Tuesday, February 24, 2026

Party Recaps PF2e Levels 3-18


2/6/2022 Beginning of the Ether'ell Campaign

The Ether'ell campaign was our first to use Pathfinder 2e. The campaign setting was based on a map I drew and lossely based on the Netflix Series Arcane with a generally steampunk setting and a city with multiple layers: Upper City, Middle City, Under City.

The Pantheon was based on science and psychology principles:

The three old gods are called the Fisidio: 

Enuna: God of space and time, order, cause and effect.

Atum: God of matter, summoning, alteration, conjuring, titans, and giants.

Ergos: God of energy, fire, invocation, dragons

The Sinidio is the pantheon of intellect.

•    Stressia – Self, self awareness (Monk)

•    Safu – Society, empathy

•    Lithano – Logic

•    Musal – Music (Bard)

•    Sivar – Art, drawing, painting

•    Storal – Writing, literature

•    Kropisi – Physical strength and dexterity (Fighter)

•    Naturm – Nature (Druid)

•    Andelar – Spirituality (Cleric)

•    Stragan – Magic (Wizard, Sorcerer)

Some other common gods: 

Husogni: God of memory, regret, trauma, and dreams, Sogni, Huso

Kunstammag: God of music, art, theater, magic, Kunst, Amma

Amorsikker: God of love, community, friendship, safety, esteem, Amors, Asik

Odarefrikt: God of fear, hatred, prejudice, and anger, Frikdar

Guarkjemi: God of potions, alchemy, healing, poison, Garkem

Mattifilog: God of logic, mathematics, and philosophy, Filog

Aviditaforl: God of greed, decay, corruption, and wealth, Dita, Ditafo

Gledefesta: God of pleasure, feasting, alcohol, drugs, sex, Glafess

Bedragazardo: God of lies, deception, and gambling, Zardo 

There are a group of gods related to life and living things called the Lividio, and another group related to intellect and sentient things called the Sinidio. So the three sub-pantheons are the Fisidio, the Lividio, and the Sinidio. There are also gods that do not belong to any of these which would be demigods, minor dieties, spirits, forces of nature etc

3/5/2022

Lisicia (kitsune) noble 

Knyrr (gnoll) gladiator

Boots (catfolk) swashbuckler

Kaa (brass kobold) sorcerer

Kakaruk (tengu) oracle

2/6/2022 Level 3 Matty GM Starting level 

No recap: Explored the city of Ether'ell discovered the undercity and fought some spiders.

4/14/2022 Level 4 Scot GM

The party found itself drawn into a mysterious rash of death around the city where all the victims were seemingly emptied of organs and bones with only their skin and hair left like discarded sacks of flesh. After signing a Contract of Intent with the city guard, the party investigated the victims Gorm Hockenhoof and Jarred Houseman.

Gorm was dabbling in occultism and may have summoned a fiend. He disappeared and his home burned down on the same night.

Jarred belonged to a noble family. The party spoke with his parents: his mother Vanessa, a stylish woman with long blonde hair, and his father Theodore, a well-dressed man with a trimmed mustache and goatee with slicked back gray hair. Jarred apparently enjoyed partying in the rougher district, especially at the Green Room. The parents agreed to reward the party if they solved their son's murder.

The party went to the Green Room, experiencing food poisoning, arm wrestling, and a drunken brawl. They also spoke with Xindar Silvertongue, an impeccably dressed elf and owner of the tavern. They discovered that Jarred had been seen with a beautiful gold digger named Meg, a regular who hasn't been seen in over a week. Xindar implied that she had become more cruel and primal the last few times he had seen her.

The party is on the way to Meg's home now... 

Hans GM Tarpol the Minotaur City 6/5/2022 Level 5 (2? Sessions)

The party spent some time preparing for the adventure. Gary suggested they would be able to fence some jewelry with Xindar at The Green Room. Bowdin the Blacksmith attached a rune to Knyrr’s Guisarme (Guy’s Arm) for 100 gp (per day).

A page summoned the party to councilwoman Birani’s offices. Birani is one of eight members of the high council of Ether’ell who rule the city and the region. Birani was an older woman with gray hair who was interested in hiring the party to retrieve the bones of her ancestor Anentros. The party asked for 600 gp and she immediately agreed and gave them 300 gp up front, provided horses, and attached a rune for Knyarr. The bones are supposed to be located in a minotaur village called Tarpol.

Lisicia wanted to do some research at the library and found a book on myths and legends from ancient Anentropol suggesting that Anentros was a titan god who was worshiped by the ancient Anentropolians. Anentropol was destroyed by some type of pestilence.

The party sets out at noon and spends the rest of the day and night without incident. On the second day, they encounter a fellow adventurer named Dunter who claims to be a mountain gnome and fights with a scythe. He warns them of the dangers ahead and asks to join their group. They encounter an unusual geographic formation that consists of pillars of stone over 1000’ high with vegetation at the top. There are bird-like creatures flying up there and one of them flies down and attacks, turning out to be a harpy. The harpy is slain in the first round by the party with little Dunter landing the killing blow with a crit from his scythe.

The party comes to a forest and they are taken by fauns to meet Lyra. She rewards each PC who tells a story, giving them a magical item. The next day the fauns and Lyra seem to have vanished.

The party arrives at Tarpol the minotaur city. One of the guards challenges Knyarr to a duel and after first blood is drawn the party is welcomed into the city. The horses are left outside. The party has trouble finding their way through the labyrinthine city so they hire a young minotaur as a guide. They are taken to the Temple of Baphoment, allowed to enter, and convince the high priest, Bovis, to allow them to search for a secret passage. Dunter discovers a hollow area beneath a stone next to the altar.

Final session recap is missing but Dunter betrayed the party. They discover the bones guarded by a mummy. Dunter and the mummy fought over the bones, and Dunter attempted to flee with the bones. There were statues of Faroh Hemkaraho and Queen Alyssamir in the tomb. The party returned to Ether'ell and told Birani she couldn't have the bones. 

Scot GM 9/12/2022 Level 6

One fine morning, a courier delivered a message (from someone unknown) that stated, "Yer feline friend is in danger! If you wish to save him, leave right away for the village of Windmill. Once there, look for the Rose Gate. Arrive at the next dark moon and you will find the way to yer friend. If you aren’t here by the new moon, I fear yer friend may die.”

Fearing for their "feline friend," the party searched Boots' room and found a note stating, "Fellow heroes! Something has come up which takes me away from the city. I would say more, but I'm not sure I understand it myself. Hopefully, I shall return soon. Excelsior!" No one has seen Boots for almost a week.

On their way to Windmill, the party helped reach peace between the dwarven kingdom of Dorn and the goblin kingdom of Bonesliver (well, at least between two of their citizens anyway) at a toll bridge.

Later, the party crossed paths with some angry minotaurs outside of Tarpol. According to the minotaurs, their friend Boots had arrived four days ago and immediately visited the temple where the party had previously explored. Mere hours after that, there was an explosion at the temple, and it went up in flames. The minotaurs found the priest dead, burnt and decapitated, though the head was nowhere to be found and Boots was gone.

At the tiny village of Windmill, the party discovered that the residents of Windmill believe the ancient forest (The Green Veil) is haunted by an elf druidess, and they will not go far into the forest, even on the trail. They are told that the Rose Gate is a stone ring found roughly 10 miles into the forest at the end of the only known trail. Although few people enter far into the forest, the trail has never grown over; it is said to predate the village, which itself is 300 years old.

The villagers also tell them that, four days ago, a group of visitors came through asking about the Rose Gate.

-The human female was maybe 30 years old, with very short black hair. She was slender and stood almost 6 feet tall. She dressed richly but practically. She wore a rapier at her side. She had the bearing of a noble but the presence of a fighter. (She fits the description of someone the minotaurs said recently visited Tarpol.)

-The human male was a wiry fellow in his 20s who looked down his pointed nose at the villagers. He had the demeanor of a bully and a thug.

-The halfling or gnome wore a heavy cloak with the hood up and low, so it was hard to even see his face. His voice sounded strained and hoarse, and people felt uneasy around him.

-The catfolk looked particularly glum, walking between the other three.

On the trail into the forest, the party came across a group of spriggans, who they attempted to parley with but who attacked anyway. The party slew three of the spriggans but one, a magic user, who escaped by flying away.

Pete GM Level 7 12/17/2022

The party had a dialog the the woman in the room at the bottom of the stairs.  They turned down her job offer, and a fight ensued.  The big guy that chased the party didn't participate, and thus the party was able to defeat her, though Matty's character did lose her sight and the accompanying undead survived.  Upon her death there was a brief rumbling.  The big guy gathered up her corpse and left the room through the door the party entered, along with the undead and Bub collected the black blade shears and cast message informing someone of the successful retrieval.  The party checked opened the other door in the room and found a ring and a journal of E-bii's.  A brief skimming of the journal caused the party to believe that they were hired by a cult called "The Ascendants of Entropos" which Bub makes no comment on.   He does however suggest that the party should probably rest for the night in town before they start the return trip.  The party then follows a suggestion that they try going back to that sealed door, which they find is now open and contains a warp-point looking thing. 

In my first session, the party was enlisted by a group that portended to be from the Pathfinder Society to go to Edrogund to retrieve a weapon for them.  They arrived at the ghost town, faced a scientist whose field involved necromancy and grafting things to/into people, and retrieved the weapon.  The weapon turned out to be a black blades, and the employer turned out to be a member of the Ascendants of Entropos.  The man retrieved the blade and parted with the party.

RIP Matty 12/24/2022

Scot GM 2/2/2023 Level 8

Graydirge follows a strict hierarchy which places undead above all others and limits the rights of the living. Undead have broad discretion to mistreat or even slay living residents who aren’t under the protection of another undead. Most living NPCs are helpful toward undead characters out of fear, while undead NPCs are generally indifferent to living characters, at best.

Being a living person in Graydirge is a dangerous prospect, but the city has a sizable population of humans, halflings, and other ancestries. Many of these people live here not by choice, but by birth, and they remain in relative destitution. Even among this population, people constantly vie for power and influence among their neighbors. Certain dwellings or entire neighborhoods might be known as the feeding ground of a local vampire or ghoul, and acquiring a living space that’s just a few more homes removed from a ravenous undead neighbor can be expensive. But what else are the quick to do? Sitting in a walled city atop a hill in the center of a nation of the undead, surrounded by zombies and feral ghouls in all directions, countless miles away from any major river or port, they’re as safe as they can be—and living in the crowded alleys and filthy apartments of Graydirge is better than being sent to the nearby death ranches that raise people as mere livestock. 

The living residents of Graydirge, surrounded by the bones of those who refused to serve Geb as undead, face a constant reminder of their ultimate fate. One way or another, their deaths won’t be the end. All of them will serve Geb, whether as food, as zombie laborers, or—if they manage to scrape together enough influence (or luck)—as a more powerful undead who retain their memories and free will.

You were summoned to the estate of Berline Haldoli within the city of Graydirge. Haldoli, a cheery halfling necromancer and minor Blood Lord affiliated with the Reanimators faction, has been keeping a professional eye on all of you and thinks you can rise far within the nation of Geb. Presently, she wants you to investigate a local farm (Old Ergagh’s Farm) that supplies food for Graydirge; shipments have ceased from the farm. She asks that you put the place back in working order: fix what you can, recover any food that’s worth eating, and make sure the zombies can’t do any more damage. (Leave the zombies alone if they’re not acting aggressively.) You're supposed to seek out Brahdek, her distant cousin, who has red hair and bare feet. 

-You found a crawling hand named Arghun the Annihilator, who was a general who once lived at the manor. He treats Brian's character as the manor's lord.

-You seem to have a rat problem at the manor. Not to mention the ostovites.

-A well-made (possibly magical) cleaver was found in the kitchen.

-In the basement is a large pool of roiling viscera, which can work as scrying pool, if you knew the command words.

-In a secret room in the basement, you found an altar of skulls and a robed corpse lying on the floor before it. Who is it and how'd they get there? 

The group finished cleaning up their cozy manor, finding a strange key and note in the basement.

A few days later, they were invited to the Empty Threshold--Graydirge's temple to Zon-Kuthon--for dinner with head priest Ortagar Stitch-Skull, who wants them to investigate a plot to poison Old Egah's farm.

They are off to the hideout of the Bone Shards, a minor gang involved in the plot. Their hideout sits in an abandoned area of Graydirge’s cavernous undercity beneath the Meat Market neighborhood of Graydirge.

This is what you learned from the remaining Bone Shard gang members:

Kepgeda the Hag-Nailed, the leader of a gang called the Three-Fingered Hand, took over the Bone Shards and massacred many of its members soon after. Kepgeda had allies: human gang members in red cloaks, a few ghouls, and some zombies.

Her primary motivation seemed to be acquisition of an ornate key the Bone Shards owned.

She raised several dead Bone Shards as zombies to join her ranks and cooked “the leftovers.”

The remaining members of the Bone Shards don’t know the location of the Three-Fingered Hand’s hideout.

You found a collection of public records at the bank that function as a scholarly journal compendium, gaining a +1 item bonus to Recall Knowledge about Graydirge, though the records are poorly organized and require 10 minutes to peruse in this way instead of the usual 1 minute.

If you spend 1 hour sorting through the records, you can bundle the most significant ones into a single scholarly journal (Graydirge Lore). Compiling the journal allows the character to take it with them and reduces the time required to reference the records to the usual 1 minute.

You found a collection of books with titles suggesting grim and esoteric subject matter, such as "Delusions of the Boiled Rat" and "In Service to the Flagellating Fang."

In the poisoned bank manager's office, you found two letters:

“With the shuttering of Graydirge Bank, your position with the Tax Collectors Union is hereby terminated. Besides, I know you’ve been working with the Celebrants for years, you traitorous filth. You probably orchestrated all this yourself. Remember, the Tax Collectors always come calling. Watch your back.—VQ.” The note is dated just over two years ago, on the day the bank closed.

“Regretfully, though the church appreciates your devotion and the many services you’ve performed in the name of Geb and the Pallid Princess, your petition to join the Celebrants is denied.”

Jake GM Level 9 Captain Ulysses and the Great White Worm

Hans GM 4 Sessions Level 10 8/11/2023

Before he leaves Captain Ulysses tells you that he has heard a rumor of an artifact that may relate to one of the ancient flying cities. The Brass Palace is rumored to come from the City of Brass which was supposed to be an ancient flying city. The Brass Palace is located somewhere in the desert south of Cape Goblinhead.

The party began searching for the City of Brass in the desert and encountered some caves inhabited by a behir. They easily defeated the behir in two rounds and were rewarded with a camelpack (bag of holding 3, water for 4 once per day, trail rations for 4 once per day) and 100 gp. 

They next encountered a sphinx and after exchanging riddles were rewarded with up to three runes (of level 9 or less). The sphinx revealed the location of the Brass Palace was at the oasis Nar-Rahmil.

The players located Nar-Rahmil in the deep desert south of Cape Goblinhead. They landed the Sharkbait on a large platform in the middle of the village. The village consisted of mostly humans with a few catfolk, ratfolk, bhuka goblins, dwarves, and others.

The place is ruled by a sultan who lives in a palace but there does not seem to be a brass palace.

Boots encountered Qatil Aleagrab (catfolk) who was searching for members of his tribe, the Golden Scorpions.

Omri and Tirzah Te-Yernaan (ratfolk) were brother artificers who agreed to repair the ship which Gobs claimed had a damaged arcane transducer and/or ether valve.

The party was arrested for parking their ship on the platform and taken to the pit where there were about 100 other prisoners. The party was able to break out of their chains and Boots and Susan managed to climb out of the pit. Boots went to find the ship and gathered up any weapons he could find including a short sword and some knives. Boots and Susan went to see Qatil.  Knyrr, Godefroy, Eldak, and Lisicia remain in the pit.

Lisicia spent some time asking around it the pit, and came upon the following information:

There are three types of prisoners: 1. Newcomers to the city, many of them merchants who came on the promise of 2x and 3x for the price of their goods. 2. Outlaws and bandits. 2. Common folk of the city who were late for prayers or committed some other minor offense.  The laws of the city are posted at the sultan's palace and at the garrison however, they seem to change frequently with more laws being added all the time and often for more minor offenses. It seems like each time they are trying to get more prisoners. The Brass Palace will arrive when the red moon, Rumon, is full which should be in a couple of days. The prisoners are brought into the Brass Palace and after it leaves they are never heard from again.

Susan and Boots returned to the pit and with Qatil’s help were able to liberate their equipment from the storage locker. Susan was able to pick the locks to the pit gates and they were able to free about 80 of the 100 prisoners. A pair of clockwork soldiers showed up and were defeated but three rounds later four more clockwork soldiers showed up. The party defeated them as well but eight soldiers showed up. Suddenly they were interrupted by a messenger from Sultan Yakdow who invited the party to dinner at the Sultan’s palace. The Sultan told the party his story and asked for their help to defeat the Efrit.

As the red moon, Rumon, rose full, the Brass Palace appeared on the platform in a fury of flames. The lake turned to oil and burst into flame like an enormous oil lamp. The party went to the Brass Palace's main entrance. They explored the room to the right where a mephit was cataloguing minerals and gems. The party explored the room to the left where a mephit was recharging the gems on the clockwork soldiers. The party went to the side tower (front left) and discovered a whirlwind. At the top of the stairs was a turbine being driven by the whirlwind. There was also a brass bracket with three prongs that appeared to be designed to hold something, possibly a gem.

The party went to the room straight ahead and encountered an Efrit. The party explored the brass palace and encountered the efrit, Shabanu Atash, Queen of Fire. The party defeated the efrit and her minions. They let the mephits have the brass palace, scolded the sultan, and returned to Ether'ell. 

9/5/2023

Plane of Air Scott GM Level 11 10/4/2023

After some shopping and working in Etherell, the party went for a three-hour cruise into the sky, only to receive a distress call from an unexpected source: a floating goblin settlement! (However, upon seeing the size of the settlement--i.e., not a city--some party members were disappointed that they had yet to find a true floating "city.") They soon found Rusty Rock, a farming town situated on a flying chunk of rock ringed by a cloud and powered by an elemental hurricane.

After speaking with Guff, the elderly leader of Rusty Rock, the party discovered that the island is slowly falling and they don't know why since no one can get close to the elemental. The party agreed to investigate, and after seeing through a high level illusion, they made their way toward the elemental kept underground at the center of the island. On the way, they battled two parties of gnomes that were meant to guard against anyone interfering with whoever was behind this.

At the final chamber, the party discovered a middle-aged gnome with short, spiky blue hair and a braided blue beard using a stone staff to seemingly drain the elemental hurricane of its power. After defeating the gnome’s personal guard, a giant spider, the party attempted to stop and detain the gnome, but the slippery fellow managed to use a dimension door to escape. However, something went wrong. The magical doorway reacted violently with the elemental energy of the chamber. Before going unconscious, the party felt a sensation of their world turning inside out as everything around them, including themselves, was sucked through this unstable portal. And that’s when everything went black.

10/21/2023

After finding themselves teleported to the Plane of Air, the party set about searching for a way back. First though, they needed to help Rusty Rock, the floating goblin settlement, find a new power source: an elemental hurricane.

Out in the wilds of the Plane the party came across Gotaa, a djinn, who sold them many items and directed them toward Bo’taznik, another resident of the Plane who could help them.

After braving a mighty storm, the party found Bo’taznik, an ancient cloud dragon. While at first suspicious of the group, the dragon agreed to help after the party impressed him with their tale and various acts. He told them where to find an elemental hurricane and even provided gifts to the party. As to how to get home, Bo’taznik suggested that the magic staff of the blue bearded gnome might somehow be helpful.

A short trip later, at the edges of the Planes of Air and Water, the party found the necessary elemental and managed to subdue it. With the elemental in tow, they headed back to Rusty Rock, but upon arriving, they found the townsfolk besieged by all manner of creatures native to the Plane of Air.

Jake GM Level 12 I think this was a fallen star episode

Logging Village of Terror Pete GM Level 13

The second adventure involved being by Goka to Mohkum to investigate the ceased lumber deliveries.  They encountered a mushroom infested forest, people, and a dryad.  They ultimately encountered and defeated the source, a creature summoned (semi-successfully) by some cultists (revealed in the third adventure to be Ascendants of Entropos).  Defeating the creature caused everything infested with the mushrooms (as far as you know) to dissolve into goo.

The party left the flying city, headed to the capital city of Cape Goblin Head.  After a week of doing various things, they decided to redeem the certificate of merit they had received at the flying city.  They went to an office for the navy and were directed to an administrator named Goka.  They received money and a mission to investigate a logging village (Mahkum) that went silent.  After a going on a shopping spree they departed for the village.

The party parked outside the forest surrounding the village, and while walking through the forest they noticed it was kind of fungus-y (a bit belatedly because I unfortunately forgot to mention it).  On reaching the village they found that the majority of the population were missing, and the ones remaining were a bit less than emotive.  They were told by the village leader (Pas'l) that the rest of the villagers had gone off on excursions to find people to help with the forest.  He asked the party to find out what was going on with the forest. They agreed.  After rebuffing an offer to be treated to a feast, they were in the process of being escorted to the forest when Pas'l (and some other villagers that had begun following them) turned, pointed, and shrieked at them, then proceeded to attack.  They put up about as good a fight as random generic villagers could be expected to against a group of experienced adventurers, but due to the waves of them, the party decided to make a break for the forest away from their ship.  They were not pursued.

Fey World Adventure Scott GM Level 14

You were hanging about the Golden Barrel enjoying a quiet supper when someone approached your table. You're not entirely sure who it was--the details are hazy--all you can recall is that they were a bit short and quite jovial. That's the last thing you remember before waking up in your under garments with a massive hangover in the middle of a hedge maze somewhere. Where your gear is and how you got here are a mystery.

After waking up in the fey world, the party overcame a series of challenges to return to the Material Plane. It seems those pesky leprechauns from so many levels ago came a calling for their "hour of time," taking over the party, even those who didn't make the deal (see clause 2, section B), and causing mischief.

Unfortunately, another acquaintance from their past also returned, this time slaughtering the party of leprechauns (save one) and leaving a message for the group (are we still the Night's Brigade?): Meet her in the town of Calvin’s Stop, rent rooms at Calvin’s Inn under the name Jonas Underhill, and bring “the sword.” She will contact them within a day. If they refuse, they can expect more of their friends and acquaintances to die.

The party was determined to get a pie, so they went to a hag for a magic stone, killed her, and then killed an ancient black dragon for good measure. All was going well until...they split the party.

Jake and Brian returned to the ship while the others stayed behind to harvest the dragon corpse. Unfortunately, the two stumbled onto a monster sent by Councilwoman Birani and speaking with her voice; it held a severely wounded Gobs hostage and demanded the Black Sword. She said, “Give my minion the sword or your friend dies. And when it finishes with this one, it will find all the others you hold dear long before you can save them.”

Jake refused (perhaps influenced by the sword??), and the monster killed Gobs and prepared to take the sword by force.

I don't like to run encounters with only some of the players (I don't want you all getting bored just watching!), but it's where we are. I'll try to resolve the encounter quickly. Considering it is only two against this one monster, it'll probably be rather quick

The Secret of Redkeep Sessions Hans GM Level 15

After defeating Birani the group fled the eldritch basement. Shortly after arriving in Ether’ell Telly was visited by a brightly colored bird that gave him a message. Telly left because of an emergency in Vantaral his homeland.

Lisicia, Boots, Knyrr, Borkk, and Godefroy spend a week (eight days) in town. Lisicia met Dotath, a local socialite, who brought Lisicia to a high tea where Lisicia met Councilor ǃhtõá, an insectoid similar to a Thri-Kreen, (but is not due to copyright restrictions). 

Note: ! is the sound of her mandibles clapping together and \ is the sound of ridges on her secondary limbs rubbing together. ǃhtõá is a member of the Council of Ten (social) and offered the adventuring group a chance to meet with the Arch Mage leader of the council. 

The party met Arch Mage Charlat Splendifi Magnicus who explained that the Landemer Trading Company was suspected of blocking Ether’ellian trade into the Gulf of Encanto. Several trade vessels have disappeared without explanation and the Council suspects LTC has enlisted the services of privateers. Reports indicated many resources were being directed to the small port town of Parto Redkeep.

Magnicus asked the party to take their airship and investigate the city of Parto Redkeep as (secret) agents of Ether’ell. Gobs is resurrected. The orders are to find out what is going on in Redkeep, deal with any threats to Ether’ell if necessary, or report back if the party cannot deal with them. They were provided with a map to Parto Redkeep. Magnicus agreed to grant the party an estate on their successful return.

Magnicus sent a packet with the along with the following letter:

The party pretended to be merchants, and purchased 1000 gp of magical items in Ether’ell. The party crossed the Mana Wastes navigating areas of different magic levels and strange sights and sounds. The party fought a winged Leydroth until it fled. After making it through the Mana Wastes the party looked for a lake to camp near and found one several hours later. On the way, they noticed signs of goblins in the area. That night they were attacked by a group of goblins. The goblins stopped attacking once they realized they were hopelessly outmatched and joined the party for a night of revelry. They partied until dawn when the goblins returned to their caves.

The next day the party passed over the hills and came to a vast forest. They encountered elves in the forest who warned them to beware of Calagorn, an elf riding an ancient blue dragon. The elves gave the party directions to get Redkeep. The party camped in the desert that night but was not disturbed. The moons Argimon, Rumon, and Irimon put on a show in the desert sky.

The party crossed the desert and arrived at Redkeep. After observing the city from the air, were escorted to the ground by a pair of guards riding adult blue dragons. The group landed near the warehouse district on the river. The harbor master was furious, but Lisicia calmed him down. The guards chained the ship down until it could be inspected for contraband. The group was informed they must get a trading visa from Lord Regnolit at the castle. The guards escorted the party to the Solem Golem Inn in the high market district. The innkeeper recommended they visit the Temple of Bedraga for worship and gaming. Knyrr flashed a bag of gold and was quickly approached by a stranger trying to gain his confidence. The party spent the night in their room. 

The party identified the following notable locations in Redkeep:

  1. Redkeep Castle
  2. Watch Tower-tallest point in the city
  3. Port Redkeep
  4. The Factory-three tall chimneys emit smoke
  5. Garrison
  6. North Bridge (North Gate) The bridge is built on pontoons so it can be swung sideways
  7. Red River Docks and the Warehouse District
  8. Dregs-low rent housing for the masses
  9. Low Market-basic needs and sundries
  10. High Market-Luxury goods, location of the Solemn Golem Inn
  11. Old City-Haunted
  12. Bedraga Temple and Casino
  13. The Warrens-Ratfolk
  14. South Gate
  15. Caravans
  16. The Pit-A strange glowing greenish fog covers this area.

The party ate a buffet breakfast at the Solemn Golem Inn served by Winim Riverleaf, the innkeeper. The party ventured into the city looking for adventure. The party decided to visit the ruins in the old town. The architecture in the old town was very distinctive consisting of sandstone blocks rather than the red brick common in the rest of the city. The party explored a ruined temple. Hieroglyphs indicated that the temple was dedicated to Anentros the ancient god of life and immortality.

The party proceeded to the next building which turned out to be a tomb dedicated to Faroh Hemkaraho an ancient king/priest/magician who traveled the world having many adventures. Hemkaraho married an ancient queen of Ether’ell, just before the fall of Ether’ell according to hieroglyphs in one of the rooms of the tomb. The party discovered a room that must have been a garden but was now overgrown. Growing in the garden were sesame, cinnamon, and pistachios. Another room contained an enormous bee hive.

The party noticed a pyramid-shaped structure near the back of the tomb. The party broke through a newly constructed wall and found a narrow passage had been blasted into a passage in the pyramid. Stairs led down to a large stone door. It seemed as if the door had recently been opened (within the past five years or so anyway.)

Beyond the door, the party found a room with seven sarcophagi. When the players approached the central sarcophagus a Night’s Breath Trap triggered releasing a blast of gray mist and shrieking spirits into the room. At the same time, mummies emerged from the six sarcophagi lining the room. The party was driven fleeing up the stairs and the mummies slammed the door after them.

The party regrouped and revisited the tomb, disabled the trap, and defeated several mummies when a ghostly dragon appeared and drove them off.

Knyrr and Lisicia discovered a secret passage and entered it. In the passage, they found a brass plaque with an inscribed recipe for something called True Love’s Kiss, apparently a type of candy shaped like pyramids. The exact amount of each ingredient was unclear.

Lisicia and Knyrr explored an adjacent room and discovered a skeleton wearing a suit of lion armor, lion shield, golden spear, and a potion of the cheetah. The wyrmwraith started talking to the party and the party agreed to retrieve the “Treasure of the Tomb”, a bejeweled pyramid, which had been stolen by a rogue named Rod, about a year ago.

The party left the tomb, Lisicia got some honey. Boots bought a glowing gem at the jewelry store in the Galleria. The party noticed a shadowy figure following them from the tomb. They confronted him and discovered his name was Rodigo Kamin, a rogue who had stolen a relic from the tomb and delivered it to Lord Regnolit.

The party traveled out of the south gate to the caravans and encountered Qatil Aleaqrab, the leader of the Golden Scorpions. He showed them the “Soulless” people who had been captured by the Brass Palace and returned with only base animalistic reactions and all higher reasoning missing.

The party ventured into the pit and discovered some useful items. Boots found a Monkey’s Paw. The party defeated two mukradi and sold their husks to an alchemist. The group then went to the local bath house to wash the muk off.The party was enjoying the benefits of the bathhouse which provided the equivalent of a long rest in a couple of hours of bathing. Suddenly they noticed that Boots was missing. Boots wished he knew what to do with a Monkey’s Paw and found himself in the Redkeep Castle library in front of a book entitled “What to do with a Monkey’s Paw”, his first wish granted. Meanwhile, Godefroy peered into a mirror in his possession and saw Boots standing in a great hall made of red stones and filled with books.

Unfortunately, Boots didn’t have any gear or clothing, and a young elf woman screamed when she encountered him and summoned the guards. The guards hauled Boots off to the Keep and locked him in a cell. Boots wished he knew how he got there and The Royal Inquisitor showed up with a pair of ogres and began questioning him about how he got there. The second wish was granted.

Godefroy attempted to enter the port area but was repelled by the guards because he did not have an official “writ” from the governor, Lord Regnolit. Meanwhile, Knyrr, Bork, and Lisicia returned to the Solemn Golem and were informed by Innkeeper Winim Riverleaf that they had been granted an audience with Lord Regnolit.

Armed with an official writ the party proceeded to Redkeep Castle unimpeded. While waiting for their audience with Lord Regnolit Godfroy overheard a heated conversation with someone called Dr. Bones about a production delay.

As Dr. Bones walked down the hall he glanced at the party and seemed to assess them from behind his mask.

The party met with Lord Regnolit and was granted a trade license with the Landemer Trading Company (LTC) and their ship was released.

The party decided to do some exploration before leaving the restricted area of the port. The party entered the factory and found a major manufacturing operation in progress. The party killed a large fire elemental creature called an Azorg that seemed to be supervising the manufacturing process. They discovered that a group of metallic constructs were being built and green gems were being installed in them.

They killed a shady-looking character and took the crystal it was trying to install into a construct.

Dr. Bones appeared and made a deal with the party, that if they were to help him find a precious heirloom that Lord Regnolit had stolen, he would stop serving Regnolit. The heirloom looks like a bejeweled pyramid. Dr. Bones suspected that the heirloom was being stored in the Aerie, a watch tower guarded by dragon riders under the supervision of someone named Calagorn.

Dr. Bones agreed to suspend production for one day while the party tried to find his preciousss heirloom. The party left the factory…

The party decided to get Dr. Bones’ bejeweled pyramid keepsake which was being held in the Aerie. Lisicia was able to talk past the guards at the gate to the castle and the party was able to talk their way into the Aerie. They met a young elf woman named Brenovair the Fair who told them she was being held against her will in the east tower by Calagorn. She beseeched the party to bring a message to her father the elf king.

Upon finding that Calagorn was not around, the party ending up fighting their way into the tower. They went up to the top level of the tower and discovered the bejeweled pyramid being held by black chains. Knyrr hit the chains with the black blade and they were absorbed by the black blade. Once the chains had been destroyed time seemed to stop. Dr. Bones appeared and summoned the wyrmwraith, took the pyramid and flew off to the east. 

The party went over to the east tower and rescued Brenovair. They got as far as the road leading down to the harbor when they were attacked by guards.

After exiting the keep, the party noticed one of the ships looked strange. Lisicia asked an alchemist to help with the recipe, the alchemist prepared one of the candies using a book from the Necropolis. They gave a piece of candy to a soulless who recovered from the soulless condition. The party noticed a slime trail heading toward the tomb. The party dropped Brenovair off at the local druid grove. The party investigated the ships and discovered some sort of underwater ship that was being used to transport the constructs beneath one of the ships. The party destroyed the underwater ship and fled.

They went back to the hotel and spent a full nights rest in Lisicia’s luxurious apartment. The next day they were awakened by pounding on the door and discovered the alley was full of guards. 

The final session is missing but... Lord Regnolit escaped, Dr. Bones escaped, and Lord Calagorn escaped.

2/17/2025 Pete GM Level 16

We go to Draal Martuk, the capital of Cape Goblin Head, The Goblin Imperial City

1 Imperial Palace
2 Goblin Island
3-5 Bugbears, ogres, and trolls
7 Hobgoblins
7-9 "Civilized" Goblins (The Couth)
10 Museum of Goblin Industry and Design
11 The Docks
12-14 "Uncivilized" Goblins (The Uncouth)
15 Admirality Board
16 The park
a Warg pits
b Tribal camps
c Goblin markets

The emperor had been imprisoned by Mircalla the vampire, who wanted to ascend to a god by making use of the cult Ascendants of Entropos. And we met some maids who tore our skin off. And some flesh blobs.


4/26/2025 Scot GM Level 17 The Party Goes to Hell (literally)

A letter is delivered to the party. It reads as follows: 

"Heroes of Ether’ell, 

Many have heard of your daring exploits for justice and your battles against the cult of Entropos. You have saved the lives of the citizens of Ether’ell many times over, and we thank you. However, agents of the dead Titan remain in the city, some infiltrating the highest levels of power. I have vital information for you. Please, if you are able, meet me on the morrow at noon in front of the Dragon’s Hoard. The fate of the city may be at stake.

E.C." 

The party answered a summons from someone with information about the Cult of Entropos, but that person just wanted the Black Blade for the cult. After a battle, the party was almost teleported to a place of stars and blackness when some kind of bright white light interfered. Upon waking up, they found themselves in Avernus, the first layer of Hell.

The party intervened when they saw a patrol of devils attempting to restrain a new damned soul, which eventually caused another fight later on.

They soon met a withered old woman who told them that Hell was dangerous for mortals, slowly draining their bodies and souls, and they needed to leave. She said to find the Eye of Divinicus, which is said to hold a gate back to the Material Plane.

Before disappearing, she warned them to tread carefully. Hell is a place of evil and laws, and interfering in those laws could have dire consequences.

Eventually, after much walking, they found some ruins to rest in and some stairs leading underground.

5/14/2025 

While stuck in Hell, you tried to take a nap in a crypt but--in a shocking turn of events--found it haunted. Aside from a mummy, you also found some magic items, soul coins, and information.

Back on the road, you came to a crossroads, where a devil offered information for signing a contract. Alas, no one took the offer.

Seemingly choosing the correct path (we hope), you found yourselves on the banks of the River Styx, along with your friend the old lady. She chastised you for getting involved in Hell's dealings and grumbled that if you weren’t needed so badly for the future battle, she would just leave you there.

The old woman told you to cross the river and enter a mountain fortress in a ruined city. There you will find a hellmouth, a portal between locations in Hell, which will take you to the Eye of Divinicus and a gate home. The gate is in another, larger fortress and held by a minor archdevil.

She parted by saying the she'd like to help them more, but between altering the transportation spell in Ether’ell and appearing here, she’s pushing her luck.

After paying the ferry man some soul coins, you passed over the river and continued on. Eventually you found the ruined city with the mountain fortress behind it. Traversing the ruins, you suddenly heard raucous laughter and shouting from a spot nearby...

You're still stuck in Hell on the first layer of Avernus. Some strange old lady has been helping you, but you don't know who or what she is or why she's helping you except that she mentioned some big battle.

You're in the volcano fortress of Lord Idra where can be found the Eye of Divinicus, which is supposedly able to get you back home. You just defeated some fire giants at their forge and took a long rest, presumably in the forge area?

Currently, from what I remember, Jake's character has weakness 5 to fire and is doomed 1, and Brian's is fatigued as well as drained 1 and stupefied 1 until no longer fatigued.

Yes, you're still in Hell, and it turns out an angel has been watching over you. She has said that you are destined to face the Dead Titan (Entropos) in some great battle yet to come. (no pressure...)

In order to use his portal back to the Material Plane, you made a deal with Lord Idra, a nessari (pit fiend): head to Dis, the second layer of Hell, and meet up with his agent there, Vetrivis (I simplified his name). Vetrivis is investigating another devil, Leventi (a former associate of Lord Idra), who is up for a promotion but is suspected of misusing Hell's resources, making sloppy contracts, and just being a naughty devil.

Your job while in Dis is to find evidence of Leventi's misdeeds and turn it over to Vetrivis. Once that is done and Leventi is arrested, Vetrivis will hand over the soul of Gellius Thrune to you, which you will take back to Lord Idra for his possession. You're not sure why this particular soul is so important to him.

The leads you've received from Vetrivis are as follows:

  -List of Leventi’s suspect contracts that warrant further examination (contracts are kept at the library)

  -Leventi’s agents have made several forays to the Ghetto of Outcasts

  -Seek out Jarluxis, a devil in the library, who has lost several contracts to Leventi and has incentive to bring him down

  -Seek out Arenthea, a librarian here who’s had dealings with Leventi (she is currently at the Market of Breaths, a busy marketplace where you might dig up rumors and more evidence about Leventi)

You have a little under 48 hours to complete your investigations since that's the length of time specific in Lord Idra's official writ of investigation given to you so that you can act as his agents. Also, you've been advised to be careful not to draw the attention of Dispater, the ruler of Dis

10/28/2025 Jake GM Level 18 Adventure along the coast of the Gulf of Encanto trying to get the weather control device.

We are in search of a dangerous weather device and ran across an old pirate acquaintance, who I think is after the same device. We came across an underground village of ... I don't remember ... and "borrowed" a glowing stone from them.

There were Kuo-toans

11/29/2025 Hans GM 8 Sessions Level 18 (again) The Necropolis of Anentropol

The party went to the villa and found out the group of adventurers they hired cleared out the villa and discovered a grotto in the basement.

A ghostly child awakened the party and told them to meet his master in the garden by the fountain. When they went out, they were introduced to Mort (Death), who asked the party to go on a quest to help them claim a soul they had been seeking for thousands of years, Faroh Hemkaraho. Hemkaraho is in the Necropolis of Anentropol which is located to the west of Redkeep across the Rift Sea.

The party set off in the goblin airship, Quipper, and crossed the mana wastes, where they were attacked by a Leydroth. After passing through the mana wastes, they came to the goblin hills, where a group of goblins was having a party after raiding some goats from a nearby village. The goblins were impressed to meet the great warriors who had slain Bloggerd. Gablor was the new leader of the goblins. The party feasted with the goblins and spent the night.

After another day's travel, the party arrived at the Elf Forest, where they met elf scouts Al’rel and Aeros. The elves told the party of the war with the kobolds from the canyons to the north, which was led by the renegade elf sorcerer, Calagorn, and his blue dragon. The party agreed to help the elf king, King Eleran, and the princess, Princess Brenovair the Fair. Shortly after nightfall, the kobolds and Calagorn attacked the army encampment.

12/07/2025 The party was awakened by the sound of thunder and several blasts hitting the camp. When they came outside, they saw the elvish army being assembled in front of the camp. The morning mists cleared to reveal a horde of kobolds swarming out of the canyons to the north with a blue dragon and rider circling the battlefield.

The dragon destroyed the elf army, Bork took out most of the kobolds, the gargoyle "wings" were prevented from capturing Princess Brenovair. Boots tripped the dragon, allowing Knyrr to slay Calagorn by driving his guisarme through Calagorn into the dragon. King Eleran was nearly slain but Lisicia saved him by zapping him with an electrical blast of life. The dragon flew away to fight another day. The kobolds fled back into the canyons.

After the battle, the elves buried their dead and had a solemn banquet in honor of the heroes. They presented the heroes with potions and a rune. 

After a few days, the party set off for Red Keep across the Dusty Desert and the Brown Hills until they reached Parto Redkeep. Redkeep was transformed with the factories and the necromancers' laboratories burned. Their were some sunken LTC ships in the port, replaced with smaller, faster skiffs and merchant vessels.

They were brought to the Sultan Qatil, who welcomed them with another banquet in their honor. Lisicia tried to find some information and talked to Rod Kamin, who told him the Bhuka goblins might have information about the Necropolis.

The library at Redkeep described the Bhuka as living in the desert across the Rift Sea and mentioned the ancient city of Anentropol being located near the delta of a great river.

The party departed Redkeep and set out to explore the wilderness. They set out from the coast and began crossing the Rift Sea. They observed the rare event of two Krakens mating, a pair of merfolk frolicking and casting spells, before reaching the far shore. Continuing west from the coast, a herd of pegasi was flying above some grasslands. They then entered an arid grassland inhabited by sheep farmers, some tall hills with caves, and some ruins. The party decided to explore the ruins. 

12/20/2025 The party discovered a mine where the bones of Anentros were mined. After defeating the guardian of the mine, an Aolaz, they discovered a mosaic map which indicated the location of Anentropol. The party explored the mine but found it was depleted of any precious magical substance that used to be here.

The party flew until they discovered the Necropolis of Anentropol, a land of eternal night. There was a procession of the dead moving through the city. They noticed a cart with a caged angel in the procession. 

The party found an open area to land the ship near the pyramids and talked to one of the shop keepers and found him to be an undead mummy. The market had shops for mummification equipment, weapons, armor, and chariots.

The party then traveled to the Enclave of the Archangel Gavrio. The archangel asked them to help free one of his lieutenants who had been captured by the undead.

The party traveled to the gothic quarter and found an enormous castle with a sign “Blood Given Feely” beside the door. After offering a blood sacrifice, they were met by the Countess Lady Siccale, who turned out to be the mother of Carmilla/Mircalla. She challenged the group to a game of Vampire Chess while her husband, the Count, was out hunting. The party held the game to a stalemate, so the Countess granted them a boon which was to have an audience with the imprisoned angel. The angel turned out to be Sandriel, whom they had met before in Hell. They were accompanied into the dungeon by two vampire guards with wolves.

1/17/2026 As the party talked to the prisoners, a bell sounded, alerting the guards to the Count’s return. The guards told the party they must leave or the Count would be angry. The party attacked and killed the wolves and the vampires and released the following prisoners: Two children, Max and Jane, a cleric and warrior woman, three barbarians, three gnomes, a nobleman and his two servants, a wraith, and the Angel Sandriel. The angel, Sandriel, rewarded the party with a magical angel feather for rescuing her.

The party hid and lured the Count down to the dungeons, then attacked him. After a fierce battle, they were able to defeat the Count and his elvish minions. The Countess gifted the party her ruby necklace (similar to the Necklace of Allure) in return for ridding her of her abusive husband.

The party returned to the Citadel of the Archangel with the heads of the slain vampires. Archangel Gavrio dealt with the vampire heads and healed the party.

The party decided to explore the gates to the Congress of Immortals (The Dome). They spied the wraith they had freed on one of the city walls. The wraith told the wraith guards, “These aren’t the adventurers you’re looking for. Move along, move along.” On one of the gates to the dome, they discovered some magic runes which revealed the following icons: Feather, Gem, Pan Pipes, Star, Circle, Heart. The angel feather and the necklace gem seemed to partially activate the gate.

Lisicia found a Necromancer’s Market near the Dome and asked a Necromancer about the band that was playing in the procession, discovering it was a skeleton marching band.

The party traveled to Skele-town and talked to Punkinhead Jack, who had a set of panflutes. Jack told the party his arm had been stolen by a creature called “The Bone Collector,” forcing him to give up playing his prized violin and switch to the pan flutes. He would be willing to give up the pan flutes if the party could return his stolen arm. He would be willing to point out where the bone collector lived.

2/3/2026 Party slayed the bone collector and went to visit Ghoul Town, where Marshall Damon, the sheriff of Ghoul Town, challenged them to a shoot-out.

The left Ghoul Town and returned to the gate, where they met the Wraith King.

2/15/2026 Khamul, the Wraith King, returned as the party waited inside the inner city and demanded their intentions. He explained that his ring bound him to the service and protection of Alyssamir, the wyrmwraith. He was once king of a great northern realm on the Encanto Gulf, called Rovimyr.

Bork was able to lift his curse and remove the ring. Bork succeeded at a will save and safely stowed the ring in his bag.

The party next decided to go up to the great pyramid where they encountered a group of gnolls. Knyrr was able to bypass the door of the pyramid and open it from the inside with his Earthglide cloak. The party discovered how the ichor and the void light torches were able to materialize the doors of the rooms.

The party defeated the mummy guardian, removed the mummy's heart from a canopic jar, and drove off the ancient mummy.

As the party exited the tomb, a ghoul child ran up and declared, “The sheriff needs you down in Ghoul Town lickety-split!”





Saturday, February 21, 2026

Attack on Two Rivers/Rule of Kobolds by Lady Crimson Games



Rule of Kobolds
If the encounter is too easy add more kobolds 
If the encounter is too hard add more kobolds

 The village of Two Rivers has been under attack for the past few weeks. Local farmers have been losing their stock and small reptilian footprints have been found in the dirt. Where are they coming from? Are they crossing the brown hills and the dusty desert in the south or somehow crossing the river to the east? Life is difficult living on the frontier.

Introduction

This module works well with 4 level three players. This module includes two maps of the Kobold Lair. The DM map shows all of the features of the lair and suggested starting positions for the monsters. The Combat Map has most of the features and monsters removed. Rooms can be printed individually at 1 square per inch for use with miniatures.

Two Rivers

The village of Two Rivers is located at the confluence of the Red River and the Mudflow River. The mud from the canyons settles out in great mud flats here and the mud is made into the bricks that make up most of the commerce for the town. 

Notable NPCs

Alken Raho. Proprietor of the Dusty Dragon Inn. He seems to know a little bit about everything going on in town and the surrounding regions.

Secret He purchased a dragon egg from an adventurer and is not sure what to do with it. He is worried that a dragon may come looking for it.

Kross Kamin The Peacekeeper, peacekeepers act as a combination guard and sheriff. She believes in strict adherence to the law (just or unjust). She is distrustful of any newcomers.

Secret Her brother, Rodigo Kamin, is a thief and conman who has recently returned to Two Rivers from Red Keep.

Gel Geltouk The Mayor, She is looking for some adventurers to take care of the kobold problem before things get out of hand.

Secret She is a former member of the Golden Scorpions a group of assassins from the Dusty Desert.

Random Encounters

2d4

2. Roll twice and combine the results

3. Nomads
A family of nomads from the Dusty Desert to the south has come north across the Brown Hills to trade the wares of the desert for items available at Two Rivers. They can tell of large colonies of kobolds located to the east of the Dusty Desert. They are afraid of the big water (the river) and will not cross it. One of the nomads is a member of the Golden Scorpions.

4. Wood Elves
This party of four wood elf scouts seems out of place on the plains of the Two Rivers region. They are seeking information on a wandering elf named Calagorn.

5. Kobolds
The PCs encounter some kobolds carrying a sheep. "Much fat sheepses here." The sheep has been branded with a symbol of the local shepherds. A DC 10 intimidation check scares the kobolds into revealing that they came from the canyon lands across the river to the east A DC 15 intimidation check and they now have a lair along the river bank. The group consists of two kobolds and one flying kobold. 

6. Shepherds
The shepherds have come down from the grassy plains north of Two Rivers to sell their sheep. They have lost a number of sheep to attacks that they blame on kobolds. The have branded their sheep so they can identify any missing sheep.

7. Gargoyles
As the party walks through a creek bed full of boulders they are startled as some of the "boulders" come to life and fly off. The party has startled a group of gargoyles. The gargoyles only attack the players if the players attack first.

8. Dragons
A thunderstorm is raging in the desert. A pair of dragons emerge from the storm clouds lightning crackling across their wings. One is a blue dragon, the other a brass dragon. They race overhead heading south without interacting with the party. A DC 20 perception check will notice a rider on the blue dragon’s back.


The Kobold Lair

1. Cave Entrance
This is the entrance to the kobolds' lair.
Tracks lead to a cave-like opening in the canyon wall to the south. There is dense vegetation to the east of the entrance.
There are dangerous plants (razor vines) located within the dense vegetation. The kobolds have "trained" them to ignore the kobolds and the blue guard drake. The drake can be released by activating the lever from the west entrance of room 3. The drake will understand it is time to go out to hunt if the portcullis opens.
If the kobolds were not encountered during a random encounter they will return to the lair in 1d6 rounds.

2. Guard Room
This is the kobold guard room.
This room is about 20’ across with open passages leading north and west. The northern passage goes 15’ to a closed door. There are two kobolds armed with spears in this room. They shout at you in an ancient sounding language.
There are two kobold guards. The kobolds warn the players (in draconic) to go away or they will attack. If the players do not leave immediately the kobolds will attack them. A third kobold is armed with a cross-bow just within the concealed passage to the east. If combat begins he will fire the cross-bow at the players and flee north to alert the rest of the kobolds. There is a kobold at the east entrance to room 3. If he hears combat he will open the portcullis to allow the drake to join the combat.
The passage to the north has a spiked pit trap. The passage to the west is curved preventing anyone from seeing into it. The passage to the east is concealed to look like part of the stone wall. The wall rotates 90 degrees to reveal the passage. The kobolds use the passage to the east to get to room 4, never the passage to the north.
Anyone stepping on the spiked pit trap takes 1d6 bludgeoning damage from the fall and 2d8 piercing damage from the spikes.

3. Drake Pen
This room houses a blue guard drake trained to obey the kobolds.
This room is about 25’ across with exits to the south and east which are blocked by portcullises. The sand of the floor is shifting as if something is moving below the surface.
The two entrances to this room are blocked by portcullises. There are two levers at the East entrance which activate the bars. Moving the lever to the up position will raise a portcullis, and moving the lever down lowers it. The west lever controls the west entrance.  The east lever controls the south entrance. The players may lift the portcullis on a DC 15 STR check. The drake has been trained not to kill kobolds and it may pass through the dense vegetation without being attacked by the fines.

4. Common Room
This room is 45’ x 25’. There is an exit to the south and to the north.
There are five kobolds in this room.
There is a pool of water in the north east corner of the room. The kobolds are roasting mutton over a fire in the middle of the room and some casks are set up on a table along the north side of the room.
There are 3 kobolds, a flying kobold, and a kobold inventor in this room. If the kobolds have been alerted of hostiles they will be prepared to attack when someone enters the room. One of the kobolds will flee to the north to alert the chieftain if hostiles enter this room.
There is a natural chimney above the fire. The flying kobold may use some rocks from the chimney to drop on the PCs during combat. If the combat is going poorly the flying kobold will attempt to flee out the chimney.
There is a pool of water in the northeast corner of this room. The wall of the cave reaches the surface of the pool so the passage to room 6 is not visible unless they players explore beneath the surface of the pool. The passage to room 6 is underwater for 20’. The kobolds in this room are afraid to enter the pool.

5. Boss' Room
This room is about 25’ across. There is a door to the south, a pool to the east, and stairs leading down a passage to the west. There is a raised dais along the north wall.
A kobold sits on a stone throne on top of the raised dais. Two large kobolds stand on either side of the dais and three more armed kobolds are in the room. There is a pool of water along the west edge of the room.
The kobold chieftain sitting on the throne is a scale sorcerer kobold with 2 dragonshield kobolds as body guards.
The chief has a trained slurk (giant saber-toothed frog) in the pool. The wall of the cave reaches the surface of the pool so the passage to room 6 is not visible unless the players explore underwater. The passage underwater is 15’.
The chieftain has a potion of water breathing and will drink it before attempting to flee through the underwater passage. He knows about the ghoul but believes he can get away without disturbing the ghoul.
One of the dragonshield kobolds has a key to the dungeon.
The chieftain has a broach displaying the crest of Calagorn.
There is a secret passage behind the stone throne. DC 15 to find it.

6. Ghoul Grotto
If players can see in the dark or have a light source read the following.
This room is 15’-20’ with a pool to the south west and a raised ledge of stone to the north east.
There are piles of bones on the stony ledge. A skeletal figure is gnawing on some bones but it turns to look at you with glowing green eyes.
This room may only be reached by entering the pools in room 4 or 5 and swimming underwater. The ghoul is always hungry and will attempt to kill and eat anyone who enters the grotto.

7. Dungeon
You see some dim shapes locked in the prison.
There is an elf and a human woman (Meri) in this room. The human is a young woman taken hostage from the village. The elf is actually a spy for the elf lord Calagorn who is seeking to create conflict between the people of Two Rivers and the creatures of the Kobold Canyons.

8. Treasure Room
This room is 15’ across. There are some supplies and chests in this room.
There is a small treasure chest with 100 gp and a holy symbol worth 100 gp. The PCs could return the holy symbol to its rightful owner for 200 gp. 
There is a large chest in the back of the room which is actually a trap. It cannot be moved and it can only be opened on a DC 15 STR check. When it is opened water will begin flooding the entire lair. The PCs will have 10 turns to get out before it is completely flooded.







The Necropolis of Anentropol by Lady Crimson Games

 








11/29/2025 Hans GM 8 Sessions The Necropolis of Anentropol
The party went to the villa and found out the group of adventurers they hired cleared out the villa and discovered a grotto in the basement.
A ghostly child awakened the party and told them to meet his master in the garden by the fountain. When they went out, they were introduced to Mort (Death), who asked the party to go on a quest to help them claim a soul they had been seeking for thousands of years, Faroh Hemkaraho. Hemkaraho is in the Necropolis of Anentropol which is located to the west of Redkeep across the Rift Sea.
The party set off in the goblin airship, Quipper, and crossed the mana wastes, where they were attacked by a Leydroth. After passing through the mana wastes, they came to the goblin hills, where a group of goblins was having a party after raiding some goats from a nearby village. The goblins were impressed to meet the great warriors who had slain Bloggerd. Gablor was the new leader of the goblins. The party feasted with the goblins and spent the night.
After another day's travel, the party arrived at the Elf Forest, where they met elf scouts Al’rel and Aeros. The elves told the party of the war with the kobolds from the canyons to the north, which was led by the renegade elf sorcerer, Calagorn, and his blue dragon. The party agreed to help the elf king, King Eleran, and the princess, Princess Brenovair the Fair. Shortly after nightfall, the kobolds and Calagorn attacked the army encampment.
12/07/2025 The party was awakened by the sound of thunder and several blasts hitting the camp. When they came outside, they saw the elvish army being assembled in front of the camp. The morning mists cleared to reveal a horde of kobolds swarming out of the canyons to the north with a blue dragon and rider circling the battlefield.
The dragon destroyed the elf army, Bork took out most of the kobolds, the gargoyle "wings" were prevented from capturing Princess Brenovair. Boots tripped the dragon, allowing Knyrr to slay Calagorn by driving his guisarme through Calagorn into the dragon. King Eleran was nearly slain but Lisicia saved him by zapping him with an electrical blast of life. The dragon flew away to fight another day. The kobolds fled back into the canyons.
After the battle, the elves buried their dead and had a solemn banquet in honor of the heroes. They presented the heroes with potions and a rune. 
After a few days, the party set off for Red Keep across the Dusty Desert and the Brown Hills until they reached Parto Redkeep. Redkeep was transformed with the factories and the necromancers' laboratories burned. Their were some sunken LTC ships in the port, replaced with smaller, faster skiffs and merchant vessels.
They were brought to the Sultan Qatil, who welcomed them with another banquet in their honor. Lisicia tried to find some information and talked to Rod Kamin, who told him the Bhuka goblins might have information about the Necropolis.
The library at Redkeep described the Bhuka as living in the desert across the Rift Sea and mentioned the ancient city of Anentropol being located near the delta of a great river.
The party departed Redkeep and set out to explore the wilderness. They set out from the coast and began crossing the Rift Sea. They observed the rare event of two Krakens mating, a pair of merfolk frolicking and casting spells, before reaching the far shore. Continuing west from the coast, a herd of pegasi was flying above some grasslands. They then entered an arid grassland inhabited by sheep farmers, some tall hills with caves, and some ruins. The party decided to explore the ruins. 
12/20/2025 The party discovered a mine where the bones of Anentros were mined. After defeating the guardian of the mine, an Aolaz, they discovered a mosaic map which indicated the location of Anentropol. The party explored the mine but found it was depleted of any precious magical substance that used to be here.
The party flew until they discovered the Necropolis of Anentropol, a land of eternal night. There was a procession of the dead moving through the city. They noticed a cart with a caged angel in the procession. 
The party found an open area to land the ship near the pyramids and talked to one of the shop keepers and found him to be an undead mummy. The market had shops for mummification equipment, weapons, armor, and chariots.
The party then traveled to the Enclave of the Archangel Gavrio. The archangel asked them to help free one of his lieutenants who had been captured by the undead.
The party traveled to the gothic quarter and found an enormous castle with a sign “Blood Given Feely” beside the door. After offering a blood sacrifice, they were met by the Countess Lady Siccale, who turned out to be the mother of Carmilla/Mircalla. She challenged the group to a game of Vampire Chess while her husband, the Count, was out hunting. The party held the game to a stalemate, so the Countess granted them a boon which was to have an audience with the imprisoned angel. The angel turned out to be Sandriel, whom they had met before in Hell. They were accompanied into the dungeon by two vampire guards with wolves.
1/17/2026 As the party talked to the prisoners, a bell sounded, alerting the guards to the Count’s return. The guards told the party they must leave or the Count would be angry. The party attacked and killed the wolves and the vampires and released the following prisoners: Two children, Max and Jane, a cleric and warrior woman, three barbarians, three gnomes, a nobleman and his two servants, a wraith, and the Angel Sandriel. The angel, Sandriel, rewarded the party with a magical angel feather for rescuing her.
The party hid and lured the Count down to the dungeons, then attacked him. After a fierce battle, they were able to defeat the Count and his elvish minions. The Countess gifted the party her ruby necklace (similar to the Necklace of Allure) in return for ridding her of her abusive husband.
The party returned to the Citadel of the Archangel with the heads of the slain vampires. Archangel Gavrio dealt with the vampire heads and healed the party.
The party decided to explore the gates to the Congress of Immortals (The Dome). They spied the wraith they had freed on one of the city walls. The wraith told the wraith guards, “These aren’t the adventurers you’re looking for. Move along, move along.” On one of the gates to the dome, they discovered some magic runes which revealed the following icons: Feather, Gem, Pan Pipes, Star, Circle, Heart. The angel feather and the necklace gem seemed to partially activate the gate.
Lisicia found a Necromancer’s Market near the Dome and asked a Necromancer about the band that was playing in the procession, discovering it was a skeleton marching band.
The party traveled to Skele-town and talked to Punkinhead Jack, who had a set of panflutes. Jack told the party his arm had been stolen by a creature called “The Bone Collector,” forcing him to give up playing his prized violin and switch to the pan flutes. He would be willing to give up the pan flutes if the party could return his stolen arm. He would be willing to point out where the bone collector lived.
2/3/2026 Party slayed the bone collector and went to visit Ghoul Town, where Marshall Damon, the sheriff of Ghoul Town, challenged them to a shoot-out.
The left Ghoul Town and returned to the gate, where they met the Wraith King.
2/15/2026 Khamul, the Wraith King, returned as the party waited inside the inner city and demanded their intentions. He explained that his ring bound him to the service and protection of Alyssamir, the wyrmwraith. He was once king of a great northern realm on the Encanto Gulf, called Rovimyr.
Bork was able to lift his curse and remove the ring. Bork succeeded at a will save and safely stowed the ring in his bag.
The party next decided to go up to the great pyramid where they encountered a group of gnolls. Knyrr was able to bypass the door of the pyramid and open it from the inside with his Earthglide cloak. The party discovered how the ichor and the void light torches were able to materialize the doors of the rooms.
The party defeated the mummy guardian, removed the mummy's heart from a canopic jar, and drove off the ancient mummy.
As the party exited the tomb, a ghoul child ran up and declared, “The sheriff needs you down in Ghoul Town lickety-split!”
2/21/2026
The party followed the ghoul child to Ghoul Town where they discovered a swarm of massive spiders infesting the town and capturing the ghouls. A few ghouls were holding out including the Sheriff, Marshall Damon. The party joined the ghouls and destroyed the giant spiders including a massive Leng Spider that had set up a gigantic web in the center of town. The Sheriff awarded each of the party a tin star making them honorary deputies for their help in defeating the spiders.
Boots recovered from paralysis at Miss Lilly’s Emporium and joined the celebratory festivities in Ghoul Town eating toasted spider flesh which tasted suprisingly like shrimp. The party took a long rest and traveled through Ghoul Town, up the long stairs that lead up the cliff to the Gothic Quarter, past the vampire Queens castle, through the gate of the Wraith Lord and up the gate to the Congress of the Immortals. Purple and green jolts of energy flashed into the across the sky as the pressed the six objects into the gate: The Bone Pan Flute of Jack Punkinhead, the Ring of the Wraith King, the Ruby Necklace of the Vampire Queen, Heart of the Ancient Mummy, one of the Tin Stars of the Ghoul Sheriff, and a Feather from an Angel. The followed a tunnel into a vast arena as the doors closed and sealed behind them. 
The Lich, Faroh Hemkaraho (Dr. Bones) floated 100’ in the air above them reminsciing about his childhood. The PCs told him of their mission and a fight ensued. Hemkaraho introduced them to his reengineered version of Lord Regnolit who had been transformed into a Golem (Guillotine Golem). Alissamir the Wyrm Wraith emerged from the floor and attacked.
The party was able to defeat both Lord Regnolit and Alyssamir. Only Hemkaraho remained standing at the end of the session but the party was severely injured.









The Secret of Redkeep by Lady Crimson Games

 

Parto Redkeep is the source of something strange. Large chimneys billow smoke day and night and there are rumors of people disappearing all the while materials keep arriving by wagons and barges. This adventure is designed for 3-5 15th-level players.

Background

Redkeep Castle is a fairly recent construction only about ten years old however the town has ancient origins. Redkeep port is controlled by the Landemer Trading Company which is dominating trade on the from the Encanto Gulf to Titan’s Rift. LTC has been subduing the local tribes folk. The LTC has developed a new clockwork super soldier that will aid them in taking over the region.
The tomb of Hemkaraho is located in old town.
The lich Hemkaraho is working for the LTC to create an army of clockwork soldiers.

Factions

Cult of Atha

A cult of fire worshipers who practice human sacrifice by burning infidels alive.

Soulless

The soulless have had their souls extracted and sealed in gemstones that are implanted in the clockwork soldiers. The soulless only behave reflexively. If they see something they want they take it. They have no thought for future consequences or empathy for others.

Golden Scorpions

The members of this assassin’s guild disguise themselves as harmless desert nomads. Their lair is located somewhere in the heart of the Dusty Desert. They have been known to play an active role in local politics for centuries.

 Landemer Trading Company

The purpose of this organization is to exploit the wilderness for the profit of the company. They try to distance themselves from directly being involved in politics, playing both sides against each other to obtain the maximum profit.
The LTC has recently enacted a trade embargo employing numerous groups of pirates, bandits, sahuagin, goblin ships, etc., to stop the passage of Ether’ellian trade ships beyond the Engelmer Sea. Their latest weapons are submarine vessels and Clockwork Soldiers.

Crimson Guard

The name for the Port Redkeep militia. They are zealous defenders of the rule of law no matter how many laws they have to break themselves. The Crimson Guard paladins (level 12) swear an oath to Redkeep.

Common NPCs

Charlat Splendifi Magnicus, Arch Mage, High Lord Ruler of the Council of Ether’ell, Avatar of Stregan.

Lord Regnolit (Ray-no-lee) is the current ruler of Port Redkeep. He is a haughty prince of a northern kingdom who dislikes being in this southern land. He does not respect the local customs. Regnolit refers to Hemkaraho as Dr. Bones and never misses a chance to humiliate and degrade him.

Dr Bones (Hemkaraho) is a lich who is working for the Landemer Trading Company. Hemkaraho is not necessarily evil but is being forced to do the bidding of the LTC because they have taken control of his Phylactery. Hemkaraho speaks in a raspy whisper. He always wears a bronze mask of a handsome young man and his eyes are covered with greenish goggles. He wears a black leather trench coat that seems to be splattered with blood.
If his mask is removed it will reveal a mummified skull underneath with green eyes that are surrounded by greenish flames.
Hemkaraho refers to Regnolit disdainfully as Your Royal Highness, Your Greatness, Your Excellency, Your Impressiveness, etc, but his voice is filled with disdain if a rasping whisper can be disdainful.
Hemkaraho has a soft spot for Ether’ell having lived there for many years in the distant past. 
Hemkaraho may decide to slay anyone who knows the location of his tomb and basically every one in the city.
Secret: Hemkaraho caused the war between Ether’ell and Anentropol. Hemkaraho’s true love was Queen Alyssamir of Ether’el. Secret: True Love’s Kiss is the antidote to the Soulless. It is a recipe made from pistachios, honey, sesame, and cinnamon.

Bapruzinia (Alyssamir) is a wyrmwraith 

Calagorn is an evil elf lord who has become the leader of the blue drake riders. He rides on an ancient blue dragon mount named Azuracona. The elf king to the south suspects him from kidnapping his daughter. He is the leader of the drake riders.

Commander Klank is in charge of the Crimson Guard.

Qatil Aleaqrab A high-ranking member of the Golden Scorpions assassins guild. At one time the golden scorpions used Nar-Rahmil as a base. Recently members of the Golden Scorpions have been taken as slaves. Qatil wants to discover the secret of the brass palace. Qatil is as confident and cool as he is deadly. Qatil is a cat folk (amurrun) level 10 assassin. He can be found in an encampment on the southern edge of town.

Rodigo Kamin is a local rogue (level 15) who has been eluding the Red Guard in the most embarrassing escapades. He is not allowed into the Temple of Bedraga anymore do to cheating at the casino. Rodigo was the rogue who stole Hemkaraho’s Soul Cage from the tomb and delivered it to the Lord Regnolit. Alyssamir is seeking revenge against him.

Guards, Rat folk, Shopkeepers, Casino Dealer, ...

Adventure Hooks

There are several ways players could be drawn into this adventure.There is a trade dispute between Ether’ell and the LTC. The LTC has an embargo on all trade in the region. The Counsel of Ether’ell has heard rumors of a terrible new weapon the LTC is employing. (submarine?). The Council of Ether’ell contracts the players to find the truth of this new weapon. Qatil Aleaqrab will lead them to the city of Port Redkeep.
The players may be contacted by The Golden Scorpions, a guild of assassins who take refuge in the Dusty Desert. If the players are familiar with Qatil Aleaqrab from Nar-Rahmil they may be recruited by him.
To get from Ether’ell to Redkeep the players should fly west along the coast of Engelmer Sea until they reach Clear Water River. Follow the river west until they get to the Spire Forest. Cross the forest to the Dusty Desert, cross the desert to the sea. Then head north. Redkeep will be the only major city along the coast. It is identifiable by the red bricks used to construct most of the structures in the city.
The arch-mage of Ether’ell summons the PCs to him, commends them for exposing or destroying Councilor Birani (Bri as he calls her). “You are in a unique position to serve the council. Our informants have discovered the Landemer Trading Company is preparing an assault on Ether’ell. If we sent Ether’ellian airships they would know it was us. You are not immediately recognizable as Ether’ellian. Nor is your airship. A goblin craft appearing in the skies of Redkeep harbor would not be cause for alarm.” 
As the players cross the Dusty Desert they encounter spot what appears to be a great storm raging over the desert. It turns out to be a pair of dragons engaged in deadly combat. An ancient blue dragon is battling an ancient brass dragon. The blue dragon flies away into the desert and the players are approached by the ancient brass dragon, Bapruzinia. The dragon will interrogate the players to find out their alliances. If Bapruzinia likes the players she will try to enlist their help in finding out what is happening at Redkeep Port.
The players may be hired by representatives of the Landemer Trading Company to quell a rebellion in the desert. Further investigations may show the true state of things.

Adventure Summary

I began by trying to think of a good boss monster for a fifteenth level campaign and I thought a lich would be a good choice since we had not fought one yet. It would be pretty easy to bump up the DC on a lich. I thought of tying it back to my first campaign and Hemkaraho, who may or may not have been a mummy in that game. So I figured Hemkaraho was now a lich.
At that point I remembered that I had left some loose ends with my last campaign, not really saving the people taken captive by the Brass Palace.
I wanted to introduce Landemer into the game at some point so I thought the Landemer Trading Company would be a good organization. They are modeled after the East Indies Trading Company and the West Indies Trading Company.
Playing the Mukradi
Murkradi are some really nasty monsters from Bestiary 1. They are a gargantuan three headed centipede. I put them in the swamp as a side quest. With 300 hp and AC 37 they are already pretty formidable enemies. The three heads give them resistance (20) to three different types of energy. I decided to start with a trample effect.

The Mana Wastes


The Mana Wastes are the result of an ancient war between powerful necromancers and arch mages devastating the region. The region has a variety of arcane and necrotic effects. Magical geysers erupt with technicolor arcane energy emissions which are beautiful to behold from afar but dangerous to interact with. The landscape can suddenly liquefy creating a liquid reality that shifts and changes. Armies of wraiths act out scenes from the ancient battle time and time again. Roll on both tables: Add exact effects of magic and conditions from failing checks.







Port Redkeep

Port Redkeep is a smudge of a city located between the pristine desert sands of the Dusty Desert to the south and the fertile green plains to the north. The Red River joins the sea at Port Redkeep. Redkeep is a dirty town, clouds of soot seem to hover in the air blotting out the sun. Much of the soot comes from the three chimneys of the factory in the harbor district. People dress in dirty gray clothing with expressions as drab and gray as their dress.

1. Redkeep Castle

Redkeep Castle is located on a high hill overlooking the city of Port Redkeep. It is well guarded and surrounded by a curtain wall manned with well trained soldiers. There is a gate in the south wall. Lord Regnolit rules here with an iron fist and the cavalier ignorance of a young noble given too much authority. Inquisitor Yumac Bolvillor may interrogate the adventurers.

2. The Aerie

Calagorn is commander of the watch tower. Calagorn commands a troop of elite drake riders who ride a type of desert drake related to blue dragons. The drakes are cared for by a group of kobolds. The drakes occupy the large tower.
Hemkaraho’s soul cage is located at the highest tower of The Aerie.
Princess Brenovair the Fair is being held captive by Calagorn and he intends to force her to marry him. She is guarded by a brass conqueror construct.
Elaric is the Calagorn’s Lieutenant.

3. Port Redkeep

The port is controlled by the Landemer Trading Company. Any other ships are prohibited. A chain can be raised to seal off the port. There are warships in the port at all times. Many trading vessels arrive and depart the port daily.
Constructs are loaded onto the four large ships at the port.
A DC 30 spot check will reveal something unusual about the ships in the harbor. They seem to be permanently attached to the dock. An investigation of the ships reveals that they are actually just shells concealing submarine vessels beneath their hulls. The constructs are being loaded onto the submarines.

4. The Clockwork Forge

This building appears to be some type of large bunker. Three huge chimneys spew black smoke day and night. Workers dressed in drab clothing shuffle in and out of this place in shifts. There are armed guards who regulate the flow of people. There is a platform in the shape of the Brass Palace here. There is a slave pit here where slaves are kept before they are transferred into the factory. Constructs patrol the streets.

5. Crimson Guard Garrison

The home of the Crimson Guard with Commander Kelvin Klank as the lead officer. There are Brass Conquerors located here.
Each guard houses (GH) each have four paladins of the Crimson Guard and one Brass Conqueror.

6. North Bridge

There is a pontoon bridge spanning the river which may be retracted to let ships pass or to protect the town. The Farmer’s Market is held daily here. Twice per day this area teams with workers going down Canal Street as the work whistle sounds indicating the end of the shift.

7. Red River Docks and Warehouses

Barges carry shipments of red bricks to the city from the upstream village of Mudflats. Bricks and other goods are stored in the numerous warehouses. The Brick and Mortar is a tavern in this area. Harbor master Gerstner Tidebringer

8. Dregs

These are the slums where the poor live who are forced to work in the factory.

9. Low Market

Vendors crowd this area selling basic goods at reasonable prices. 
The Pour House is a good tavern for cheap ale, 
The Last Copper Inn is an inn where rooms can be gotten for 1 cp, gamblers who are down to their last copper stay here. 
Herbalist and Smoke Shop
Baker
Butcher
Chandler
The House of Glafess is a low end brothel.

10. High Market

Luxury and magical items are available in the high market. The market is renowned for goods brought from the northern fey forests and even the magical kingdom of Ether’el.
The Solemn Golem Inn is located here. The Solemn Golem has a wooden golem doing a namaste above the door. The Innkeeper, Winim Riverleaf (half elf), will recommend visiting the casino if it is night time, the farmer’s market in the morning, or the high market for shopping. Winim suggests staying away from old town, the dregs, and the warrens. Rodigo Kamin may be found at the Solemn Golem and he may try to swindle the players. When the players return Winim states “I heard someone in old town once saw a curtain move as if a wind was blowin’ it, but here’s the thing. There weren’t no wind! Bet you can’t top that!”
Distillery
Cartographer
Galleria
Patisserie
Book Shop
Potion Shop
Armorer
Gentleman’s Pleasure
Jewelers
Glass Blower
Tailor
Coiffure
LTC Bank
Golden Chalice Inn
Nectar of the Gods Tavern
Bath house

11. Old City

These ancient ruins, once temples to forgotten gods and fortresses of ancient rulers, have largely fallen into ruin. The architecture here appears to be a completely different style than the rest of the town. A society or history check will reveal the architecture to be similar to that of the necropolis of Anentropol. This place is considered haunted and is frequented by vagabonds, those too cutthroats, and other unsavory types. Those too poor to find lodging in the dregs live here. The guards rarely come here.
Temple Searching the temple will allow you to find a potion of quickness.
Tomb Hemkaraho’s tomb is located here guarded by traps and the Wyrmwraith “Alyssamir”. See the tomb for details.
Thieves Guild
Assassins Guild
Black Market, you may purchase poisons here as well as employ the services of thieves and assassins.

12. Bedraga Temple and Casino

There is a large temple here dedicated to Bedraga god of gambling, lies, and deception. Acolytes of Lith (god of logic) are hired to run the games due to their mentat training.
See Games of Chance

13. The Warrens

Rat folk have built up their own close knit community in this area.

14. South Gate

There are a few inns, taverns, and shops located near the south gate. Some vendors gather around the outside of the wall selling items at reduced prices but of questionable quality. 

15. Caravans and Temple of Atha

Caravans bring goods from Southern reaches of Yemen to the port for trade.
The caravans have many of the soulless milling about. There is a temple to Atha the fire goddess here. The Golden Scorpions have their headquarters here. Qatil may be found here.
If a soul gem is brought to the soulless one of them will be attracted to it and treat it with great affection as if it were a newborn babe. The cannot be fully cured until they consume a True Love’s Kiss.

16. The Pit

The garbage pit grows larger every year accumulating failed magical experiments, corpses, human and industrial waste. Noxious fumes hover over the region. Save DC 30 or become sickened 1 and it may not be resolved by retching unless you leave the area. The mists 

The Clockwork Forge


The Ruins (11)

Under the ruins

Adventure Recap (This took 8 sessions to complete)
After defeating Birani the group fled the eldritch basement. Shortly after arriving in Ether’ell Telly was visited by a brightly colored bird that gave him a message. Telly left because of an emergency in Vantaral his homeland.
Lisicia, Boots, Knyrr, Borkk, and Godefroy spend a week (eight days) in town. Lisicia met Dotath, a local socialite, who brought Lisicia to a high tea where Lisicia met Councilor ǃhtõá, an insectoid similar to a Thri-Kreen, (but is not due to copyright restrictions). 
Note: ! is the sound of her mandibles clapping together and \ is the sound of ridges on her secondary limbs rubbing together. ǃhtõá is a member of the Council of Ten (social) and offered the adventuring group a chance to meet with the Arch Mage leader of the council. 
The party met Arch Mage Charlat Splendifi Magnicus who explained that the Landemer Trading Company was suspected of blocking Ether’ellian trade into the Gulf of Encanto. Several trade vessels have disappeared without explanation and the Council suspects LTC has enlisted the services of privateers. Reports indicated many resources were being directed to the small port town of Parto Redkeep.
Magnicus asked the party to take their airship and investigate the city of Parto Redkeep as (secret) agents of Ether’ell. Gobs is resurrected. The orders are to find out what is going on in Redkeep, deal with any threats to Ether’ell if necessary, or report back if the party cannot deal with them. They were provided with a map to Parto Redkeep. Magnicus agreed to grant the party an estate on their successful return.
Magnicus sent a packet with the along with the following letter:


The party pretended to be merchants, and purchased 1000 gp of magical items in Ether’ell. The party crossed the Mana Wastes navigating areas of different magic levels and strange sights and sounds. The party fought a winged Leydroth until it fled. After making it through the Mana Wastes the party looked for a lake to camp near and found one several hours later. On the way, they noticed signs of goblins in the area. That night they were attacked by a group of goblins. The goblins stopped attacking once they realized they were hopelessly outmatched and joined the party for a night of revelry. They partied until dawn when the goblins returned to their caves.
The next day the party passed over the hills and came to a vast forest. They encountered elves in the forest who warned them to beware of Calagorn, an elf riding an ancient blue dragon. The elves gave the party directions to get Redkeep. The party camped in the desert that night but was not disturbed. The moons Argimon, Rumon, and Irimon put on a show in the desert sky.
The party crossed the desert and arrived at Redkeep. After observing the city from the air, were escorted to the ground by a pair of guards riding adult blue dragons. The group landed near the warehouse district on the river. The harbor master was furious, but Lisicia calmed him down. The guards chained the ship down until it could be inspected for contraband. The group was informed they must get a trading visa from Lord Regnolit at the castle. The guards escorted the party to the Solem Golem Inn in the high market district. The innkeeper recommended they visit the Temple of Bedraga for worship and gaming. Knyrr flashed a bag of gold and was quickly approached by a stranger trying to gain his confidence. The party spent the night in their room. 
The party identified the following notable locations in Redkeep:
Redkeep Castle
Watch Tower-tallest point in the city
Port Redkeep
The Factory-three tall chimneys emit smoke
Garrison
North Bridge (North Gate) The bridge is built on pontoons so it can be swung sideways
Red River Docks and the Warehouse District
Dregs-low rent housing for the masses
Low Market-basic needs and sundries
High Market-Luxury goods, location of the Solemn Golem Inn
Old City-Haunted
Bedraga Temple and Casino
The Warrens-Ratfolk
South Gate
Caravans
The Pit-A strange glowing greenish fog covers this area.
The party ate a buffet breakfast at the Solemn Golem Inn served by Winim Riverleaf, the innkeeper. The party ventured into the city looking for adventure. The party decided to visit the ruins in the old town. The architecture in the old town was very distinctive consisting of sandstone blocks rather than the red brick common in the rest of the city. The party explored a ruined temple. Hieroglyphs indicated that the temple was dedicated to Anentros the ancient god of life and immortality.

The party proceeded to the next building which turned out to be a tomb dedicated to Faroh Hemkaraho an ancient king/priest/magician who traveled the world having many adventures. Hemkaraho married an ancient queen of Ether’ell, just before the fall of Ether’ell according to hieroglyphs in one of the rooms of the tomb. The party discovered a room that must have been a garden but was now overgrown. Growing in the garden were sesame, cinnamon, and pistachios. Another room contained an enormous bee hive.

The party noticed a pyramid-shaped structure near the back of the tomb. The party broke through a newly constructed wall and found a narrow passage had been blasted into a passage in the pyramid. Stairs led down to a large stone door. It seemed as if the door had recently been opened (within the past five years or so anyway.)

Beyond the door, the party found a room with seven sarcophagi. When the players approached the central sarcophagus a Night’s Breath Trap triggered releasing a blast of gray mist and shrieking spirits into the room. At the same time, mummies emerged from the six sarcophagi lining the room. The party was driven fleeing up the stairs and the mummies slammed the door after them.
The party regrouped and revisited the tomb, disabled the trap, and defeated several mummies when a ghostly dragon appeared and drove them off.
Knyrr and Lisicia discovered a secret passage and entered it. In the passage, they found a brass plaque with an inscribed recipe for something called True Love’s Kiss, apparently a type of candy shaped like pyramids. The exact amount of each ingredient was unclear.
Lisicia and Knyrr explored an adjacent room and discovered a skeleton wearing a suit of lion armor, lion shield, golden spear, and a potion of the cheetah. The wyrmwraith started talking to the party and the party agreed to retrieve the “Treasure of the Tomb”, a bejeweled pyramid, which had been stolen by a rogue named Rod, about a year ago.
The party left the tomb, Lisicia got some honey. Boots bought a glowing gem at the jewelry store in the Galleria. The party noticed a shadowy figure following them from the tomb. They confronted him and discovered his name was Rodigo Kamin, a rogue who had stolen a relic from the tomb and delivered it to Lord Regnolit.
The party traveled out of the south gate to the caravans and encountered Qatil Aleaqrab, the leader of the Golden Scorpions. He showed them the “Soulless” people who had been captured by the Brass Palace and returned with only base animalistic reactions and all higher reasoning missing.
The party ventured into the pit and discovered some useful items. Boots found a Monkey’s Paw. The party defeated two mukradi and sold their husks to an alchemist. The group then went to the local bath house to wash the muk off.The party was enjoying the benefits of the bathhouse which provided the equivalent of a long rest in a couple of hours of bathing. Suddenly they noticed that Boots was missing. Boots wished he knew what to do with a Monkey’s Paw and found himself in the Redkeep Castle library in front of a book entitled “What to do with a Monkey’s Paw”, his first wish granted. Meanwhile, Godefroy peered into a mirror in his possession and saw Boots standing in a great hall made of red stones and filled with books.
Unfortunately, Boots didn’t have any gear or clothing, and a young elf woman screamed when she encountered him and summoned the guards. The guards hauled Boots off to the Keep and locked him in a cell. Boots wished he knew how he got there and The Royal Inquisitor showed up with a pair of ogres and began questioning him about how he got there. The second wish was granted.
Godefroy attempted to enter the port area but was repelled by the guards because he did not have an official “writ” from the governor, Lord Regnolit. Meanwhile, Knyrr, Bork, and Lisicia returned to the Solemn Golem and were informed by Innkeeper Winim Riverleaf that they had been granted an audience with Lord Regnolit.
Armed with an official writ the party proceeded to Redkeep Castle unimpeded. While waiting for their audience with Lord Regnolit Godfroy overheard a heated conversation with someone called Dr. Bones about a production delay.
As Dr. Bones walked down the hall he glanced at the party and seemed to assess them from behind his mask.
The party met with Lord Regnolit and was granted a trade license with the Landemer Trading Company (LTC) and their ship was released.
The party decided to do some exploration before leaving the restricted area of the port. The party entered the factory and found a major manufacturing operation in progress. The party killed a large fire elemental creature called an Azorg that seemed to be supervising the manufacturing process. They discovered that a group of metallic constructs were being built and green gems were being installed in them.
They killed a shady-looking character and took the crystal it was trying to install into a construct.
Dr. Bones appeared and made a deal with the party, that if they were to help him find a precious heirloom that Lord Regnolit had stolen, he would stop serving Regnolit. The heirloom looks like a bejeweled pyramid. Dr. Bones suspected that the heirloom was being stored in the Aerie, a watch tower guarded by dragon riders under the supervision of someone named Calagorn.
Dr. Bones agreed to suspend production for one day while the party tried to find his preciousss heirloom. The party left the factory…
The party decided to get Dr. Bones’ bejeweled pyramid keepsake which was being held in the Aerie. Lisicia was able to talk past the guards at the gate to the castle and the party was able to talk their way into the Aerie. They met a young elf woman named Brenovair the Fair who told them she was being held against her will in the east tower by Calagorn. She beseeched the party to bring a message to her father the elf king.
Upon finding that Calagorn was not around, the party ending up fighting their way into the tower. They went up to the top level of the tower and discovered the bejeweled pyramid being held by black chains. Knyrr hit the chains with the black blade and they were absorbed by the black blade. Once the chains had been destroyed time seemed to stop. Dr. Bones appeared and summoned the wyrmwraith, took the pyramid and flew off to the east. 
The party went over to the east tower and rescued Brenovair. They got as far as the road leading down to the harbor when they were attacked by guards.
After exiting the keep, the party noticed one of the ships looked strange. Lisicia asked an alchemist to help with the recipe, the alchemist prepared one of the candies using a book from the Necropolis. They gave a piece of candy to a soulless who recovered from the soulless condition. The party noticed a slime trail heading toward the tomb. The party dropped Brenovair off at the local druid grove. The party investigated the ships and discovered some sort of underwater ship that was being used to transport the constructs beneath one of the ships. The party destroyed the underwater ship and fled.

They went back to the hotel and spent a full nights rest in Lisicia’s luxurious apartment. The next day they were awakened by pounding on the door and discovered the alley was full of guards.