AD&D - New World

Scorched Earth


Things are looking grim for the Revengers as they decide to cross the Great Avil. Only Bertram knows the truth, that they are not prepared for such a trek. He has never experienced heat such as this. The sun pounds his now brown and leathery skin, and the sand whips and fills every crevice of his plump bottom. Each day they travel; each day they march closer to certain doom, the Bertram that he became— the soft and tender fellow, afraid, constantly worrying and griping. That Bertram was dying, yet this new Bertram, lost in the infinite desert—this new Bertram— was not afraid to die anymore.

“I’ve seen what mad kings will do to cheat death. Death is a contract. It’s a deal you make with Creation when the first breath of life is blown into your lungs! I’ve spent all my life being afraid to die, and watching those I’ve loved—those I’ve tried to save— pass into oblivion! If this is my time, so be it. And if there’s any shard of my fragmented soul left to salvage, I hope the Creator can manage with that.

Oh the wonders I’ve witnessed! Some of the most fantastic beasts and beings on the Urth have been revealed to me. I have seen things many gnomes have never known. I have been Her Majesty’s Most Faithful Servant, and bussed tables in the dankest piss-smelling taverns the Middlemarsh has to offer. I’ve lived many lives, under many different false pretenses. Looking around, I take in the Revengers that now surround me:

Teks is grooming himself, I think. There is an intelligence behind his eyes, a wit that I cannot explain. Often, I catch him staring off into the horizon, hat cocked low, and I know he’s thinking of the same thing I am: home. Hernia, the land across the sea. He talks about his clutch, about the thri-kreens. It is a fraught existence on the edge of the world. Sticky goo, chitin, and egg sacks are their purview. A constant cycle of breeding, hatching, feeding, and dying.

Jongle is riding a couple clicks ahead of the rest of us, occasionally we’ll catch him before he disappears over the next horizon. He’s pushing himself to death, and we all know why. Minja is out there, with child. She and the baby could be in danger, sure, but he won’t be any good to them dead. I sent a message to him on the wind and over the dunes to turn back and make camp, but he won’t listen. We press on.

Bea is humming to herself as she snacks on a portion of salted dates I’ve set aside. Salt is a commodity here too, and Bertram now knew why. Both Bea and Bertram have never experienced the desert before they landed in Amarra, and with all the water they were consuming (and the amount of sweat they were subsequently producing), they began to feel dizzy and lethargic. Bertram noticed after he started adding the salt he gathered from the salt flats to their meals the feeling subsided.
In Bea too, seemed a calm. She had already died once, but how many more lives would this big-faced round-headed girl have left in her? If he were to have any partner in death, he would prefer no one else.
Proteus is still finding bits of fur in his clothes, cleaning blood out of his cuticles, and picking his teeth. They don’t tell you about that bit when you read about lycanthropes in the books. His appetite is voracious. The…changing… it must have taken this piss out of him for a few days— he wouldn’t eat, he could only sleep. Now he won’t sleep, only eat! I have been trying to manage it, but I know he’s been sneaking meals. I’ve asked Khanufasa to keep an eye on him. Our food stores are looking dire indeed given the journey ahead. I can only do so much, I’m afraid. But magic can do many things in these heady times…and it might yet keep us alive.

…and Ervendio. Something dark had overtaken him in the Azaltine’s palace. It had been far too easy for him to take command over the bone brigade. I can’t help but feel responsible, I had warned him, but his curiosity was tempted him so! Foolish elf! I couldn’t let him take that horrible loop just to be used again on some other unsuspecting manc. I watch as a crease forms in his forehead. There is a battle raging within him. I sleep now with a blade at the ready. There was a time when we would have killed each other on sight. Who’s to say he won’t act on it again? If I were to fall, would he save me? His lonely sighs make me shift in my saddle. I want to confide in him again. I find that even though I no longer fear death, I now fear conversation. "

Up a Tree, a Little Madder
Bea's Diary, Entry 3


So this’ll be my first post-mortem diary entry. Uh huh, you read that right, true Bealievers: your heroine of yore did not in fact live even to see the twilight of her teens. Barely nubile and bit through the neck by a putrid rotgob, a disgusting, stinking undead ghast. A thing that should not exist at all anywhere – indeed a situation which I may now just have to go out of my way to arrange.

It fucking hurt, if you want to know. For posterity or whatever. I used to think pain and memory were sort of at odds, that you could remember the fact of its intensity but you couldn’t actually recall the sensation, know what I mean? For obvious practical reasons, I figure the knowing of it is enough to encourage one to energetically avoid any such thing in the future. But when I think of that repugnant, slimy, bloated thing bearing down on me, its wretched gases poisoning the air so that I can’t breathe, my throat closes, and there is pain, that horrific tearing comes back…

Well. Death by ghast. I can’t recommend it, neither for even the most morbidly curious nor the curiously moribund. With dear Bertram’s help, I’ve now really begun to double down on protective spells. I’m even working on one that leaves a nice twinge of lemon zest in the air.

And you have the dogged efforts of my beloved, clever companions to thank for my resurrection. Yes, I write not from within the comforting shimmer of the afterlife but abask in the familiar warmth and glow of a terrestrial campfire, once again in the jovial, snorzy company of good ol’ Mildred’s Revengers. This hallowed party of saints embarked upon a quest specifically to rez me, intent on tracking down a certain dwarven monk or hermit or someone, a guy who purportedly knew how to bring folks back from the great beyond. Ervendio charmed up my corpse to keep it from going bad and off they went. The new bug guy even had the presence of mind to sever a choice finger and bring it along for reference. I guess he figured I wouldn’t need it later…

It wasn’t long before things fell apart, as they are wont, something having to do with a hostile genie and the solving of a ridiculous riddle. Right?! I can’t believe I missed a riddle. Something finally happens requiring some actual intellect in this party and I’m too dead to participate. Sigh. They did just fine without me, though. In fact ironically the solving of the riddle almost cost me my metempsychosis, but this being the land of genies, after all, a fresh set of wishes was always in the cards (more on that later!) and proved sufficient to conjure up a perfectly serviceable replacement me, blipping back into existence fully equipped and seemingly none the worse for wear, at least so far.

Where would this party be without those diabolical wishes, you ask? Off the top of my head: Khalid would have wasted away in some dark mystery dungeon instead of becoming a huge mushroom deity, Bertram would have lost all of his stuff including his spellbook, and Jongle would be an entirely different sort of idiot.

I don’t believe I ever actually made it as far as an afterrealm, actually. I remember dying, pain receding, replaced with a black cold solid to the core, then a complete absence of sensation and thought, and then:

“Hello, dear.”

It’s a voice I recognize instantly, but having just been violently yanked from the material plane, I place it only after my eyes slowly focus and the following sequence of information reveals itself to me:

1. Nothing hurts anymore.
2. No more death smell. Everything smells like marzipan and soil.
3. I’m in a tree.
4. There’s a frumpy old kobold in this tree, eating flowers and smiling at me.
5. That kobold is none other than our own dearly departed kindly swampwitch,

“Mildred!” I shout, a lot louder than I mean to.

Lips speckled with pollen, treeflower bits tumbling out of her mouth, she climbs over and offers me a great twiggy gray hand. A cozy warmth rushes into my bones at her touch, and she gives me a giant hug that feels just spectacular.

“Deary, weary me,” she says, spitting out some petals, “look what they’ve gone and done to our little honeybee!” She leans me back. “Well, let’s have a look at you. My my, pretty as ever, my my my. Coming along nicely, aren’t you? What a vision. And can’t you just smell the power wafting out of you!”

She helps me down into a surprisingly wide niche at the base of the tree’s crown, and lets me take a second to shake off the shivers. I’m a bit weepy, I mean, apart from the fact that violent death isn’t any fun, I never expected to see poor Mildred the Frowzywig again. She looks amazing, I don’t know, like a goddess of sorts. Frazzled clumps of her hair hover on a light updraft, glowing in patches of the sun that dance over her like little luminous butterflies. Wherever the hell we are, it’s a nice day, at least. Beyond the tree I can’t make out much, just vast folds of wavy plains. Looking down, I can see that this is one big fucking tree, though. The ground can’t be any less than half a mile below, so far I can’t really see where the trunk meets the earth.

I tuck myself a little deeper in my niche and peer up through the canopy of flowers. It seems endless. “This is the world tree, isn’t it. Yggdrasil.” I can’t help but to release a disappointed sigh. There are a lot of old powers in the world. There was always the long chance that someone/thing else intervened on my behalf to bring me here. “Guess I’m really dead.”

“Beyond doubt, dearie. Weren’t you always a bright thing.” She touches the trunk to let a bug crawl onto her finger, peering in close as it races over her knuckles. “The World Ash Tree, upon it an old witch and a neophyte spirit petitioner. Two motes in the eyes of the gods. Bugs on a leaf on a twig on a limb on the trunk of a tree in the deep of the forest…”

I stifle a laugh, though not quite sure why. I had forgotten how musical and wonderfully mad conversing with Mildred was. “It’s blooming,” I say. I grab a closer look at one of the flowers, and a sniff – ah, there’s that marzipan scent. “That must mean…”

She flips up her hands, sending the bug flying off somewhere. “Aha! Life on Urd, on the ascent!” She relaxes, gives a wise old chuckle. “Or it shall be, or was. It’s your paradigm, honeybee. Time is a fickle brook in these here middlebit planes, in between places. Omens of home an’ some portents important to scry away days, fore, mid, aft, port, starboard…”

“I guess,” I say, letting the subject rest. Outerplane logic can really screw with your head. If you’re not careful, you can wind up as batty as Mildred.

She gives me some kind of sweet licoricey root to chill me out and we chat a bit, catching up as if this were all perfectly ordinary. She wants to know what I thought I was doing fighting ghasts, I tell her that’s a good question, and that I seem to be a magnet for them. She asks me about my romantic life and I think about Jongle, and get really sad all of a sudden, but I don’t really know what to tell her, so I don’t say anything. Kind of a messed up thing to ask a dead person, actually. We end up getting into more about what the revengers have been up to. She’s finds it particularly interesting when I tell her that even apart from the actual party deaths, signing on with the revengers, willingly or otherwise, is more or less a prescription for a hideous demise. Here and maybe once or twice more I get an odd feeling from her, I don’t know. Like she has some kind of unspoken agenda.

“Wait,” I say, “if I’m a petitioner, how come I’m still me and not mindwiped and all boring and daft?”

At this she makes a show of shrugging, as if to say, Don’t look at me, I’m just a passenger. “Who can say?” she says. Then she smiles. “Well now I suppose I can.”

She pulls down a branch of the tree, stripping it of all its leaves and blossoms, so that when the naked branch whips away she’s holding what looks like a dense, festive bouquet.

“I’m afraid our time together in this place of waiting is near spent, bumblebee,” she says. “I’ve taken measures. In fact I’ve been waiting for you, dearie lou. The Chaos Storm is calling you.”

As she speaks, the leaves of her bouquet begin to glow, at first as if spotlit by the sun but then clearly with a light their own, bathing us both in brilliant green and sending tiny yellow sparks into the air.

“I don’t… What? The Chaos Storm?”

“Just like you said, precious, there are a lot of old, curious powers across the planes.”

Fairly certain I did not say that aloud…

The leaves separate, floating into the space between us, then whirl into a circle. Mildred opens her hands, releasing the flowers that remained behind to rush inside to fill it. They collect and condense, and then slowly form a word.



The flowers now conform to the shape of a man’s head, the word stamped over his brow. The scene shifts, revealing the head now at the feet of a group of adventurers. I recognize the unmistakeable insectoid silhouette of Teks.

“Dead is as dead does, now isn’t it, dear? I haven’t spent these long months sitting in a tree, I had some shifting through the planes of my own to do, yes. The liar was an adversary, a defeated foe, you could say. He is my creature now, and I have sent him into the material plane, into that desert for your companions to find, and so they have! He’ll take the form of something that within the rules of Urd can set you to rights, and there you will return. And then you will seek out the chaos storm, and remember me!”

Even as she is telling me this, the pinhole is closing around the world. The green glow is soon all I can see before that shifts into blackness as well.

“Goodbye dear. Do say hello to our good friends from me, especially that one!”

“What? Wait, who, wha-?!”

And that was that. As abruptly as I had been snatched by fetid, snarling fate from the material plane, so was I returned, albeit a bit more screamy. The “liar” turned out to be a dao that Teks and Jongle freed from confinement. He granted them three wishes, and they used two of them to bring me back into the fold. I haven’t told the party yet about Mildred and all that stuff about the Chaos Storm. I probably will once I spend a few weeks unpacking it all in my head.

Finally, in my absence: Bertram’s secret past was revealed to him. It was nuts! So nuts he’d arranged to have himself forget it. Ervendio was freed from a geas by the same dao that brought me back. Gluteus (ha) is a weretiger now, which is excellent. Teks eviscerated a harpy with his mouth. He also gifted to me my own mummified old finger. At this moment, all my digits are accounted for, I’m wiggling them right now. I suppose that makes me a clone of some kind? I’ll have to look into it.

Oh and Jongle is a father.

44: Tiger in a Sinkhole
our heroes wrestle the ghosts of Sri Raji...

The Revengers leave Azaltin’s temple after much discussion regarding how much of the (now revealed to be copper) treasure they can possibly gather from the Gate of Avarice. Ervendio commands the skeletal warriors of the tomb to rest eternally, and one by one their bones collapse — finally at peace.

But upon boarding the pulleyed cart to begin the journey to the surface, a strange transformation overtakes Proteus — his skin becomes clammy and fur sprouts from it. His nails turn long, black, and sharp. His eyes become cat eyes. Finally, the curse bestowed upon him in Sri Raji comes back to bite — under the light of the full moon, Proteus transforms into a weretiger!

His body expands and he shreds through his clothes and even his leather armor. Ruat, the first key and the first part of the rod, falls ineffectively the floor of the cart. Trapped with him on the cart, the Revengers can only watch in surprise and horror.

Proteus feels the last vestiges of control leave him as he becomes, body and mind, a vicious tiger. Ready to turn on his comrades, Proteus-the-Tiger is suddenly transfixed by a bobbing, twirling, hypnotic ball — Jongle has cast hypnotic pattern. The jester stays up all night, keeping Proteus entranced. In the morning, Proteus returns to his human form.

The heroes return to the jann’s camp to seek help from Paqi. But instead of humility, compassion, and friendship, they meet their former henchman with derision and distrust. Paqi refuses to help them, and the Sheik Sheyisha ultimately casts them from the camp, telling them not to return.

The Revengers go back to the sinkhole, knowing Proteus is fated to transform into a tiger for the next two nights. They initially bind him with chains, but Proteus’s great tiger-strength easily breaks them. Still, Proteus is unable to scale the sheer walls of the sinkhole.

Over two nights keeping watch over their friend, the Revengers discuss what direction to take their quest: will they return to Haroushin, even without the scroll of The Eleven Baneful Gates, in hopes the priest will still tell them the location of the next key? Will they pursue Minja across the desert? Will they return to Sri Raji to find a cure for — or control over — Proteus’s curse?

Ultimately, the bounds of fatherhood win out. They decide to track Minja across the desert. Jongle again peers into the crystal ball and sees that she has joined a modest caravan of desert folk, and that she seemingly is crossing the Great Anvil — – the legendary heart of the desert and nigh-uninhabitable by non-magical beings.

Their guide Khanufasa, though unable to see Minja in the crystal ball, surmises that anyone crossing the Great Anvil would either be heading to the fabled Lost Kingdoms to the south, or to Halwa, the City of Solitude to the southwest.

Rather than take the longer, but safer, route back to Muluk and then over sea and land routes to Halwa, the Revengers opt to travel directly after Minja and across the Great Anvil. Khanufasa tells them (again) they are being dangerously foolish, and that he cannot travel with them in that direction. Khanufasa parts ways with the Revengers.

The party sets out across the great and dangerous desert, under-supplied and relying on Teks’s desert survival skills and the water and food-creating spells of Ervendio, Bea, and Bertram….

Group Awards
A Weretiger Among Us, 1800
Negotiating with the Jann, 0
The Great Anvil, 1200

Group Total: 3000 Individual Award: 500

Individual Totals
Bea: 1250 (Dead Diarist 750, Group 500)
Bertram: 1250 (Holding a Grudge 750, Group 500)
Ervendio 1250 (Putting the Past to Rest 750, Group 500)
Jongle: 1250 (A Father’s Duty 750, Group 500)
Proteus 1250 (Mind of the Beast 750, Group 500)
Teks: 1250 (Desert Wayfinder 750, Group 500)

(Proteus loses his clothing + leather armor)

43: Touch, But Don't Taste
our heroes complete the baneful gates...

Before confronting the remaining Baneful Gates of Azaltin, the Revengers explore other rooms of the temple. They encounter the nest of a cockatrice and send some of their loyal skeletal legion in to destroy it, and Teks — in a fit of thri’kreenian rage, eviscerates a harpy with his bare mandibles.

They also encounter an imprisoned sphinx named Mayram. She cannot remember how long she has been imprisoned, but she has not seen her captors in some time — perhaps years. She believes they were bandits who intended to explore the rest of the tomb. After a hangry interaction with Bertram, Maryam becomes friends with the gnome over a shared meal. Maryam departs the Revengers in good spirits, intending to return to her husband and, if he has shacked up with her sister in her absence, murder them both.

The heroes pass the Gate of Gluttony when Ervendio commands the skeletons to destroy the sumptuous feast, even as Teks holds back a ravenous Bertram. They do not fare as well against the Gate of Knowledge when Teks attempts to read a cursed scroll and begins turning to stone. Again, it is Ervendio who saves his comrade. The remaining books and scrolls in the temple library are tax records, census reports, and other mundane — but no doubt valuable — records of this lost city.

Entering the Gate of Profane Love, the Revengers encounter a strange strange but beautiful dwarf who claims to be a member of Azaltin’s harem. They ignore her entreaties (and her advice to backtrack and re-enter the gates they had passed through) as well as her final request for a kiss for good luck. They leave her behind as spits a curse after them, disappearing into whatever nether-plane she emerged from.

The Revengers face the final gate — the Gate of Sacred Love — and the good among them discover a hidden vault of treasures. They find Azaltin’s inner chamber, which contains a scroll revealing that the Eleven Baneful Gates has been destroyed by the undead Azaltin himself, who was heartbroken to have been separated by centuries from his wife. Translated from ancient chun, the scroll read,

Too late have I realized the Loregiver’s warnings. Immortality is a curse, not a treasure. No man should be separated from his wife by the ravages of time. This is a burden I shouldered through youthful pride. Rest assured that The Eleven Baneful Gates has been destroyed. It can tempt mortals no further.

Bea was unimpressed by Azaltin’s supposed-lesson, arguing that, if you lived forever, you could fall in love over and over again, with lots of people.

Though they did not find the scroll they were sent to recover by Haroushin, the party recovers several items of treasure from Azaltin’s sanctum, including a book called The History of Lions, which purports to be the true history of al-Anwahr.

The Revengers prepare to depart the temple, loaded with treasure — though not with the scroll they were sent to recover….

Group Awards
Cockatrice: 650
Harpy: 975
Gate of Gluttony: 1600
Gate of Knowledge: 0
Gate of Profane Love: 2900
Gate of Sacred Love: 3500
Group Total: 9625 Individual Total: 1925

Individual Awards
Bea 2675 (Lesson Unlearned 750, Group 1925)
Bertram 2675 (Sphinxfriend 750, Group 1925)
Ervendio 2675 (Cursebreaker 750, Group 1925)
Jongle 2675 (Slippered Feet 750, Group 1925)
Teks 2675 (A Taste of Harpy 750, Group 1925)

- gems worth a total of 8500 gp
- harpy feathers
- cockatrice feathers
- gilded scroll case (empty)
- books & scrolls from the library of al-Anwhar (tax records, etc)
- a plate

contents of the final room:
- scimitar
- short bow
- a golden scarab
- suit of bronze plate mail
- purple, silk slippers (I think Jongle already put these on?)
- a book

- Azaltin’s scroll
- book, The Kingdom of Lions

42: Time is the Fire in Which We Burn
our heroes pass through six baneful gates...

After burying the bodies of the fallen archaeologists, the Revengers pass through the Lion’s Gate. They encounter a room of skeletal guards, who salute Teks — the bearer of the lion rod — and the Revengers pass by peacefully.

Next, the Revengers pass through the Gate of Forgetfulness. They avoid a seemingly-mystical fountain and rose garden, but there is no effect when Bea attempts to dispel whatever magic is there. The Revengers stick to the perimeter of the room.

The Revengers pass through the Gate of Piety and discover a long-dead priest clutching a jar of unknown oil. They are unable to force the jar from the priest’s skeletal hand, and eventually they move on.

Entering Vanity’s Gate, Teks becomes transfixed by his own mirrored reflection. Unable to move — except to step deeper into the room — Proteus attempts to blindly smash the mirrors while Bertram creates an illusory meadow, obscuring the mirrors and allowing the Revengers to safely pass on.

Passing the Gate of Violence, the Revengers destroy a pair of copper automatons left for centuries to guard this palace. The automatons had initially ignored the party — one even helped Proteus to his feet after the warrior knocked through the door by way of his meaty shoulder — but when Ervendio drew the lion rod, they attacked. Later, encountering another pair of automatons, the Revengers avoid combat when they draw no weapons.

The Revengers than pass through the Gate of Avarice, finding a room stacking with a quarter of a million gold pieces. Jongle and Proteus go through the treasure, with Proteus filling a sack with as many as he can carry. But when Bertram attempts to search the room for traps, something terrible occurs — and then, never occurred. Touching the gold coins seemingly ages Bertram by decades — in a matter of moments, he ages more than 70 years — until Bea, casting alternate reality, undoes the effect.

The group, not having rested for more than a day, retreats and seeks a safe space to rest. They have passed through seven of the 11 Baneful Gates — some successfully, some with no effect, and some that nearly doomed them — and there are four tests yet to come….

Group Awards
Lion’s Gate, 1300
Gate of Forgetfulness, 300
Gate of Piety, 0
Vanity’s Gate, 500
Gate of Violence, 1300
Gate of Avarice, 0

Group Total, 3400. Individual Total, 567

Individual Totals
Bea 1317 (Fizzled Dispel 750 , Group 567)
Bertram 1317 (Peaceful Meadow 750 , Group 567)
Ervendio 1317 (Hall Lurker 750 , Group 567)
Jongle 1317 (Goldfinger 750 , Group 567)
Proteus 1317 (Blind Fighter 750 , Group 567)
Teks 1317 (Bone Captain 750, Group 567)

2 scimitars (Proteus)
1,000 gp (Proteus)
automaton arm (Proteus)

41: The Eleven Baneful Gates
our heroes pass through death's gate...

Bea Purplebottom is returned to life, brought back by a genie’s wish. Teks gives her the severed finger of her corpse and Bea recalls a brief time spent in the next life. She recalls being with Mildred, but she is glad to be returned to her Revengers. Jongle gives her a smooch.

Bertram, his memories restored, is brasher than before. When the Revengers meet a group of jann living in the ruins of al-Anwahr, Bertram is quick to seize on a misunderstanding that nearly results in the group trading his apprentice Paqi into slavery. He lies to the boy, telling him to be his eyes and ears in this strange new place. Though Teks makes sure the jann know that Paqi is not their slave to give, Paqi nonetheless decides to leave the service of the Revengers when he sees how casually they were willing to give him up. Shayjar also leaves them, and the dwarf and the halfling volunteer to establish friendly trade relations with the jann and Paqi’s people in Sri Raji.

In exchange for several magical items the group had acquired (including Proteus’s own magical blade) and a fountain created by Ervendio, the jann’s Shiek Sheyisha tells them where they can meet a strange hermit who also lives in al-Anwahr — and who has been there, unchanged, for more than a century. They offer the Revengers a place in their camp for the night, but the Revengers move straight to meet with the strange hermit.

Their meeting is brief. Dressed in a black, tattered aba, the hermit Nemir makes a single statement (“I welcome you to my home and wish every strength for the tests that await you. Eleven obstacles stand between you and the truth. Truth is not obvious, but it can be found in the simplicity of a man’s love for his wife”) and disappears — leading between two items. One is a rod carved with the images of lions, the purpose of which has yet to be revealed; the second is a large chime that the group discovers is a magical chime of opening.

Next, the Revengers head to a mosque where the jann told them the archaeological dig had been. The jann warned them that the excavators discovered a strange, obsidian statue — and subsequently went mad, killing one another.

Reaching the mosque and discovering a 150’ pit with a temple door at the bottom, their guide Khanufasa remains topside with the camels as the Revengers enter the temple. The chime of opening opens the entry gates, which rests between two carved shedu. Inside, they find the obsidian statue — it is carved in the form of a great ghul, and it is surrounded by fifty rotting corpses. Bertram retrieves a spellbook from the base of the statue, and Ervendio investigates the bodies for clues of their fates, but otherwise the Revengers do not disturb the scene.

In the next room, however, they find themselves surrounded by the angry spirits — wraiths — of the fallen excavators. They demand to know why the Revengers have dishonored them, crowding around the party and forcing them back out. The party realizes they must put these spirits to rest, and they spend the rest of the evening burying the fifty corpses just outside of the ruin. This puts the wraiths at ease, and they are seen no more.

The Revengers have passed through death’s gate, the first of the Eleven Baneful Gates. Ten tests remain….

Group Awards
Jann Treaty, 1200
A Hermit’s Warning, 600
Death’s Gate, 1200

Group Total 3000, Individual Awards 500

Individual Totals
Bea 1250 (Bea’s Right Back 750, Group 500)
Bertram 1250 (Bertram’s Back Too 750, Group 500)
Ervendio 1250 (Rainmaker 750, Group 500)
Jongle 1250 (A Kiss Can Be Even Deadlier If You Mean It 750, Group 500)
Proteus 1250 (You Have My Sword 750, Group 500)
Teks 1250 (12 Seconds A Slave 750, Group 500)

- chime of opening
- lion-carved rod

- scimitar (Proteus)

- spellbook (descriptions for each can be found in Al-Qadim: Arabian Adventures)

Alter Normal Winds (alteration)
Avert Evil Eye (abjuration)
Traceless Travel (alteration)

Enlarge Desert Creature (alteration)
Flying Jambiya (alteration)
Sand Shadow (illusion/phantasm)
Wall Against Noise (alteration)

Dispel Mirage (abjuration)
Find Water (divination)
Reveal Invisible (divination)
Sand Sword (evocation)

Conjure Sand Lion (conj/summ)
Ghost Rigging (conj/summ)
Mirage Wall (illusion/phantasm)

40: The Genie's Garden
our heroes wish & remember

For thirty-three days, the Revengers travel through the Furrowed Mountains, across the Burning Lands and the Genies’ Garden, and to the edge of the Sea of Salt. There is no combat; there is much conflict.

On the first leg of their journey, they reach the oasis of the serpent lord Ssshawha. He is a healer and (according to local lore) kind of a weird guy. They camp and share food with him, and Ssshawha heals Bertram’s psychic scar — finally revealing his [[Interlude: Bertram Figg, A Life | secret history]]. Bertram was once a spy, working directly for Queen Facistasia Claudia Wonderfrock IX! Indirectly responsible for the massacre of an elvish family and several dozen gnomish refugees, Bertram wiped his own memory — several times over — with a magical hoop earring. When Bertram met Ervendio in Grudgewood, Bertram discovered that Ervendio was at the Massacre on the Moon — he was one of the elves who mopped up the “mess” left in Bertram’s wake, killing the gnomes who had murdered the elven nobles. Bertram wiped not only his own memory of this connection, but Ervendio’s as well. Ssshawha restores Ervendio’s memory of this as well.

Upset at having his memories taken from him, Ervendio demands that Bertram hand over the magic hoop. Instead, Bertram snaps it in half — its magic strained to the point of breaking, the earring crumbles to pieces. Ervendio is intent on moving on — he talks to Proteus about the kiss they shared on the necromancer’s island, which Proteus professes he took as simply part of Ervendio’s spell — and Bertram is left to consider the full weight of his newly restored memories.

On the second leg of their journey, along the cliffs and the foothills of the Burning Lands, Bertram convinces Jongle to again peer into the necromancer’s crystal ball, seeking both his birth and his foster parents. Jongle cannot locate either, so he looks for Minja instead. He sees a vision of her huffing across the barren desert, dressed in the tightly-wrapped robes of the local Amarans, carrying some kind of wrapped bundle. He also realizes she is visibly pregnant!

The Revengers encounter some of the desert folk. Khanufasa recognizes them as madawi, a particularly hostile tribe. He warns against aggressive behavior, but Bertram commands his camel Georgie to ride like the wind!, and the gnome somehow manages to hang on as the camel charges the riders. Teks keeps pace and the riders draw their swords, charging Bertram and Teks. Teks, unversed in the ways of mammals, looks the fool as two madawi circle him and jest, but Bertram — shirt off, sunburnt and roaring — rides down the madawi’s best rider. They are impressed by Bertram the White Rider and make camp with the Revengers, sharing with them their food and water.

On the third leg of their journey, the party enters the lush and green Genies’ Garden. They refill their waterskins and wind through the narrow canyons and rock-passes of the desert. They come upon a dao, buried to his neck in the hard-packed urth and marked with the word LIAR on his forehead. He asks to be freed, and after Teks unburies him and Jongles knocks his chains free, the dao offers them three wishes.

The Revengers ask for Ervendio to be freed from Jad’s geas, binding him from seeking the return of the second key by treachery or violence — which the dao grants.

They ask for the return of Bea Purplebottom, to life and with her belongings, as she was an hour before her death. Which the dao grants.

They ask for Bea’s transport to their location. Which the dao grants.

The dao disappears just as Bea Purplebottom reappears. The wild mage is returned with full memory of her death and her time as a spirit petitioner in the Outer Planes — a resident of Ysgard, the world ash tree — and the soul-tearing sensation of leaving that behind, being returned to the material plane.

Teks presents her with the withered, severed finger of her own corpse, though she is, in fact, complete and whole.

Bea lets out a wordless scream. The Revengers are reunited!

Group Awards
Memories Unlocked!, 3000
Riders of the Wastes, 140
A Genie Freed, 500
Group Total 3640 Individual Total 607

Individual Awards
Bea 1357 (Reborn! 750, Group 607)
Bertram 1357 (Her Majesty’s Gnomish Service 750, Group 607)
Ervendio 1357 (The Fog of War 750, Group 607)
Jongle 1357 (Absent Father 750, Group 607)
Proteus 1357 (Silence-Kissed 750, Group 607)
Teks 1357 (Eater of Cheeses 750, Group 607)

-17 days food (net)
+2 days water (net)

Interlude: Bertram Figg, A Life
Bertram remembers...

Part One: In Her Majesty’s Gnomish Service

As a young man, Bertram rises quickly through the ranks of the queen’s most secret service, a small cadre of gnomes dedicated to working towards the securing of gnomish lands and properties. Their eventual goal: to make real the dream of the gnome land. Bertram was a skilled operative who served with distinction; his abilities with subtle words and a subtle knife brought him the trust of the Queen herself.

Bertram completed a series of missions with distinction. These missions included:

Uncovering an anti-royalist gnomish plot and stopping a magical detonation designed to take the life of the Queen.

The investigation of interruptions in gnomish trade caravans by what seemed to be a huge metal beast. Bertram’s investigation uncovered a rogue gnome in the service of the Goblin nations by the name of Zollo whose inventions were being used to swallow whole caravans and bring them to the Goblins in exchange for confiscated magical artifacts.

Uncovering the political corruption of one his own superiors in the service—a gnome by the name of J. Claxton. Claxton was drummed out of the service.

The foiling of a Mindflayer plot to establish a foothold on Urth itself. During the course of this mission, Bertram killed a Mindlflayer in single combat, earning a medal of double ingenuity from the service.

Working in tandem with a human agent of their fallen Empire attempting to secure territory for their people. That agent, a cold-blooded and terrifying man named Darcie Bill, pursues his ends with a single minded purpose that chills Bertram.

Bertram, now a senior agent in her majesty’s service, is given a mission. He is tasked with helping a group of gnomish refugees on the moon establish a permanent colony. The gnomes, having been liberated from their Mindflayer masters by the elves, were being housed temporarily on the estates of of elvish noble family in a series of camps. The gnomes had food and basic shelter, but no opportunity to build lives of their own. The moon was elvish territory, and the elves had no desire to give actual land to these new refugees. Bertram’s mission was to lead a small population from the camps into the wilderness to establish a colony right under the noses of the elves.

Bertram’s mission goes terribly wrong. Bertram begins his mission sowing dissent in the camp, hoping to make some of the residents willing to run for the woods. He underestimates the amount of resentment in the camp, though, The gnomes, who had dreamed of freedom, felt betrayed by the elves, who kept them fenced in their small camp. False rumors had begun to spread in the camps that the elves were not even attempting to help the gnomes, and were instead planning on re-enslaving them here on the moon.

Rather than inspire and escape, Bertram’s agitating led to a full scale uprising and riot. Months, years — generations! — of bitter resentment boiled over. The gnomes ran wild, killing nearly everyone on the estate. Bertram attempted to stop the violence, and even holed himself up in the main house of the estate where he tried to protected the daughter of the Noble Family, a dark haired elf name Bree. But the house was stormed by refugees, and some of the gnomes found Bertram standing watch over Bree. They called him a traitor for refusing to give her up to their justice, and attacked Bertram. He killed seven of his own people with his blade before they brought him down, beating him mercilessly and then killing Bree before he passed out.

Bertram woke hours later, having been left for dead. He fled the camp. The gnomes were celebrating, some of them looting, others moving into the main house, planning to occupy it. Bertram watched from the tree line, knowing what was coming. It was only a matter of hours before the elvish military arrived — equipped, prepared, trained soldiers — and a few hours more before every gnome on the estate was dead.

Shattered by his failure and its effects, Bertram managed to escape the moon stowed away on an elvish ship. He spent the journey to Urth huddled in the hold, reliving the events on the estate in a series of nightmares and flashbacks. By the time he made he home, he was entirely broken. He made his report to the Queen and was given a small and easy task for his next assignment. But he could not bring himself to begin it. Every attempt at spy work was met with panic attacks and nightmares. He was quietly shuffled out of active duty as his life spiraled away from him.

After several months of this, Bertram had had enough. The memories plagued him, and he felt the only way to move on was to erase them. He could not allow himself to repeat his mistakes though. He sought out a wizard of ill repute and purchased, at great expense, a magic artifact: a single hoop earring that, when held in front of one’s eyes, would wipe away the memories of some event. The wizard told him that the one needed only to speak out loud the memory that was to be erased and that the memories would be gone.

Bertram made arrangements. He left his modest estate in the hands of his elderly guardians. He kept a portrait of them on his person, and labeled it “Mum and Pops.” He wrote himself a letter of recommendation for employment as a cook, a hobby of his and a profession he imagined he could love. He rented a room above an inn. And the he held up the ring and whispered “everything.”

Part Two: A New Kind of Service

Waking up in the inn with no memory of his previous life, Bertram searches through his belongings. He finds the portrait, and knows that he has a Mother and Father. He finds A letter, and knows that he is a cook. He finds little else.

Bertram founds his first job as a cook in the home of Claudius Bigglesby, a gnomish wizard known for the quality of his illusions. Bigglesby was a gregarious master, and he spent long hours chatting with his cook, often comparing Bertrams skilled cook’s hands to those of a wizard. Eventually, Bigglesby decided to act on that comparison, making Bertram his apprentice (a decision which had the benefit of allowing him to make his cook work for free). Bigglesby found Bertram to indeed be quite skilled. Near the end of his apprenticeship, though, Bertram caused an accident in the workshop that seemingly killed Bigglesby ands set the building afire. Bertram fled into the night, worried that the accident might be considered a crime.

After several months of travel and odd jobs, Bertram hears of a Human family looking for a Butler and Cook. Bertram’s interview with the Purplebottom family is entirely satisfactory. The details of this time are recorded extensively in Bertram’s own journals. But it is worth noting several things:

The family’s young daughter became a focal point of Bertram’s life. He found himself inexplicably protective of her. Upon discovering that the child had some magical aptitude, Bertram spent a great deal of time tutoring her in the art.

During this time, Bertram began writing letters to the Queen, updating her on the status of gnomes and his work to further gnomish culture. He did not know why he did this—in fact he assumed that all Gnomes did this, and that the Queen read about the lives of Gnomes all over the world on a daily basis.

In fact, these letters caused some consternation with the Queen and her now elderly spymaster. In light of Bertrams long service, though, they decided to allow Bertram the freedom to report in his own strange way, and considered him an intelligence asset to the crown, albeit a strange one.

Bertram’s time with the Purplebottoms ended when Bea came into her full power as a mage. The teenage Bea had spent some time dabbling in the art under the guidance of her tutor, but was unable to control a series of sudden and unexpected wild surges. It is well documented that she turned her brother into a pie (a process that has been miraculously reversed in recent days). But the surge of magical energy had another effect as well. The massive surge of power ripped through Bertram, as well as through Bea, stripping his mind of its enchantments and restoring his memory.

Bertram spent the next chaotic days in a fit of nightmares and flashbacks. The family, caught between grief and horror, were powerless to help their beloved butler — and they assumed Bertram’s mental state had something to do with the disappearance of their son. Bertram fled the estate, horrified at himself and his recovered history.

Days later, Bertram found himself once more in a room in an inn. Holding up his hoop earing, he whispered “Again.”

Part Three: A Servant Without a Master.

Stripped once more of his memories, Bertram wandered the Urth. He still had his “parents” portrait, and, having found a number of receipts, letters, and diary entries recording his time with the Purplebottoms, he knew what he had been there. But the details were lost in a fog of forgetfullness. Bertram assumed that everyone’s memories felt like this. Every now and again, especially in the presence of strong magic, he would find a name or a face: Claxton, or “Mums,” but the details were not there.

Finally, having wandered to a small human settlement called Grudgewood, he met an Elf named Ervendio. He found himself drawn to the Elf, asking him question after question about his home on the moon. Ervendio, unused to such interest and flattery from the Urth-races was happy to oblige. As the night grew longer, and the pair grew drunker, though, the conversation turned from descriptions of Ervendio’s idyllic childhood to his time in the military. Ervendio confessed to the gnome a terrible moment from his own past in which he was called to a neighboring estate to put down a refugee uprising. He and his fellow elves, he told Bertram, found that the gnomes had killed the family of the estate and their servants, and the elves slaughtered them for it.

Bertram, confused and terrified for some reason, began retching in the tavern, his body reacting to what his mind could not. Ervendio, trying to help, cast a healing spell on the gnome, but the combination of strong magic and strained memory once again broke the enchantment on Bertram’s mind. The memories rushed back and Bertram couldn’t help but speak them out loud as they did. Ervendio listened in horror to Bertram’s confessions and even drew his sword on the gnome. Bertram, sick with guilt and terror, did the only thing that he knew would work.

Bertram asked Ervendio if he would forget this event if he could. The elf agreed, but stammered that such a thing was impossible. Bertram, bits of his old self seeping through the cracks of magical memory loss, had a contract drawn up (witnessed by Bunk, the bullywug bartender) stating they would never discuss this matter again. Bemused, Ervendio signed — everyone deals with trauma in their own way, the elf surmised, and this strange little gnome must somehow have been the lone survivor of that mansion massacre.

Bertram once again unclasped the earring, pulled it from his ear, and held it between himself and the elf. “Again,” he whispered, “the Massacre on the Moon!”

The hoop earring, now tarnished and overused, strained to perform its intended service. Bertram’s memory was wiped yet again, but holes remained — pockets of memory. Mum & Pops, the Queen, the Purplebottoms (mostly). His innate goodness and curiosity. Ervendio, caught in the swirling magic of this strange artifact, lost all memory of this early mission — the mansion, the gnomes, the murder — and a lightness returned to his step.

Morning came. Bertram — cook, butler, journeyman, casual illusionist, and nothing more — awoke and embarked on a new adventure with new friends. There was some sort of trouble at a signal tower on Eddistone Point….

39: The Hermit's Riddle
our heroes lose by winning

In the small desert village of Talv, the Revengers meet Khanufasa, a desert rider who will guide them through the Valley of Echoes to the cave of the hermit Mahara. They set out on the camels they purchased back in Muluk — including Georgie, Bertram’s all-white mount.

They travel by night and rest during the day. Ervendio makes food, water (and holy water) to preserve their supplies. As they approach the foothills they hear the caterwauling of hyenas — always terrible, always ahead.

While making camp, a thunderclap erupts in the middle of the group. A dao appears and poses them with a riddle:

A wealthy sheikh is on his deathbed. He has two sons. He promises his wealth and his estate to the son who owns the slowest camel. The sons set out on a race from Umara to Muluk, slowly meandering across the desert for days. They rest together at an oasis, each never letting the other lag too far behind. Finally, they both realize what they must do. They race to the camels and mount them, then they both break for the finish line as quickly as they can. What have they realized?

The Revengers confer together. Teks offers a solution: the brothers steal each others’ camel, so the winner of the race will be riding the camel belonging to the other brother. The genie, seemingly unsure of the answer, says That might work! and commands the Revengers not to go anywhere. The genie turns to mist and departs. He never returns — the Revengers eventually break camp and move on.

As the trail to the hermit’s cave gets narrower and rockier, the party leaves Paqi and Shayjar to watch over the camels. They continue up the path to Mahara’s Vale. They hear what sounds like a terrible hyena attack just up ahead — but when they investigate they find nothing except tracks leading into the wilderness. They ignore the tracks and stick to the path.

Khanufasa is jumped by a larger-than-average hyena just before reaching the vale. Though trapped in a single-file line, the Revengers attack and kill the hyena — who transforms into a dwarf as he dies. Another dwarf and a hyena approach the Revengers and profess they want to leave the vale without trouble, assuring the party that the hermit they seek is nearby.

After exploring the caves and finding several stores of coins, gems, and a few magical items, the group finds Mahara — already dead. Though the Revengers do not learn the truth directly, their correct answer to the riddle resulted in the hermit’s death, as he had been holding the jealous and evil genie at bay with a “riddle contest” that the genie had been unable to solve.

The party buries the body of Mahara and makes camp in the vale. The next step will be to continue on to the lost city of al-Anwhar….

Group Awards
The Hermit’s Riddle, 3000
Werehyenas, 2000
Group Total 5000 Individual Awards 1000

Individual Totals
Bertram 1750 (Chromatic Balloon 750, Group 1000)
Ervendio 1750 (Holy Waterer 750, Group 1000)
Jongle 1750 (Magic Missiler 750, Group 1000)
Khanufasa 1750 (Desert Guide 750, Group 1000)
Teks 1750 (Riddler 750, Group 1000)

30 gems, worth 50 gp each (total value: 1500 gp)
809 gp
gold ring (worth 250 gp)
pearl earrings (worth 300 gp)
scimitar, +1
1 burned out ioun stone
1 off-white ioun stone (the bearer doesn’t need to eat or drink)

38: Arrival in Amara
our heroes make landfall

On board the Sokurah Ervendio blesses Bea’s body to prevent her from rising as a ghoul. He casts detect magic on Bertram, seeking clues to Bertram’s muteness, and has a vision of a ghostly steed under the gnome. Teks and Jongle pitch in as sailors and Teks negotiates to receive a cut of the crew’s payment when they arrive in Muluk.

After nearly three more (uneventful) weeks at sea, the Sokurah finally arrives at its intended port: Muluk, the City of Kings. Easily the biggest city the Revengers have visited on their journey, Muluk is home to 90,000 souls — nine times bigger than Cano City — and is one of the shining Free Cities of Amara’s northwestern coast. Built near the fertile valley of the River Al-Zalim, Muluk is a city-state ruled by an unbroken line of caliphs dating back a thousand years.

Bertram, Ervendio, Jongle, and Teks leave Bea’s body on the ship as they explore the city. First Mate Aasim assures them the ship will remain in port for at least five days as they unload their shipment, take on more cargo, and hire a new crew.

The Revengers are directed toward the Caravanserai, outside of the city, where they might find lodging, supplies, and information on Haroushin, the dwarven priest who took the third key from Teks’s village years before. They pass through the slave market and a dwarf attempts to purchase Teks from Bertram. The group plays along long enough for Jongle to palm a few gold pieces from the attempted buyer, but they move on through the Grand Bazaar — passing food stands, strange and unusual sights and smells, and curious onlookers — and finally reach the Caravanserai.

On a hunch, Teks plops Bertram onto the stabled horse of one of the caravaneers. Upon the dwarf’s protest, Teks explains that Bertram is a baby with an aging disease, and his last wish is to ride a horse. The dwarf takes pity on the old baby and trots Bertram around the Caravanserai. As the caravan workers dote on him and applaud, the wild surge-induced silence imposed on Bertram dissipates! Finally able to speak again, Bertram vocally wrestles with what to do about Bea: bring her back, or let the dead lie in peace?

The Revengers pass into the city proper and find a room at the River View Inn, which does not, in fact, have a view of the river. With only Teks and Ervendio able to speak dwarven, it is down up to the two of them to do any bartering or information gathering.

Ervendio finds out that Haroushin runs a small shop near the Mosque of Honored Elders near the city center. A female dwarf overhears Ervendio and Jongle speaking goblin, and she reveals that she had seen Minja in the city “a week ago, or more.” Minja claimed her intention to travel south, through the Haunted Lands, to the Great Anvil — a harsh desert home to mournful ghosts and whispering winds.

Paqi heads to bed early, feeling put upon and picked on by the Revengers. Bertram encourages Jongle to use the crystal ball taken from Baybars. Jongle sees Minja seated at a small campfire somewhere rocky and desolate; Minja seems to sense that she is being watched and the vision fades. Bertram, unwilling to wield the crystal ball himself, encourages Jongle to envision Jad, who they see asleep on a ship at sea. Then Bertram tells Jongle to search the planes for Bea’s soul, which they witness in a land of bright moonlight, reclining on the branch of a great gray ash tree, conversing with Mildred the Frowzywig. What they are saying is unknown. The vision fades.

Bertram stays up late and gets hella drunk. He wakes up hungover and has either cast — or was unwilling to memorize — half of his normal allotment of spells.

In the morning, the group travels across the city to Haroushin’s shop outside of the mosque. The mosque is enormous, glittering and gold, and obviously a point of interest for many Amaran pilgrims. Inside the shop of trinkets, they find Haroushin — obviously fallen quite far in stature from the priest remembered by Teks — blind and decrepit. Haroushin says he no longer possesses the third key, which he calls “The Third Rod of Unholy Law.” He is willing to tell them what has become of it — and, indeed, to resurrect Bea, even though to do so may kill him — if they will help him recover an ancient artifact of interest.

Haroushin tells them the story of The Eleven Baneful Gates

In the distant past, when Fate passed her knowledge to the Loregiver, Al-Anwahr was a rich and proud city ruled by King Azaltin, an intelligent man well versed in poetry, astrology, and the ways of magic. As the Loregiver wandered Amara, teaching the laws of the divine to dwarf and genie alike, she is said to have stopped in Al-Anwahr and been a guest of Azaltin for 11 days. Azaltin honored his guest daily with lavish celebrations and exquisite gifts of silks, gold, and perfumes. After each night of entertainment, the king would ask his guest the same question: “How can a man live forever?”

The Loregiver warned Azaltin about the danger of such knowledge, but in the end could hardly insult her gracious host by refusing to answer. Each night she told the king about the obstacles that prevent dwarves from achieving immortality. Azaltin’s scribes labored furiously to capture the Loregiver’s parables and cryptic riddles, which were set down in a legendary scroll titled The Eleven Baneful Gates. According to legend, the Loregiver departed Al-Anwahr, leaving the scroll in Azaltin’s care. Azaltin pondered the scroll for a decade, ignoring his people while trying to unravel its secret.

After years of fasting and meditation, he abandoned the kingdom to his brother Amakim and left to ponder the scroll in the solitude of the wilderness. Azaltin returned a dozen years later, an undead creature of hideous appearance, to reclaim his kingdom. Amakim led a revolt to topple his monstrous brother. Some members of court remained loyal to their undead king, however, and a bloody battle ensued throughout the city. Ultimately, Amakim’s forces triumphed, but when they reached the king’s palace, they found that Azaltin had vanished. Amakim and his forces departed Al-Anwahr and eventually founded the city of Muluk. Centuries passed, and Al-Anwahr and Azaltin passed into legend.

More recently, a clay tablet has been discovered revealing the location of Al-Anwahr. Haroushin has already sent a team to reconnoiter the lost city, but they never returned. The Revengers agree to investigate and return the scroll, and in return Haroushin will tell them what has become of the rod and resurrect their friend. He also tells them of another healer — a hermit named Mahara who lives in the mountains near Talv, a small village they must pass on their journey. He feels guilty, but Harousin is afraid that casting resurrection one more time may kill him, and it is possible Mahara could bring back their friend as well.

Haroushin gives them a dictionary of chun, the ancient language spoke in Al-Anwahr, and a map to the lost city. The Revengers book passage on a modest riverboat which will take them toward Talv. They arrange for Bea’s body to be sent to Haroushin’s shop — though Teks clips off her left pinky to take with them, in case Mahara can bring her back.

After two days traveling on the river and two more days over land that quickly turns from verdant valley to harsh, dry desert, the Revengers arrive in Talv. They are met by a village elder who invites them into his small shack to share food. Teks reads the elder’s aura and finds that he is lawful and good, and of practically no experience outside of village life.

After weeks of journeying, countless miles, and at least three dead wizards — two their foes, one their friend — the Revengers are on the edge of the Haunted Lands….

Group Awards
Arrival in Amara, 2000
Bertram Unmuted, 1500
Meeting with Haroushin, 750
Group Total 4250, Individual Totals 1063

Individual Awards
Bertram 1813 (Unsilenced 750, Group 1063)
Ervendio 1813 (Translator 750, Group 1063)
Jongle 1813 (Crystal Balling an Ex 750, Group 1063)
Teks 1813 (Great Negotiator 750, Group 1063)

2000 gold pieces each (payment from the sailors)

13 gold pieces (pickpocketed by Jongle)

Dictionary of Chun


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