoors. Hugging them feels like leaning near a furnace.

9. The Still Point

Animals stop moving near them. Birds land. Stray dogs sit calmly. Predators hesitate.

10. The Time Skipper

Occasionally “loses” 2–3 seconds and reappears a few feet away. Thinks they’re blacking out. They aren’t.

 (Memorable NPCs)

Mariam “Mari” Okoye — The Static Child

Age: 8 Origin: Nairobi   Storm Effect: Emotional EM surges

Mari looks small even for her age. Wears oversized headphones (not plugged into anything) because someone told her it “helps.” It doesn’t — but it makes her feel safer.

When she gets scared: Lights flicker,  Radios hiss, Phones reboot, Metal vibrates faintly

She believes: “Bad things happen when I cry.”

She hasn’t cried in days. She immediately trusts Rana, She asks Yusuf if he’s a soldier “like in the cartoons”, She calls Tariq “spark man” because his rings buzz near her

Her power is actually **electromagnetic field manipulation** — insanely rare and potentially vital to understanding Storm energy.

Hassan el-Shafik — The Stone Listener

Age: 63 Former Job: Museum night guard

Storm Effect: Psychometry through structures

Quiet, gentle, and permanently tired. Hassan sits with his hand on warehouse walls like he’s listening to them breathe.

He hears:  Echoes of footsteps from days ago,  Machinery that once stood here, The moment the Storm hit this district

He knows:“This place was used before you woke up.”

Lina Farouk — The Girl Who Doesn’t Cast a Shadow

Age: 19 Former Job: Architecture student

Storm Effect: Light displacement / dimensional bleed

Lina has no shadow. None. Even under harsh light.

Worse: Other people’s shadows sometimes stretch toward her.

She’s analytical, observant, and trying to understand her condition scientifically.

Keeps a notebook filled with: Shadow angles, Light sources, Times of day when things feel “thin”


Next Session Preview

You accepted responsibility.
You took what the world offered.
And now the hunters know where to look.

Warehouse 10 is waiting.

AL-TANNIN


The Alexandrian Storm Session 2

 

Session 02 — No Safe Rooms


Session Overview

Released from medical containment and freshly conditioned by corporate hospitality, the party steps into Alexandria believing they finally have space to think. What they discover instead is that freedom is relative, privacy is fictional, and every decision creates a shadow.

The group establishes a temporary base of operations in a corporate penthouse known as The High House (Per-Aa) and immediately begins testing the edges of their leash. Research into Naguib Sawiris, Orion Global Holdings, and post-Storm anomalies reveals a disturbing pattern: information is not missing by accident. Entire categories of disasters have been scrubbed from public record. Death is everywhere, but attribution is gone.

Personal investigations uncover new threats. Artifact vaults tied to Tariq’s holdings are experiencing unexplained incursions. A megalithic site in Kenya is emitting free energy and drawing fear, warlords, and attention. Medical research hints that not all powers are created equal. Some are awakened. Others are inherited.

The session pivots when David arranges a private dinner with a trusted British attaché. What begins as a cautious information exchange escalates into confirmation that hunters are active, people with powers are being tracked, and Sawiris is feared at an international intelligence level. The night ends with memory alteration, burner phones, and the realization that even allies cannot afford to remember too much.

Morning brings motion. Surveillance is confirmed. Hunters test the party in broad daylight. The group avoids engagement, choosing discretion over dominance, and heads toward one of Tariq’s compromised storage facilities—fully aware that their next move may trigger a response they can’t outrun.


The Story So Far

The Alexandrian Storm awakened magic and destabilized the world. Survivors were categorized, conditioned, and released. Session 01 revealed the leash. Session 02 confirms the terrain: the world beyond that leash is hostile, fragmented, and already hunting.


Major Events & Key Moments

1. Opening Scene — A Penthouse Is Not a Safe House

The party relocates from the recovery institute to a high-security corporate penthouse called Per-Aa (The High House) owned by Tariq. The Penthouse is a luxury provided to various executives and government officials Tariq’s companies do business with.  The environment is luxurious, fully staffed, and completely surveilled. Internet access, communications, and movement are all assumed to be monitored. Comfort is provided. Privacy is not.

Early discussions establish priorities:

  • Avoid immediate compliance with Sawiris’s implied expectations
  • Investigate survivor warnings and encoded coordinates
  • Identify what happened during the missing time
  • Determine how control is being exerted and how it might be broken

2. Major Conflict / Quest Advancement — Information That Isn’t There

Research into post-Storm events reveals a chilling absence:

  • No detailed reports of plane crashes
  • No named flight numbers
  • No wreckage narratives
  • No public acknowledgment of powered individuals

Deaths are reported without context. Disasters are anonymized. The pattern suggests deliberate suppression, not chaos.

Additional discoveries include:

  • Multiple Orion and Aegis & Blackstone board members died under suspiciously convenient circumstances
  • Tariq’s artifact storage facilities are experiencing unexplained intrusions
  • A medical theorist, Dr. Anson Stewart, proposes a division between awakened powers and latent bloodline abilities

3. Player-Driven Chaos — Artifacts Remember

Tariq uses postcognitive abilities on his Rod of Command, uncovering that it was acquired during the missing time at the Catacombs of Kom el-Shoqafa. The artifact was presented by an animated statue and appears to have historical provenance tied to Philip II of Macedon, father of Alexander the Great.

Key revelations:

  • Artifacts bonded to the party during the missing time
  • Separation from these items impaired recovery
  • The group was active, coordinated, and deliberate while unaccounted for

4. The Dinner — Warnings Without Witnesses



David hosts a private dinner with Nathan Blaine, a trusted British attaché and family-level contact. Blaine arrives without a phone, visibly paranoid, and confirms:

  • Hunters are actively seeking powered individuals
  • Detection methods exist beyond public displays
  • Sawiris is considered “the most dangerous man in the world”
  • The British government believes it controls one powered asset

The meeting moves to a park to avoid surveillance. Blaine provides:

  • Burner phones
  • Safe house locations
  • Warnings about creatures and anomalies within Alexandria itself

To protect Blaine, Tariq removes selective memories of the meeting, the penthouse location, and a witnessed shapeshifting entity. The group accepts that even allies cannot be allowed to know too much.

5. Ending Beat — Broad Daylight



The following morning, surveillance becomes active. A coordinated group using taxis as cover begins tailing the party. Through careful driving, power use, and restraint, the group confirms:

  • They are being tested, not attacked
  • Hunters operate openly when chaos provides cover
  • Engagement is optional—for now

The party disengages and redirects toward one of Tariq’s compromised warehouse facilities, choosing preparation over confrontation.


Character Spotlights

Rana Al-Masri

Rana continues to frame the crisis in human terms, focusing on medical ethics, survivor welfare, and the psychological cost of power. Her insistence on understanding how people are identified becomes increasingly urgent.

Tariq Mansour

Tariq leans into artifact mastery and counter-control planning. His willingness to alter memories marks a shift from reactive survivor to strategic actor.

David Hassan

David is fully claimed by geopolitical reality. Governments no longer ask. They assume. His role as both diplomat and target becomes unavoidable.

Yusuf Khalid

Yusuf’s instincts prove correct: the world has reverted to tribal enforcement and quiet violence. Hunters, mercenaries, and opportunists thrive in the fog.


GM Notes & World Narrative

  • Surveillance is ambient, not constant
  • Information suppression is systemic
  • Memory alteration is becoming normalized
  • Hunters test before they strike
  • The party is being allowed to move—for now

Loot, Clues, & Reveals

Items Acquired

  • British government burner phones
  • Safe house locations
  • Artifact provenance confirmation

Clues Found

  • Evidence of global disaster suppression
  • Active hunter networks
  • Artifact bonding mechanics
  • Bloodline vs awakened power theory

Reveals or Twists

  • There are no safe rooms
  • Allies must forget
  • Public chaos enables private predation

Active Plot Threads

  • What happened during the missing time?
  • Who controls the hunter networks?
  • Can power suppression be countered?
  • What is awakening beneath Alexandria?
  • How long before Sawiris calls in the favor?

Next Session Preview

You’ve been released into the city.
You’ve been followed.
You chose not to strike.

Now you’re walking into a warehouse full of history, secrets, and things that don’t want to stay stored.