Jessix |
Abdaleem gives the PCs ten magical tablets that will allowe them to survive in the silt for 24 hours. But the Caller's influence has become more and more of a problem. One by one, first the pirates the PCs have assigned to maneuver the skimmer, and then Haku, Gardain, and Passk, become affected by the madnesss induced by the Caller.
Since travelling by skimmer becomes impossible, Shallovar suggest to look for Jessix, the ourcast elf living not far from the tar pits outside of Giustenal. He may have more information about the lost city, and maybe help them fight the madness, and support them with their dwindling supplies.
The PCs leave the skimmer, and make their way through the desert outside of the city. After some time Jessix and his loyal followers approach them. When they realize they've a common purpose (to defeat the Caller in Darkness) Jessix gives the PCs psionic training on how to better resist the entity's powers.
The day after Jessix guides the PCs through the tar pits, where they're attacked by Pit Snatchers, elemental creatures made of the poisonous substance. The fight with the monsters takes its toll, but the party emerges victorious. As they continue their travels among the dangerous pits, Shallovar, Passk, and Gardain loose their footing and fall into a pit of tar. With quick thinking and brave actions the PCs manage to save Shallovar and Gardain, but Passk is lost to the scalding liquid.
Eventually the PCs reach the gates of the city, where they decide to stop for a rest. That's when Terric succumbs to the Caller, and tries to murder the rest of the party. The others subdue Terric, and watch over his unconscious form.
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