The Search for Al Mudim

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Seyer al Galanus -- the Sheik's Spy
As the Sheik has promised and threatened, one of his minions will watch over the party -- a tiny lizard. The dun-colored lizard will ride with them wherever they go, though it is far more than it appears -- for it is a seyer. Among the churches, a seyer is a special animal that has proven to be exceptional among the animal community, and at the same time, a true follower of that god. In other words, seyers are inhuman priests.

Seyer al Galanus: tiny magical beast (12" body, 10" tail); CR 1; HD 1d8; hp 7; Init +2 (Dex); Spd 20ft, climb 20ft; AC 15 (+2 size, +2 Dex, +1 natural), Atk +4 melee (bite, 1d4, crit20x2); F/R 2.5x2.5/0ft; SA/SQ Seyer status; SV Fort +2, Ref +4, Will +5; Str 4, Dex 15, Con 10, Int 6, Wis 12, Cha 6. Skills and Feats: Balance +10, Climb +12, Hide +13, Listen +4, Spot +4, Weapon Finesse (bite). Seyer (Ex): Casts spells of 0th and 1st level as per a 1st-level sorceror's abilities, but the spells are divine in nature. Seyer al Galanus (fire, protection) - 5+1/3+1 - 0th-level (create water, cure minor wounds, light, purify food and drink, burning hands -- as a breath weapon), 1st-level (cure light wounds, deathwatch, sanctuary). Possessions: harness of leather with the holy symbol of Galanus the buckle, carved out of pure amber (1,100sp).

The Seeker Awakens
Back in Aboris'shifa, danger lurks around every corner. The port city is the motliest collection of unquestioned traders to be found outside of the Alekdan Principalities, and deadly Seekers are in abundance -- both Al Fahiman, and traders visiting. If there is a paladin or cleric in the party, they may be duty-sworn to aid the Seeker because of the Avard Accords if the seeker asks their aid. Speaking the Celestial tongue would deffinately give the Seeker pause.

Seeker: male Destanae human; Rog3; CR 3; Size M (6 ft., 1 in. tall); HD 3d6; hp 13; Init +1 (+1 Dex); Spd 30 ft.; AC 11/12 (+1 Dex / +1 Dodge); Attack +4 melee (scimitar, 1d6+1, crit18-20x2), or +3 ranged (daggers, 1d4, crit19-20x2, RI 10ft); SV Fort +1, Ref +4, Will +2; AL N; Str 11 (13), Dex 12, Con 11, Int 14, Wis 13, Cha 12. Languages Spoken: Common, Celestial, Al Fahimic. Skills and feats: Balance +6, Craft +8, Decipher script +6, Disable device +4, Disguise +4, Forgery +7, Hide +1, Listen +3, Move silently +1, Open lock +6, Perform +6, Profession +7, Read lips +5, Sense motive +6, Spot +3, Swim +6, Tumble +7, Use magic device +6; Weapon Finesse (Scimitars), Alertness, Dodge. Possessions: wand of invisibility (l2, cl3) (35 charges) (3,150 gp), potion of spider climb (50 gp) [thick purple color with no taste or smell], scimitar +1 (spell storing - inflict serious wounds cast at 3rd-level) (8,315 gp), gauntlets of ogre power (4,000 gp) -- all items are divine in nature.

Ye'amen's Gremoir
The search for clues to Al Mudim may lead them to the original fourteen tomes about Al Mudim, written in the long lost Desthariol script. Desthari was a large empire of illusionists that existed just prior to the Shaping Wars. Somewhat concerned about the war between The One and the Demon God over Al Mudim, they took it upon themselves to hide the ancient artifact -- and created the map that would ultimately lead to Al Mudim. The fourteen tomes that Ye'amen discovered in the fortress of Tanel detailed the construction of the diamond-pendants, and the construction of the Spin Stone -- Gibbel En -- that could find them. There are references to places that no longer exist, within the Desthari Tomes.

The Desthari Tomes are found within Ye'amen's offices at Shir Galanus in Aboris -- offices that are watched over by Ye'amen's relatives -- relatives that still perceive a Komedan. The offices contain a vast multitude of books, some in ancient tongues, and others in the common tongues. Most of it is in Al Fahimic, including Ye'amen's personal books. His own books are written in his neat, perfect handwriting, with references ranging from random notes about the numbers of scrolls in a certain shipment, to a request for a replastering of his office.

One of the books was adorned with the symbols of Galanus and Elinthar -- The God of Secrets, and the God of Searching. That book -- Ye'amen's Gremoir -- is protected by long years of study, and its years in Shir Galanus -- and perhaps protected by Ye'amen's spirit, as well. Repulsion (Willpower Save vs DC 20) keeps anyone from opening his grimoir, but should it be opened, dire consequences await anyone who attempts to read it that is not Lawful Good. Creatures not of Lawful Good alignment -- or any discernable alignment -- that are within five feet of the book are blasted back with the force of a thunderstorm. The lightning damage is minimal (1d6+4, Reflex Save vs DC 15 for half), but the winds are strong enough to close the book and fling anyone near the book back nearly fifteen feet (1d6 points of subdual damage for every five feet flown back, unless a Reflex Save vc DC 12 is successful).

Ye'amen's Grimoir is written in Destholi -- and is thus untranslateable by nearly anyone living. There are accurate renditions of the Jayce Forest, and a drawing (perhaps based off of a traveler's tale) of the Giant's Tears. Should anyone be able to read the grimoir, then they may discover something Ye'amen had only guessed at -- each of the map diamonds could supposedly be used to find the others, through the Spin Stone. How this was done, Ye'amen had no idea -- but he knew who to ask. There is a curious reference to the man known as 'Jinx', in that one of Jinx's friends supposedly knows enough of magic to tap into the Spin Stone and the map diamonds and use this ability. Jinx would supposedly be recognizeable by twin swords of foreign design -- one of which is labeled with a sun, and the other with a moon. The foreign swords are drawn in Ye'amen's exacting hand -- and clearly display katanas for anyone that could recognize them.

The Komedan
Awaiting the party outside Ye'amen's offices and Shir Galanus is the Komedan. The Komedan will demand honorable combat with one member of the party -- the stakes include branding and forfeiture of all possessions to his sons. The Komedan is backed by Ye'amen's stoic sons -- and a contingent of the guard under a demanding Kiman. The Kiman -- Ol'safath sur Yikeel -- will ensure a fair fight, or the entire party will be thrown in prison. The sons feel that the party is responsible for their father's death, and wish to see them pay. Unable to put the party to death -- and not entirely sure that the party's completely responsible -- they've invoked Komedan, and hired a Komedan warrior to fight for them.

Because of the desert heat of Al Fahim, all armors overheat and nearly incapacitate the wearer. For every two points of Armor Class from body armor, there is a corresponding -1 penalty to Dexterity and a -1 penalty to Constitution; this effect can completely disable those unprepared for the stifling heat. Because of this, armor is usually forbidden during Komedan.

It is very important that the party realize that one of the spectators is a stone giant with a composite longbow and quiver scaled to his size. He seems to have a contingent of the guard following him wherever he goes, but they let him do as he pleases. The stone giant is twelve feet tall and nearly eight tons in weight., wearing extremely thick leathers dyed in blacks and grays, and carrying a pack that could easily hide a number of people.

Kiman Ol'safath sur Yikeel: male Destanae human; Ftr4: CR 4; Size M (5 ft., 7 in. tall); HD 4d10+12; hp 39; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +9 melee (scimitar, 1d6+4, crit18-20x2), or +5 ranged; SV Fort +7, Ref +2, Will +1; AL LN; Str 18, Dex 12, Con 16, Int 14, Wis 11, Cha 14. Languages Spoken: Abyssal, Celestial, Common. Skills and feats: Climb +11, Disable device +2.5, Handle animal +9, Hide +1, Intuit direction +2, Jump +8, Listen +2, Move silently +1, Pick pocket +2, Profession +2, Ride +8, Spot +2; Alertness, Blind-fight, Endurance, Improved unarmed strike, Mounted combat, Weapon Focus (Scimitar).

Guards (6): male Destanae human; Ftr1: CR 1; Size M (5 ft., 4 in. tall); HD 1d10+1; hp 11; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12 (+1 Dex, +1 buckler); Attack +4 melee (scimitar, 1d6+3, crit18-20x2), or +2 ranged (composite shortbow, 1d6+3, crit20x3, range incr 70ft); SV Fort +3, Ref +1, Will +0; AL LN; Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 12. Languages Spoken: Common, Al Fahiman. Skills and feats: Hide +1, Jump +7, Listen +2, Move silently +1, Spot +2, Wilderness lore +2; Alertness, Improved Initiative, Weapon Focus (shortbow).

Komedan kul Said: male human Ftr3: CR 3; Size M (5 ft., 8 in. tall); HD 3d10+6; hp 27; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 vs one opponent, AC 13 vs more (+2 Dex, +1 ring, +1 Dodge, +3 Expertise); Attack +3 melee vs one opponent (great scimitar, 2d4+3, crit18-20x2) or +6 vs more, or +5 ranged (dagger, 1d4, crit19-20x2); SV Fort +5, Ref +3, Will +3; AL NG; Str 17, Dex 15, Con 14, Int 11, Wis 15, Cha 12. Languages Spoken: Al Fahiman. Skills and feats: Handle animal +7, Hide +2, Listen +2, Move silently +2, Ride +8, Spot +5, Use rope +2.5; Dodge, Expertise, Improved Disarm, Improved Initiative, Quick Draw. Possessions: divine ring of protection +1 [jade-encrusted iron w/ the symbol of Elinthar in onyx] (2,000gp), 2 potions of healing [glowing orange-red in color, with a taste and smell of heavy cinammon], and 10gp.

Should the party's champion lose, then they will receive a Komedan brand on their forearms, and have to give up all their weapons, armor, gems, coins -- essentially everything except their clothes. Ye'amen's sons will take it all to Ye'amen's home, where they will go through it that night. Anything they choose not to keep will be sold or turned over to the churches the next day. The Sheik's Chief Scribe had six sons, three of which that lived with him -- and their wives, plus a few younger ones running around.

Ye'amen's Sons (Sha'rael, Kul'sivar, and Ye'safar): male human; War1; CR 1; Size M (5 ft., 11 in. tall); HD 1d8+1; hp 9; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee (scimitar, 1d6+2, crit18-20x2), or +2 ranged (dagger, 1d4, crit19-20x2); SV Fort +3, Ref +3, Will +0; AL NG; Str 15, Dex 12, Con 13, Int 12, Wis 11, Cha 14. Languages Spoken: Common, Al Fahiman. Skills and feats: Climb +4, Hide +1, Jump +6, Knowledge (nature) +3, Listen +0, Move silently +1, Pick pocket +3, Spot +0, Swim +4; Improved initiative, Lightning reflexes.

Should the party win, then the sons of Ye'amen will understand that there is no reason to blame the party for the death of Ye'amen. There may even be a chance for friendship.

The Southern Shard
No one knows what 'the mounds of the mother' mean in the Prophecy of the mad priest of Brigain -- but there is a vague clue available in one of the books in the Temple of Lul (South). The book is written in the common tongue, and talks of explorations that were made in the Choranil Desert during the Third Crusades. An abandoned kingdom was discovered and documented in another referenced book (entitled The Curiousities of the Ogremai Desert, and found in the temples to Lul in both Kur Maeth and Kashin, Rakore) -- and the abandoned kingdom was made for a people only knee-height to humans. The book, called A Crusader's Guide to the Strange Worlds beyond the Ken, was written to aid the Fourth Crusades, and is available for sale from the temple or a good book-merchant for 560sp.

The monks of the temple would know where to find a copy of The Curiousities of the Ogremai Desert, and could request one for about 1,000sp -- and two month's delivery.

Unexpected Allies
Fatima sur Shuvar is a voluptuous and enticing woman that wears silk leggings that can almost be seen through, and a small vest that sometimes doesn't cover her well-endowed nature. Her bright smile, diaphenous veil, and copper-colored skin mark her as a Seyil -- one of the people that sells their body for money. Fatima is not just any Seyil, however, for she is on the payroll of the Rakoran spy network. Rakore, always looking for weapons to use against the Inquisition, keeps Fatima and others like her on tap for ways to thwart the Inquisition -- particulary in Al Fahim, where the local Sultan and even the Sheik keep them jaded.

If Fatima cannot entice one of the party-members to partake of her 'goods', then she will try and catch them in a place where she can speak freely -- such as one of the bazaars or a side alley. The party has generated a reputation in Aboris as being important foreign peoples, perhaps even powerful emissaries or dignitaries. Some suspect that the party's presence had something to do with the appearance of the Brilathes and their attack on Shir Galanus -- but no one is certain.

In a round-about manner, the Seyil wishes to know what the party is up to without asking the wrong questions. If one of the party is willing to listen (and to talk) then she might be willing to trade information for information. Fatima knows a fair number of things, including:

1) Va'anon and the other Brilathes have returned to Brigain's Tower.
2) Jynx Maysolu is in Aboris'shifa, sheppherding 'someone' away from the Inquisition -- and she knows where.
3) The Green Maiden is overdue from her voyage to Sandar.
4) Someone is asking questions about the bracer that one of them wears (the Spin Stone) -- and only at night.
5) A powerful figure from 'across the sea' is willing to pay top value (75% book price) for magical items.

Jynx's Mission
Jynx Maysolu is a Slate warrior with a Chillean's weapons -- twin katanas. A powerful fighter with absolute confidence in himself and his allies, Jynx is a quiet man that listens more often than he speaks. Cautious of outsiders and the Inquisitions, he will not let his guard down for anyone he does not trust. The only way he would reveal his more arcane secrets is if the party can do him a favor...

Jynx Maysolu: male Slate human; Ftr9; CR 9; Size M (5 ft., 9 in. tall); HD 9d10+18; hp 78; Init +7 (+3 Dex, +4 Improved initiative); Spd 30ft.; AC 20 (+3 Dex, elven chain +2); Attack +9/+6/+4 (katanas of defending +3, 1d10+9, crit18-20x2), or +12/+7 (daggers, 1d4, crit19-20x2); SV Fort +8, Ref +6, Will +5; AL CG; Str 16, Dex 17, Con 11, Wis 14, Cha 12. Languages Spoken: Common, Oerthian Common, Oerthian Southern. Skills and feats: Appraise +0, Climb +9, Gather Information +3, Heal +2, Hide +5, Intuit Direction +2, Jump +7, Listen +3, Move Silently +3, Profession (Sailor) +2, Sense Motive +2, Spot +4, Swim +4, Ambidexterity, Blind-Fight, Endurance, Improved Initiative, Improved Two-Weapon Fighting, Monkey Grip, Quick Draw, Two-Weapon Fighting, Weapon Focus (Katana), Weapon Focus (Dagger), Weapon Specialization (Katana).

He travels in the company of a Fugo'han monk that wears form-fitting white cotton, wrapped at the forearms and shins. The Fugo'han monk is tiny woman named Ariko Ayno, and she keeps her extremely long black hair pulled back in a braid that reaches to her ankles -- also wrapped in white cotton. Ariko wears sandals, and one of those wide, conical hats common in Chille'kami -- as well as a quarterstaff whose middle is wrapped in white cotton strips. She tends to stand back, sometimes in the shadows, and simply watch her 'companion's back.

Ariko Ayno: female Chillean human; Mnk6; CR 6; Size M (5 ft., 2 in. tall); HD 6d8+12; hp 46; Init +5 (+1 Dex, +4 Improved initiative); Spd 50 ft.; AC 15 (+1 Dex, +3 Wis, +1 Mnk); Attack +5 melee (quarterstaff, 1d6, crit20x2), or +4/+1 monk (fists and feet, 1d8, crit20x2), or +5 ranged (anything handy); SV Fort +7, Ref +6, Will +8; AL LG; Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 14. Languages Spoken: Common, Fugo'im, Chamdoi'im. Skills and feats: Climb +9, Concentration +6, Diplomacy +9, Escape artist +10, Handle animal +4.5, Hide +10, Listen +10, Move silently +5, Spellcraft +2.5, Spot +3, Swim +9; [Deflect arrows], Expertise (Quarterstaff), Improved initiative, [Improved trip], [Improved unarmed strike], [Stunning fist], Toughness, Track.

Jynx and Ariko need the party to get them out of Aboris'shifa, and into Aboris proper, somehow. The two seek to free a mage held by the Temple of Lul (North), who will soon be extradited by ship to Kur Maeth -- and the Inquisition. If the party agrees to aid Jynx and Ariko, then the Slate warrior will deffinately take them into his confidence. But in helping him, the party might also ostracise themselves from the Temple of Lul (North).

Jynx has not been able to get into Aboris itself, so he has no idea of the layout, or even where the mage is being kept. He knows only that a woman by the name of Sheree Greenheart fled from the Toomaran lands -- only to be captured and labeled as a 'mage' by the Seeker in Aboris'shifa. The last three mages that were captured in Aboris'shifa were either hung, or sent on to Kur Maeth for life imprisonment.

The two agents have a contact in Aboris'shifa that can hide the mage until she can be delivered to a Rakoran-bound ship. The agent is, of course, Fatima sur Shuvar, but he'll not give that information up until the party can prove his trust. The party just has to smuggle the two of them into Aboris, and then somehow help them get into the Temple of Lul (North), smuggle them back into Aboris'shifa with the mage -- all undetected.

Of course, if the party is detected, then it could turn into a knock-down drag-out fight -- with one possible escape route: the sewers. Jynx and Ariko have both explored the sewers of Aboris'shifa thoroughly -- but there's a huge, thick grate that's regularly checked by guards over every sewer pipe into or out of Aboris'shifa. As sharp as his swords are, they cannot cut through the grates in time without being heard -- and he has no way to restore the four-inch thick, solid iron grates, either. It's important to note, that if the party does use the sewers, there are a number of skeletons down there -- some of them even chained to the walls of the sewers. Corpses regularly find their way into the dank tunnels, if their murderers do not want them found.

See stats above for the guards and the Kiman.

The Temple of Lul (North) is a set of three buildings, linked together by covered awnings that have living walls of ivy and other plants for privacy. The awnings meet in a centralized yard with a garden half of rocks and half of strange plants and ivies. Each of the three buildings is made entirely of the local sandstone, with a white plaster applied over it. Only the library has larger windows on the first floor -- the other two buildings (the dormitories and the kitchen) have narrower 'arrow slit' style windows. The rooves are cut-slate, and won't support more than about a hundred pounds before snapping, and sliding down.

The library is a two-story tall building, with the basement floor being used for the locals, and the first- and second-floors being used by the monks of Lul. Two sets of spiral stairs connect the three floors, but solid iron-bound oak doors are locked at the top of each stairwell (DC 25 for the master-work locks). One lone monk usually pulls guard each night in the libraries -- slowly going from floor to floor, locking them behind him, and opening each door before him.

Roving Monk: male Destanae human; Mnk1; CR 1; Size M (5 ft., 5 in. tall); HD 1d8; hp 8; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 Wis); Attack +1 melee, or +1 monk, or +1 ranged; SV Fort +2, Ref +3, Will +5; AL LG; Str 13, Dex 12, Con 10, Int 13, Wis 17, Cha 9. Languages Spoken: Common, Al Fahimic. Skills and feats: Balance +5, Climb +5, Craft (books) +5, Escape artist +3, Hide +1, Jump +5, Listen +3, Move silently +1, Spot +3, Tumble +5, Wilderness lore +4; Blind-fight, [Improved unarmed strike], Run, [Stunning fist]. Possessions: Temple of Lul (North) building keys.

The Temple of Lul (North) houses twenty 1st-level monks (including the one above), five 3rd-level monks, five 1st-level clerics, and three 5th-level clerics / 5th-level monks -- plus the Senior Priest, a 13th-level cleric. All of the temple's 34 residents will descend upon anyone caught trying to break into the libraries or the arcane vault beneath the monastery.

The kitchens have only a story above-ground, and a basement with many hanging herbs and spices. The kitchens are actually in the basement, and the eating rooms are above-ground -- one main room, and two smaller ones. A very large, straight staircase connects the two with swinging double-doors -- that do not lock.

The dormitories have two stories above ground -- and two below ground. The top-most floor is a studying area, with smaller rooms and copy stacks. The ground floor is where the actual sleeping areas are. The first basement floor is a pair of small offices, and the main chapel. A secret panel (Spot Check vs DC 18) in the floor, next to the main altar, reveals an iron ladder that goes down to the second basement floor. In the second basement is a second altar to Lul, with very special-looking books and tomes on large bookcases. A hidden doorway lies behind one bookcase, with a fake book being the catch (Search Check vs DC 20). Behind that bookcase lies a short corridor leading to a small room.

Inside the small room, the captured mage is kept with a conventional lamp burning in a high sconce -- and she is bound in shackles with a ten-foot lead chain (Pick Locks vs DC 24). That room has a powerful forbiddance spell (Willpowers Save vs DC 19) cast upon it. A successful Spot Check vs DC 14 will note that she wears a special amulet about her neck with the holy symbol of Lul upon it. That amulet alone prevents the forbiddance spell from harming her. Almost hidden under a rug (Spot Check vs DC 16) is a tiny (6" wide) grate down into the sewers.

The Toomaran mage is a slight woman with red-gold skin and dark hair going to blonde from exposure. Her dark eyes are wild, and she is exhausted from fighting her bonds (i.e. passed out when the party arrives), though she is obviously well-taken care of. She wears only a loose-flowing robe of wool, apparently provided by the monastery, and is held fast to a chair with corded rope. Sheree is quick to grasp any situation, and will readily cooperate with the party -- adding her own spell repertoire to theirs.

Sheree Greenheart: female Destanae human; Sor1 (demonic); CR 1; Size M (5 ft., 5 in. tall); HD 1d4+1; hp 5; Init +0; Spd 30 ft.; AC 10; Attack +1 melee, or +0 ranged; SV Fort +1, Ref +0, Will +2; AL CG; Str 12, Dex 10, Con 12, Int 13, Wis 10, Cha 15. Languages Spoken: Common, Toomaran. Skills and feats: Concentration +5, Craft +5, Hide +0, Knowledge (arcana) +5, Listen +0, Move silently +0, Scry +5, Spot +0; Maximize spell, Scribe scroll. Sorcerer Spells Known (5/4): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation. 1st -- Change Self, Magic Missile.

One of the walls of the room is a false door (Search Check vs DC 21) -- and leads to the vault wherein all of the arcane items are kept. Stacked around the room -- most of it in plain sight -- are numerous items. And all of it is booby-trapped by divine spells -- including a passworded permanent symbol of sleep (Willpower Save vs DC 19, or sleep for 3d6x10 minutes -- continually active) (read magic with successful Spellcraft check vs DC 19 to identify) cast in the middle of the floor. The items include:
buckler +1 (1,165 gp) [bronze, with arcane symbols along the rim], full plate +1 (2,650 gp) [base relief images of warriors along the edges], large steel shield +1 (1,170 gp) [square, with an image of a roaring lion in base relief], ring of mind shielding (8,000 gp), ring of protection +2 (8,000 gp) [solid gold band with carved runes of arcane protection], potion of blur (300 gp) [vermillion-colored, honeyed odor/taste, watery, clear appearance], potion of swimming (150 gp) [cerise-colored, fruity odor/taste, watery, translucent appearance], arcane scroll (150 gp) Ray of Sickness (l2, cl3), arcane scroll (150 gp) Invisibility (l2, cl3), wand of Detect Magic (l0, cl1) (48 charges) (360 gp), wand of Detect Secret Doors (l1, cl1) (31 charges) (465 gp), wand of Enlarge (l1, cl1) (2 charges) (30 gp) [large wand with carvings of small-to-large animal progressions], wand of Melf's Acid Arrow (l2, cl3) (30 charges) (2,700 gp), dart +1 (2,300.5 gp), rapier +1 (2,330 gp) - sheds green light in a 20-foot radius (as a torch), large flamberge +2 (8,303 gp) - sheds white light in a 20-foot radius (as a torch), sling +2 (8,300 gp), bag of holding (bag 3) (7,400 gp), circlet of persuasion (4,500 gp), and a pearl of power (2nd level) (4,000 gp).

Should the party successfully rescue Sheree Greenheart, and get her to Fatima or the Skate, then Jynx will explain just who his mage friend is -- and summon him to aid the party. After, of course, he has a good night's rest.

The Eastern Shard
The Voice of Prophecy stated that, "The Eastern Shard will then be found where the Golden Dye and the Cerulean Bolt adorn the Virgin Wind."

Golden Dye -- or any yellow-colored dye -- on a Cerulean Bolt -- or any blue-colored bolt of fabric -- yields a green color. The Virgin Wind refers to a Maiden of Sails -- in other words, the Eastern Shard is to be found on The Green Maiden. Sigvaldi, the sailor that stole it, was lost at sea during a powerful storm in the Aboriac Sea. The diamond-pendant remains hidden on board the ship, right where Sigvaldi left it -- but now his ghost haunts the ship, angered by his death and his riches beyond his grasp.

The haunted ship quickly begins losing crew, slowly but surely, to the horror that is Sigvaldi's ghost -- twisted and evil in death. The ship, adrift for weeks after Sigvaldi killed all the crew in gruesome manners, ran adrift on a tiny spur of rock in the Aboriac Sea. Successful Gather Information checks (DC16 in Aboris, and then DC19 in Dankelish) might reveal which way the ship went, but they'd have to find another vessel to take them out to the sloop -- wherever it may be. Only the Spin Stone gives them any chance of finding the rocky island in all the Aboriac Sea.

Dankelish, for its part, is a mob-boss controlled city in the Lawful Evil nation of Sandar.

The Search Continued... or Back to the Campaign



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