Desert Roads, Desert Choices

Session 8: Contract Fullfilled

125gp each.
Kol is now a huge beetle!

Session 7: Azila's Head I
Reaching Azila's Head, finding sand.

On the way to their commissioned stop at Azila’s Head, the party is awakened by a fiery streak across the sky and a loud explosion a few miles away. They head off to investigate and see a relatively shallow crater still glowing red-hot, surrounded by large globules of cooling – IRON! A fortune! But wait, how to take advantage of such a situation? As Zeethra studied the object in the hole with assistance from her spirit companion, the others struggle to take a magically-cooled hunk of iron back to the wagon. It is about half a ton in a tear-drop shape about 20 inches in diameter at its widest and 30 inches in overall length.

Meanwhile the object in the crater starts showing a crack along its surface. After a bit, the rest of the party rejoins Zeethra in time to witness the hatching of a hitherto unheard-of type of drake that seems itself formed of iron. Zeethra feeds it (Brunt running back to the wagon to grab some provisions), and it soon takes off, circling ever wider around the party. Throughout the next few days they still catch glimpses of something high in the air.

Session 6: Finding Cavafy

Won a skill challenge to find where Cavathy might be.
100gp and 2 healing berries per PC.
Beat-up some cultists, found Cavathy drugged and an elven woman.

Session 5 - the Tower part 1

This was the tragic day when Drake got kicked in the perineum and Thod threw a barbecue from the inside.

Session 4

Located our destination, a stone tower rising from the sandy wastes.
No apparent entrances. Determined door must lie beneath sand.
Figured probable location of door. Uncovered it with minimum of digging.
Cavafy, Drake, Thod and Zeethra began searching tower.
Most items rotting with age.
Ascended to 2nd floor. Pursued ghostly image of child.
Failed attempt at communication.
Figure changed, assumed tentacled, alien shape.
Combat ensued. Another, slightly different figure appeared & attacked.
Defeated 1st figure which dissipated. 2nd fled after being injured.
Creatures seemed vulnerable to psychic attacks.
Creatures determined to be ancient, twisted spirits.
Entered ancient dining hall, disturbed place settings.
Another figure appeared, different than the others.
Battled creature, dispatched with relative ease.
Feeling pretty confident with progress so far.
Climbed stairs to 3rd level. Sleeping quarters.
Began combat with two more creatures.
During combat, two others appeared. Group became spread out.
About this time, things started to go downhill. Dice stopped working.
Two more of the beasties appeared.
Barbarian was felled by one of the creatures.
Shaman, having already used her Healing Spirit ability, began moving toward him.
Before Zeethra could reach Drake to attempt a Heal check, he was killed by a coup-de-grace.
Monk, shaman, and wizard dispatched remaining creatures.
Went outside to rest and consider what to do with barbarian.
Decided to take him back to our patron for possible raising.
Completed rest, once more into the breach.
Floor above sleeping quarters was used for storage. Nothing salvagable.
Up to next floor of tower. Short hallway with doors at other end.
Opened doors. Burning braziers. 4 creatures of lava appeared.
Decided to make stand in doorway. Not the best plan.
Monk struck by one of the creatures. Paralzed. Ongoing fire damage.
Paralyzation granted no resistance agianst this fire damage. Thod burned.
Cavafy and Zeethra would have battled valiantly, but the dice wouldn’t let them.
Jason couldn’t roll a save. Thod burned.
Zeethra, again having used Healing Spirit, moves adjacent to Thod.
Shaman hit by OAs.
Zeethra couldn’t roll a Heal check. Thod burned
Wizard cast spell to cause noise coming from other room. Two elementals investigate.
Destroyed one of two current combatants.
Cavafy knocked out by remaining elemental.
Remaining elemental destroyed. Shaman turns attention to wizard.
Cavafy fails death save. Zeethra fails heal check.
Jason fails saving throw. Thod burned.
Cavafy fails death save.
Next round, Thod would die due to damage, or Cavafy would die if he didn’t save.
Zeethra makes agonizing decision to try to save Cavafy. Finally succeeds with Heal.
Shaman and wizard retreat from tower. Unlikely to res two comrades.
Comical in a pathetic kind of way.
And we still have another level of the tower to go to locate the object of our quest.

Session 3

Bought cart and animal
Carrying 2 healing potions each
Found four crossbowmen. Rotted, tattered, decayed.
Kick them to the side and move on.
Found the lieutenant also rotted. Took his dagger and mace.
Found Laramas dying on the side. He said Petram killed him (and men) and is gunning for him now. We pass him and go on.
Party sets-up camp, with watches etc.

Found Kalax and his dwarf buddy. Beat them up. They didn’t know about Petram.
Find 500gp, sack containing 6 healing fruits (2 to Kol, 1 to other). Primal element
8 survival days, plus 2 from foraging. Bedrolls etc. Gouge, 2 daggers. Firestarting equip.

Get to Silver Spring. Barmaid saw Petram; he seemed distracted. No other word.
Skill challenge to find the turn-off from the path, passed 3:1.
Camping on the path, see indications that there might be annoyances.

Find a gathering of dwellings, and creepy shadow man. He played us a memory of us kids and a village being slaughtered.

Session 2: The Road to Tyr part 2

Got a pack of gems from the merchant. 250g in total.

Find a sunning Id Fiend. Tried to scare it off with intimidation, but fought instead. Killed it and saved its brain juices.

Towards sundown, entering the kraggy foothills of Tyr. Freeguard asks for toll. We argue for a while, settle on (Jacob) paying 100coin and us delivering a package for Sgt Laramas to Petram in the outskirts of the Warrens. Going to Zefer St, with a red door. Box is a wooden box with a wax seal, with something inside that’s longer than it is wide. Thumbprint with a distinctive scar. We deliver it and it explodes. Townfolk accuse us, but we bully them into helping us instead. No signs of Petram at all.

In the Caravan District of Tyr. Jacob hanging-around, visiting his daughter, so can’t hire us again. (Also, we’re defiley.)

Mar juk-adan (Buyer & Seller of magic items.)
Vicorin D’Ahar (Merchant running caravans. Dealing in large quantities of comodoties.)
Talon the Trader (she’s a shrewd dealer.)

Find Mar Juk-Adan, and there’s a huge array of items. Nothing repeats, piles of preciousness. Triantha, the hot elvish clerk. Mar instructs us to go get the Egg of McGuffin. He can give us the location of the ruins

Buy some potions. Find some lodgings.

Kol buys a couple mundane weapons, and checks-out a wing-spear he doesn’t know how to use yet.

Petram is a good guy, but his brother, Laramas, was a hard-ass when he worked for the city.

Sorc.King is dead, obviously. There’s a big match coming-up in the arena. Still plenty of ‘unrest’, as power reaches a new resting-point.

Session 1: The Road to Tyr part 1

Five stalwart and diverse individuals have hired on to help guard a caravan on the Trade Road from Balic to Tyr. Cavafy and Kol, half-brothers with a unique tie; Zeethra, a halfling with a strong bond to the natural world and a pragmatic approach to her provisions; Thod, born into slavery and the Arena, with his mind and body honed by years of both victory and defeat; Drake, a human warrior whose power comes from his connection to the world around him.

A Shadowy Figure

They are finally nearing the end of their journey, a day and a half out from Tyr. The caravan stops for the night and Jacob, the caravan boss, is a rangey human respected for his dedication to his job and known for his proficiency as a guide in earlier times. He assigns the five to watch the lead wagons. Shortly after full dark, the five begin to hear a strange whistling sound, moving from place to place in the desert. After a time and with help from light summoned from somewhere by Cavafy, they are able to make out a figure. Pale and gaunt, wearing tattered black clothing, he radiates eeriness.

Cavafy tosses him a water skin, offering a drink but asking for him to move on afterwards. The gaunt man catches the water, takes a drink, and tosses it back with a ragged laugh. He is wearing an obsidian ring on each hand. After a period of cryptic conversation, the man turns his back and begins to walk away.

Suddenly, from the vicinity of the campfire, screaming is heard. The group crosses the line of the wagons and sees merchants and drivers fleeing from a number of bony, tortoise-plated creatures, known variously as boneclaws or baazrag. Four small and two larger creatures are harrying the civilians, jaws snapping. The family of one of the merchants, his wife and three children, are screaming off to one side and Kol quickly moves to protect them.


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