Abdaleem the Silt Priest |
The PCs strike a deal with the remaining pirates. They will take part of the treasure of the Dust Devils, but they will leave them ownership of the island. At the same time, the Dust Devils swear to not attack the skimmers of House Shom in their future forays.
Having settled the matter with the pirates, the PCs leave with their skimmer. A few days pass, when they encounter a group of giants looking for food. The PCs manage to convince they giants to not eat them, and give them half of their supplies. When they tell the giants they're on their way to Giustenal, the big brutes suggest they seek Abdaleem the silt priest. He may assist them if they can avoid to upset him.
Several miles later, the PCs begin to see the ruins of Giustenal on the horizon. That's when the Caller in Darknes begins to assault their minds. One by one, the PCs and their companions are tested by the psychic winds created by the Caller. Haku begins to develop an uncontrollable paranoia.
While they travel through the ancient ruins still on their skimmer, Abdaleem reveals himself. The PCs earn his trust, and he agrees to help them by giving them magical tablets containing spells that will allow them to move and breath in the silt. But to earn them, they first need to destroy evil undead creatures haunting the Blasted Spire, a ruined obsidian tower.
Abdaleem guides the PCs to the tower, where they fight a krag, a former elemental priest now turned undead. They defeat the creature and its minions, then they prepare themselves to return to Abdaleem for their reward.
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