Ye Gilde

Gallery of Evil (part 2)
The investigation continues

They took a minute to catch their collective breath and expend a few valuable healing spells to boost their health. They were headed into the lion’s den. The wizard artist Imron had to be in there somewhere.

Their charge ended abruptly as 3 more weird serving boys surprised them all in the foyer. They stepped from behind curtains and began wailing on them. Pugno and Shokkanaw began tearing into them quickly. They wanted Afarrah to save her dwindling magic. There was also a long golden rope hanging from the ceiling that reached out to grab Shokkanaw, but he avoided its grip. With the servants destroyed and transformed into more piles of black goo, they decided to venture upstairs. The group debated destroying the annoying animated rope first but Shokkanaw told them that was a problem for future Shok!

When they reached the top of the stairs a brawny wild man in leaf armor and wielding a huge axe charged with a scream. He barreled into Shokkanaw and sent the rogue tumbling over the balcony. He deftly landed on his feet but was then smacked in the face, hard, by the animated rope. Future Shok did not take long to get here. While Shokkanaw evaded the rope, Pugno faced off against the wild man. Afarrah tossed flames at him with little effect. Pugno used his training to dodge most of the man’s blows but when they did hit him it really really hurt. Every miss tore holes in the walls or floor. When Pugno blocked a blow with his specially crafted three-section staff the huge axe chopped it into two pieces! There went a thousand gold pieces down the drain. Realizing that the man was severely dangerous, Afarrah summoned a spiritual ally and Pugno focused on damaging him. Still his blows were deadly so they voted to lure him out where they could flank him in the foyer. They pulled back and he did follow, only his method was not the stairs. He leapt from the balcony landing a deep chop on Pugno in the process. Afarrah had to heal the monk quickly to keep him in the fight. Shokkanaw was trying to stay out of reach of the massive axe and used his bow. They damaged the wild man heavily and he turned and fled. Pugno gave chase, dodging past that damn rope. Realizing they all needed to follow, Shokkanaw and Afarrah combined their efforts to fight the rope. Pugno found the wild man healing himself with potions so he took that break to do the same thing. Meanwhile the others still fought that rope with magic and bow. Ultimately, Pugno got tired of waiting and tossed a shuriken, severing and destroying the animated rope once and for all. They converged on the wild man and brought him down. With him out of the way, the search for the missing wizard began. They found another cryptic note but made little headway with it other than becoming more confused.

The party searched every door and hallway of the manor. From rooftop garden, to creepy servant-guarded kitchen, to workshop, to study to dusturbing bedroom, they wandered. They never paused to search any room in particular and only skimmed them visually in search of their quary. There were numerous weird and disturbing paintings throughout the home and plenty of other interesting and expensive decorations to see. Shokkanaw was careful to mention they should not steal anything. That would be wrong.

They wound their way through the manor, peeking in fancy bathrooms and guest rooms plus numerous servants quarters that looked unused for months. Where was this wizard? When they ventured to the basement things got interesting. There was a chamber lined with suits of armor and banners Afarrah named as prominent houses in Absolam’s history. She also pointed out that each of those 8 suits of armor was enchanted. When Pugno tried to sneak across the room unnoticed, he triggered a pressure plate and a large portion of the ceiling fell on him. Buried under the stone, he wriggled free to find all of the armor suits poised to strike with their halberds. Shokkanaw watched from the wings shouting a warning to his maestro. Pugno miraculously dodged two rounds of attacks from the armor with only 1 glancing blow. Afarrah launched a fireball into the room and mostly melted the armor suits. Shokkanaw and Pugno finished off the damaged constructs with Shokkanaw taking a few hits in the process. They needed more healing from Afarrah.

Onward they went, deeper into the basement and found a huge gallery filled with over 50 paintings of all topics. Some were enchanted and others mundane. Both Pugno and Shokkanaw spotted the shadowy figure leaping from painting to painting. Afarrah was preoccupied searching for magic among the pictures. An illusiory wall separated the student from his maestro just before the shadow creature targeted its victim – Shokkanaw. Shokkanaw decided to take the fight to him, charging and striking with his falcion only it passed right through the incorporeal monster with no effect at all. The creature retaliated, dragging a clawed hand across the 1/2 orc’s face. The touch burned cold and left a shadowy handprint that twisted Shok’s features. Pugno raced to the rescue but was not fast enough. Again the creature clawed at Shokkanaw while leaping between paintings and his face became even more twisted and ugly as his charisma was drained away in rakes of pain. Afarrah blasted a section of the wall with fire and damaged several paintings along with the shadow beast, causing it to flee. Pugno gave chase and took note of not only the creature’s new location but also of a painting high on the wall that resembled the thing. He shouted for Afarrah to blast that painting. First he had to point it out to her. She was having a hard time spotting it. She tossed a firebolt at the picture and the creature began to plead with them to stop, promising it would allow them safe passage. That sounded like a pretty good deal to the party. “All day long!” Shok insisted. The creature nodded. “Forever!” Pugno corrected, and shokkanaw repeated “I meant forever!” The creature nodded again in agreement then vanished into the painting. They could see it slowly repairing itself.

From there they moved to a deeper level of the basement and found a most uninteresting storage room filled with mundane supplies, how boring. On an off chance, Pugno decided to search the room for any clues. He found a lever concealed to look like a broom handle. When he moved the lever a large section of the wall and floor swiveled carrying him away to an adjacent chamber. Shokkanaw and Afarrah watched in surprise as he vanished. On the other side of the wall, the maestro found himself facing a life-sized portrait of what he suspected was the wizard, Imron, To one side stood a large clay statue. He called the others through the secret passage and soon they all gazed upon the seated wizard with his crystal ball in hand. Afarrah studied tte chamber with detect magic and told them the painting was definitely magic, strong magic since it stunned her! The statue was magic too. They were annoyed with so much unidentifiable magic in this wizard’s house!

Unsure what to do next, Pugno told Afarrah to touch the painting as he readied to grapple the large statue if it moved. She did and it did and a fight broke out. The statue lurched forward and Pugno tried to grab it but failed to get a good grip. The thing swung wildly punching both Afarrah and Shokkanaw in their faces. Again Pugno called out for them to work together to grapple the statue but even with their help they failed to slow it down so it punched Pugno and Afarrah this time. The large statue’s punches really hurt too. Pugno asked them to unite and give it one more try. The rogue and priestess wiped the blood from their noses and went for it. This time they succeeded but it still hit them again before he was able to pin and drag it to the swiveling part of the floor. Beaten down and bloody the group dragged the struggling statue a few feet to the side. Once it was in place, Shokkanaw kicked the lever and the clay golem guardian swiveled out of the room. They released a collective sigh of relief until they realized they had just trapped themselves in this room with no other exits. Oh well, that was a problem for future them. The pounding on the wall reminded them that they were on borrowed time. Examining the portrait of the wizard only revealed glowing runes … more unknown magic stuff (sigh). So they agreed to let Afarrah try to destroy the painting. Her answer to everything was to “purify it with holy fire from Sarenrae”. She conjured a wall of fire pressed against it and watched it slowly catch fire and burn under the intense heat. No one realized the Id Portrait might be a minor artifact or that destroying said artifact might result in a huge explosion …. it did result in the destruction of the magical artifact and that did result in a massive (20 dice) explosion of flames! The explosion took out the swiveled wall and left both Shokkanaw and Afarrah unconscious on the ground smoldering. Pugno and Shokkanaw took cover behind Afarrah so their burns were less severe. The priestess was nearly obliterated. If not for her innate fire resistance and a quick action with a healing potion from Pugno, she would have died instantly. With the wizard dead, the golem, which was linked to him, had also suffered serious injuries and now stopped moving. Pugno dragged his companions from the deadly manor. In a completely unplanned and unorthodox way, they had stopped the killer. They reported their results to the local authorities and collected their reward. They even let them know about the missing artist so that he could eventually be rescued from his painting prison trap.

Unfortunately, they did not piece together that in a way, the wizard was a victim here too. The prominent art community had been stealing his artistic ideas and giving them to the famous artist that worked for them in order to make them all rich at the wizard’s expense. But all’s well that ends well, right? It was a Guild success!!

Pugno, Shokkanaw, & Afarrah each earned an incredible 10,933xp and 2,500gp to split for their efforts

Gallery of Evil (part 1)
The Guildies get involved in their own backyard

The day began like any other at The Guild Hall. Chad paced quickly through the building searching for someone capable enough to take on the latest adventure request. This time it was from a prominent Local art collector named Asheron Coyl. The man lived in the same area of Absalom as the Guild, the Ivy District, and was known to fund extravagant expeditions to far off ruins in search of the latest and greatest addition to his art collection. Chad found Shokkanaw, shadowing his Master Pugno as usual. He seemed a capable prospect. The letter was handed to him and the young priest departed. Unfortunately Shokkanaw could not read so he handed the letter to his mentor. The monk paused from his sad efforts to Impress the pretty priestess, Afarrah, and focused on the request. The words were flowery and the translation rough (especially with the brain power of the 1/2 orc and Suli to back it up) but they headed for Asheron’s home to learn more about this new mission. Asheron, being a prominent local figure could be a great resource for The Guild.

Though it was mere blocks away, the group struggled with direction until eventually arriving. Afarrah prepared to stroll up to the front door of the lovely manor house but Master Pugno and Shokkanaw noticed something amiss. The front door sat ajar and hanging by a single hinge. Pugno listened carefully and picked up the hints of a struggle, crashing furniture, breaking glass, and a slithering sound. They moved quickly as a team. Pugno being the fastest was inside to spot an odd scene. The lavish manor was in shambles with a bloody trail leading into the gathering Hall. There he spotted a serving girl hiding behind an overturned bar. The Hall, littered with broken furniture and art, housed a giant octopus with a man’s body in its grip. The creature seemed set on killing and lashed out at Pugno with its lengthy reach, striking several blows. Shokkanaw entered and was immediately grappled in those tentacles. Afarrah launched a fireball into the room adding to the damaged property but singing the octopus. The man he held looked to already be dead. The fight was not easy and the creature took a serious beating, one that strangely did not seem to spill any blood from its body. The octopus died at Pugno’s kick turning into a puddle of black liquid.
They checked the body, Asheron Coyl was most definitely dead. Now what? That did not look good for the mission … whatever the mission was.

They gathered the hiding setvants and questioned them learning that a foppish rake with a hired hand had arrived about an hour prior to deliver a package to Asheron. It was a painting and the only painting still intact in the Hall. It depicted a storm tossed ship at sea. The servants said the handsome finely dressed delivery man mentioned it being a gift from a fellow art enthusiast, but when their master opened the wrapping that creature sprang to life from the painting and killed Asheron. That’s when the party arrived. They also mentioned that the rake was carrying 3 other similar packages. Immediately they sent a servant to fetch the city guard and he returned with a local captain who informed them that this could not have come at a worse time. His men were stretched impossibly thin watching over important events with visiting foreign dignitaries, and so The Guild members were deputized and tasked with locating Lord Asheron’s killer, plus stopping any further casualties. He offered a reward of 2,500gp to seal the deal. The race was on to stop any further disasters.

Pugno began scanning the busy streets of the Ivy District for any unusual characters. He spotted nothing, but Shokkanaw with Afarrah’s diplomatic aid approached a corner vendor offering up the rake’s description. They learned the well-dressed gentleman was Darius Finch also know as ‘The Gent’ in this area. A local minor nobleman whose parents lost his house to debt making him more of a silver-tongued mooch seeking ways to earn coin than an actual part of the upper crust society. The vendors mentioned seeing him headed down the street to the next block over. Being their only lead, that’s where they went. While Pugno scanned the lavish houses for more broken doors, Shokkanaw took note of a large congregation at the biggest house on the end of the street. Belfor Vittanis (another prominent art collector) was having a huge party. They made their way up the drive and met with the drivers and servants hanging outside with the carriages. The servants mentioned seeing Darius enter with 3 packages, stay for a while, then depart in a lady’s carriage alone with 2 packages after paying and dismissing his hired hand. They debated and decided to go inside before another giant octopus appeared and killed all these unsuspecting people.

Unfortunately, not just anybody could walk inside the high society event (though over a hundered people were already gathered). Some drunken patrons mistook the monk and 1/2 orc in a dress for entertainers and they ran with the ruse. Pugno had to convince them however after Shokkanaw lied so badly. The 1/2 orc could not fool the drunken people so Afarrah and Pugno had to speak for him. Afarrah simply presented herself as the Rajkumari priestess she was and was allowed entry. They could hear Lord Belfor announcing over the loud music and drone of drunken patrons that he was about to unveil the mysterious painting delivered earlier. They had to stop him!

Pugno sprang into the crowded hall, dodging past a handsy drunken lady, then using acrobatics to avoid not 1 not 2 but 3 bouncers. Sadly, Shokkanaw and Affarah were not so successful. Shokkanaw was immediately grappled by the drunk lady Pugno avoided. She slid her hands around every private part of his body while forcing her liquored-up tongue down his throat. Afarrah entered trying a different path though she moved incredibly slow in her full armor with the crowds. A drunk man tumbled before her taking her down to the floor with him. While the others struggled to make headway, Pugno deflected the bouncers punches and sprang to the table beside Lord Belfor and the wrapped painting on an easel. He warned the man not to open it but his cries fell on drunk deaf ears so he grabbed the prominent Lord in a headlock and dragged him from the table away from the wrapped painting. The bouncers followed but could not get their lord free. Shokkanaw shoved the woman away with a face palm move and struggled to join Master Pugno through the crowd while Afarrah crawled back to her feet only to be accosted by said drunken lady. Shokkanaw tripped over another drunken patron and sprawled to the flood. Eventually, after dragging the art collector around the crowded room by his head, Pugno was able to explain what was happening and that Lord Asheron was dead. This finally got the man’s attention, plus he was ready to be free of the grapple.

They moved to a private chamber to discuss what had happened and to lock the unwrapped painting in Lord Belfor’s vault for safe keeping. Pugno spotted a painting on the wall that depicted Asheron, Belfor and a steel-haired lady together, Eleazonna Gertwright. They learned that the trio often work together in the art community of the Ivy District. They are all good friends and associates. Suspecting that she might be the next target they headed a few blocks over to her manorhouse.

They arrived in time to see the shiny black carriage dropping off Darius Finch ‘The Gent’ who was carrying a single wrapped package. Before they could reach him and after he had barely taken a few steps across the walkway towards the manor, something unseen struck him in the back of the head sending the young rake sprawling and the package flying to the lawn. Whatever hit him continued to hit him and hard. The party raced across the yard to see what they could do. Whoever attacked him remained unseen. Darius looked very bloody and not long for this world. They decided they wanted him alive for questioning and tried to instruct the unseen assailant to desist by order of the city guard. Their commands to stop only drew chuckles and a reply of “out of my way, he’s mine”. When Shokkanaw got between them and then Pugno as well, they both suffered serious blows from the unseen attacker leaving them both reeling. Afarrah continued to pass out healing in the form of channels to keep everyone fighting and Darius conscious. Having little success with the flying invisible attacker and reasoning, Pugno asked for the help of his party and they grappled it away from killing Darius. Eventually they managed to pin, tied up then murdered it … all the while unsure exactly what ‘IT’ was! Pugno just kept saying “I think I’m wrestling a demon!”

Darius fled during the battle but they confiscated his borrowed carriage though the driver also fled, and collected the wrapped painting plus a map in a scroll tube with ‘X’ marked over four locations in the area. The marks corresponded with Asheron’s home, Belfor’s home, Eleazonna’s home and a fourth location. Having stopped the delivery of this painting they rushed to find the missing package at the fourth location. Never mind the confused stares from inside the windows of Eleazonna’s manor after the front yard brawl.

The fourth location was a grandiose tower placarded as the home of the famed artist Endrik Archerus. They approached, spoke with his servants who welcomed them in to find their master. He vanished after retreating to his workshop with a delivered package from ‘The Gent’. Upon investigation of his workshop they found a freshly mounted painting depicting a dark hag upon a huge black horse with chained devils pulling a cart full of human sized worms with humanoid faces. Afarrah identified the painting as magic like the other packages but knew little else. Knowledge was definitely not her forte. Pugno found a cryptic note plus noticed that the painted images were moving ever so slightly. Archerus was nowhere to be found. Shokkanaw was asked to check the painting for traps but he simply shrugged asking what that meant? They opted to back away from this painting and told the servants to keep it locked away in here while they went back to speak with Lady Eleazonna.

The visit with the Lady went well enough. She confirmed that the trio of art collectors were good friends and that Archerus was a prominent figure in the community they dealt with frequently. She also directed them to Imron Gauthfallow, another retired artist and wizard. He was “jealous of them and their success” and he was the one who painted the group portrait years ago. She claimed he was not so great and wanted to be on their level of success but couldn’t possibly manage that. He was a wizard and thus dangerous so this could absolutely be his doing!
They then headed to Imron’s Small manor on the other side of the Ivy District.

They approached the front door to his simple two story home and knocked with no response. So Pugno decided to beat the door down. His pounding revealed a hallway beyond with an oddly calm servant carrying a tray just smiling at him. A guard dog’s barks rang out in the distance but only Pugno noticed. Shokkanaw and Afarrah were oblivious to the howling charging mastiff hound. Pugno decided to try to punch the oddly smiling serving boy who relaliated with a tray. The guard dog approached growling and Pugno warned his companions not to hurt the dog while he attempted to do the same with the strange servant. When he heard Shokkanaw and Afarrah screaming behind him after the dog belched a massive gout of flame over them he decided not to take any chances. He hit the serving boy hard and flakes of the boy’s skin fell away and cracks formed on his body. He was definitely not human, more like painted wood. The guard dog turned out to be a war-horse sized flaming devil hound under an illusion. The servant went down easily but the devil dog did not. It’s bites hurt – A Lot! They killed the dog but it was a hard won fight with lots of blood on both sides and the expenditure of much healing.

Now they stand in front of Imron’s quaint manor house. One of his strange servants lies dead and shattered in the front doorway. His guard dog is dead on the lawn and the front door is knocked from its hinges ….

Pugno, Shokkanaw & Afarrah each earned 6,934xp

The Whisper out of Time X

Hyena Princess Njano brokered a pact with the party. If the party were able to retain Dahab from his current predicament the princess would then give the details of what they call “Biting Lash.” Her highness believes old slaves are his thing and can lead them to the one they seek. She also bluntly told them they would be followed by her agents, Kisetz and the halfing Hakoor.

Bronn and crew decided on a plan to first visit one of the sites Dahab was last seen, The Shrine of Thaffaar. This was a temple to Gozreh. Upon traveling to their destination in southern Okeno they ran into a nasty pack of gnolls. Bronn took care of the problem afore it came to spilling blood. He intimated the gnoll pack leader and the gnoll front-runner retracted his fury gang. Charlie caught signs of hands signals communications from spotter to spotter, the details were not known. Beaten salves and dead littered the side of the thorofare. The smell of blood, death and wet salted fur littered Okeno’s brisk air.

Upon arriving at the Shrine of Thaffaar it was in the process of being rebuilt. The druid was an easy mark to make. The dialog between the party and the druid was surprising easy. He asked for a few hours labor in return for Dahab’s recent information. Charlie helped the scaffolding integrity with her engineering, Bronn labored on a wall, Waldobert just watched, and Zugzug brought up supplies. After the work was done and night was falling onto Okeno he divulged what he knew of Dahab ‘s last encounter with him. He spoke of Dahab having been marry instead of his droughty self. He was gearing odd colored cloths as gifts, ocher colored garments in fact. Charlie knew this color stain to be produced by several methods but mainly tanning.

The party members traveled back to the north toward the tannery part of Okeno. Before they could go too far a mirthful but stubborn merchant wanted to buy a night with Charlie the young Aasimar. His acquiesce was meet with the party’s non- acquiesce. The homely merchant with pearlescent teeth changed and turned into his real self a marid! He jabbed with his large trident and hit Charlie square. Tiny plant surfaced from the coastlines cliff, griefgalls! The marid’s superiority complex lead to his downfall. His fellow plants were slain at his side as well. Waldobert quickly started to pull the pearl teeth from the marid, only getting three. Bronn grabbed the large masterwork trident and carried on.

The tanning district was quite large part of the city by comparison. About two dozen thriving tanneries canvased the area. Bronn and crew were here in the early nighttime. Collectively the team queried about the tannery that produced ocher. They efforts were rewarded when one person told them that “Salir’s Fine Leathers” is the place they seek. Luckily, this tannery was not hard to find due to the girth and largeness of the building. The party strolled in casually. There was a female human that greeted them warmly. When Dahab and Salir popped into the conversation, she became very hesitant to accommodate their following questions. She alerted the guards who happened to be in the next room eating dinner. Bronn and crew did notice the peculiar demeanor the shopfront held against them now, they knew she was under a charm effect.

The situation escalated when they guards came into the storefront and told they party to leave. Bronn started to taunt them! Five guard in breastplates started to draw their scimitars and seek blood. The party also observed these guards were under a charm as well. Charlie went forward and started to explore while she was invisible. As she did, Charlie noticed a presence go by her eventually. Charlie felt an attack upon her. The div revealed herself. Charlie struck back while the rest of the group was dealing with the five guard at the storefront. Understanding Charlie was a threat the div charmed Charlie! When the div came to confront the party Charlie was at her side vouching for her!

The Whisper out of Time X
Date played: February 16th 2018
Note: this is what I have been tracking for you guys experience wise!
XP: 4,950 (Charlie/Bronn @ 135,857 experience) – Level 11 [Fast Track]
XP: 4,950 (Zug Zug/Waldobert @ 130,244 experience) – Level 11 [Fast Track]
XP: 0 (Jacquez should be @ 93,859) – Level 10 [Fast Track]


The Whisper out of Time IX

The team was finally in Okeno! The stench of gnoll was present in every corner of the city. The clashing of waterfalls filled the ears of the party. They were teleported near the Palace of Waterfalls. The mosaic palace in the background blended with the violent water breaking up its images from a distance. The party where at a vantage point to see over Okeno. They saw the waterfalls from the high cliffs brought the only clean water to the city.

They saw heavy gnoll guards about three-hundred feet away at the palace’s entrance. The party also observed slaves bring broken by the whips of their masters. Dead slaves littered roadsides and the city itself. Fleshpeddlers and fleshfares were everywhere the eye could take in imagery. The information at hand that was that:

• Gnolls here hated and harbored great mistrust for humans, very paranoid.
• Slavery was the core of the city’s economy
• Faction leaders (mainly gnolls) did not openly attack each other
• Also knowing that gnoll leader(s) rarely made an appearance at all

A little halfing caught their attention displaying his wears. He was able to fence a few of this good to the party and offered to be the party’s chaperon. After a quick bartering process the price was settled for the haling’s services. He told them they needed to arrange their coin purses; this is how he knew they were new to town! He then tried to use a clever quip that gave him the nickname “Silly Thumb.” He led the party to the poor shanties of the city.

The dwelling barely holding together seemly that held to a small ratfolk inside. Silly Thumbs had spoken to them about the local attire. Stich the ratfolk was eager to obtain their services for making them a local garb. This grab conceals coin pouches and small weaponry. Stich was impressively quick about making this grab to each party member who paid for one. They noticed he also made body bags when another black-toothed human pried in and asked a quick favor from Stich.

Jacquez knew of a master auctioneer, a human who peddled exotic flesh. Bronn and crew asked around to acquire the knowledge what was “exotic.” Aasimar was the answer to this question. The party formed a plan to turn Charlie into an exotic flesh meat! Silly Thumbs said he could help with that. He brought a contact that had a small potion that could turn someone into what they wished. Bronn and crew were convinced so they bought the product. Charlee was able to turn into an Aasimar.

The party knew that the governor was the master auctioneer’s best client. The party traveled to what is known as the “Palace of Honeyed Stone”. Zugzug plainly was asking around for an old woman slaves! The rest of the group was staged as trying to peddle this exotic Aasimar. Bronn took note that the palace guards did not take weapons but rather rubbed some sort of oil on each person’s weapons and noted what they had.

Zugzug finally got a person of interest to call his que about old women slaves. A tall slim cloaked person started to ask why he was pressing about such slaves. Waldobert saw his son had gotten himself into another jam. He quickly rushed over. Luckily, a little kindred spirit turned the tide of conflict to resolution. The vampire lord went on his way.

As expected the master auctioneer shows up. She was through the party’s folly buy played along and told them to come follow him. He had taken them into the shipyard. Hammers, chisels, and other obnoxious sound drowned imminent sound away. He told them they had better pay for wasting his time. He informed them what they sought could be found in the Laughing Fleshfair.

This place was known as an only gnoll fleshfair. Once they team arrived shouts and growls came quick. Bronn started to shout in gnoll himself. A gnoll stepped up to over his guide services at quick costs! Then a dark skinned tall female human and a halfling with a small blue monkey on his right shoulder signaled the party to them. They did and found a gnoll female being carried on a palanquin by four human slaves. This was Hyena Princess Njano. The dark skinned female they heard her called Kisetz had intense hate for Bronn. She spit at him, he spit back. Njano yapped and Kisetz stopped for moment. The princess offered an invite to her domicile. When they accepted the party was given blacked backs to put over their heads. Zugzug tore holes in his which raise ire from Njano’s servants. Bronn received a stinging pain in his side and heard Kisetz’s whisper which was trembling on the edge of yelling “give me a reason!”

Njano informed them she knows where an old woman slave is that they seek and she is on the ownership of who they know as “Biting Lash.” Quick pro quo was offered to find her spy and she would spill the beans on her advisory “Biting Lash.”

The Whisper out of Time VIII

The Whisper out of Time VIII

The team woke up to newfound oddities about themselves. Charlie first analyzed her tongue then her peers. The party now could speak and understand Aklo Charlie knew this to be an abjurational trait. Charlie knew she was taking on the characteristics of a mimic. Bronn grew a beholder eye on his right shoulder, Waldobert grew black eel-like black scales, Jacquez had blackened teeth, and Zugzug grew a proboscis stinger.

Elder Lythiin was concerned about the development. He was also interested in studying these changes but the party declined. Once again, the elder statesman for the Mysterium briefed the party members on the four statues that have a double set of eyes. One set of eyes will possibly paralyze the person trying to active the statue. There are four statues in each corner of the Soul.

Bronn and crew let the elder complete the puzzle and open the third dimensional pocket of the Mysterium called the Soul. Before diving ahead, the group planned on which party member was to go to what statue. The portal was small therefore only one at a time could enter. Bronn devised a plan on talking or stalling by intimidating to the Keeper of the Soul.

As the plan went into action, Bronn quickly entered the portal. Time stood still, images and voices filled the adventures heads. They saw an old slave (female human) in the third person perspective in a cage with rusty shackles on her hands. Then a sudden jerk of the mind lead to another image. A gnoll with a falcon on his shoulder and a strange hat. Then their mind traveled to an unseeable darkness with a monstrous horrific presence. The voice of the Yithian telling the party “through connected minds.” An additional mind jerk lead them to see Lord Lowls talking with this gnoll named “Biting Lash.” Then a visual of Lord Lowls coming into the Soul and his skin peeled off and dark tentacles spurted fourth and paralyzed the Keeper….with a bright flash the images and voices where gone.

Time speed up and Bronn saw the Keeper was tainted by Lord Lowl’s corrupted mind. Bronn gave a convening shot at intimidating the Keeper. The other party members flowed in while taking attacks from the Keeper. Charlie go to one statue, Jacquez another, Zugzug another, and Waldobert another. The team successfully reset the statues and unsummoning the Keeper.

The team consulted Elder Lythiin about Mun down in the lower floor. He responded no bloodshed if it can be avoided. Waldobert was able to talk to Mun once they reached his small refuge. The craziness was somewhat void in his eyes but not completely.

Outside the Stewards of the Vault celebrated. There was a small contingent of Imperial guards standing by to make sure the city was safe. Everyone was brought to an area to explain this madness of an event. Charlie volunteered to be the team’s speaker. She told the truth and all were left to go on their own accord even Mun. Elder Lythiin granted favors to the saviors of his beloved Mysterium. There were given the money Lowls paid Lady Thyrr -5k gold. They were healed and given teleportation services of their choice.

(All people affected gain Alko as a language)
1. Mimic – acid barbed Tongue (10 feet reach) Treated as a natural attack
Dexterity based to hit
Can grapple at creatures base CMB
Damage +1d6 + strength modifier +1d6 acid

2. Beholder – Eye stalk grows from right shoulder – gray eye
Slowing ray attack CL 5 (if saved once immune)
60 feet reach
Ability can be used three times per day as per the spell slow
DC is 10 + 5 (CL) + owners intelligence vs Will (if saved negates)

3. Dark Nega – Grow eel –like black scales +3 to natural armor

4. Gibbering Mouther – Grows small eyes around head. Gain all around vision cannot be flanked

5. Blightspawn – Grow a murderous tail – (10 feet reach) Treated as a natural attack
Strength based to hit
Poison – DC 14 to save frequency 2 rounds for 6 rounds 1D2 Strength (if saved once immune)

6. Akata – Grow a subtle small snout with blacked sharp teeth – Gain a bite attack
Treated as a natural attack
Strength based to hit
Disease – Void death Fort DC 12 frequency once day 1d2 Dex & 1d2 Con
(if saved once immune)
If humanoid dies by void death they become void zombies under the control of the entity that caused the plight

The Whisper out of Time VIII
Note: this is what I have been tracking for you guys experience wise!
XP: 7,963 (Charlie//Bronn @ 126,796 experience) – Level 11 [Fast Track]
XP: 7,963 (Zug Zug/Waldobert @ 121,183 experience) – Level 11 [Fast Track]
XP: 7,963 (Jacquez should be @ 89,748) – Level 10 [Fast Track]
• 5k gold

The Whisper out of Time VII

The group was on the third floor eager to finish this accrued mission. They intelligence spoke to several sets of paired invisible portals within this floor. They knew of the magical darkness, the suggestion ward near the forbidden blasphemy room, confusion wards in the hallways, the illusion of false doors to the four rooms, and traps inside the main four different rooms.

The team came up with a plan of action and started to head down the first main hall in the darkness. The crew staggered in a file going down the hallway. All went well for the most part until a few members of the party became confused and a shoggoth found its way to the party. Bronn was the first responder to the shoggoth. Alongside Jacquez, they poked at their foe. Charlie and Waldobert were in a state of confusion. Bronn with a clothed Jacquez on his back retreated to a position where it was optimal for the group to deal with his ooze. All hands on deck made short work of the shoggoth.

While exploring Charlie was ported to a room when, she ran into an invisible portal. Zugzug found his way to the northern most hallway and became victim pf the high-level suggestion ward. All poor Zugzug wanted to do was escape this place and never come back. This led him to look into the blasphemy room. The books in the room instantly became animated and appropriations appeared shouting. This created a sonic energy cone that blasted Zugzug and his magical items. Waldobert was worried about her son and saw to him. The voice clearly called out again to the adventures. It said “Save me in Okeno….stop the taint….

Everyone could clearly hear the mystical voice. Charlie and Jacquez figured the creature to be a Yithian. It was Jaquez that knew these creatures are ancient alien race. There world was destroyed eons ago. He told the group about they are scholarly types that mind swap people for knowledge.

Charlie found Elder Lythiin and recovered him next to the trapped chest. She called for Jacquez to help with the trap on the chest several items were recovered. She escaped the room and brought him to the group. Bronn had to knock out the now tied up Zugzug to cure his impulse to flee the area. The team asked Elder Lythiin critical information about the challenges they face with resetting the status on this floor.

Once Elder Lythiin was not affected by the confusion ward he spoke clearly, of what they faced. Four clockwork mages in the Chamber of Creation. The clockwork mages where necromancy, transmutation, evocation, and conjuration. Bronn and crew buffed themselves and each had an assigned clockwork mage to deal with. In they went and without no much punishment, they defeated the clockwork mages. They reset the statue.

All that was left was the fourth floor to reset. Elder Lythiin briefed them on what the keeper was an archon angel. He told them about the puzzle box which he could do with ease. Out of resources, the group decided to risk resting. Once they woke up though uncomfortable labored sleep the parry members had been deformed with odd changes.

The Whisper out of Time VII
Note: this is what I have been tracking for you guys experience wise!
XP: 5,165 (Charlie//Bronn @ 118,833 experience) – Level 11 [Fast Track]
XP: 5,165 (Zug Zug/Waldobert @ 113,220 experience) – Level 11 [Fast Track]
XP: 5,165 (Jacquez should be @ 89,748) – Level 10 [Fast Track]
XP: 0 (Kazzitt should be @ 73,740) – Level 10 [Fast Track]

• Hand of glory
• Scroll of horrid wilting CL 16th
• Scroll of planar adaption CL 11th
• Periapt of health
• Leather boots of friendly terrain (desert)
• Mini statue (A small serpentine status of a six-headed medusa eating mouthfuls of crystal rats) worth 1k gold

The Whisper out of Time VI

Kazzitt and Jacquez stayed in the secret supply closet while the foursome marched upward to the next level in the Mysterium. Once on the second level the team peeked about. The thorofare of this floor – littered with both small and medium broken iron cage parts, damaged books and scrolls, wooden splinters, and broken vails. The actual floor hardly visible due to the debris. Thick fog still clinging to the air obscured vision. Charlie recalled this floor called the Arcana is an area used to create magical creatures.

Bronn and crew started to headed west down the hallway. The first hallway lead to a fifteen-foot tall makeshift barricade make of taboo body parts, slick black bedrock stones, and improvised mortar made from book pages and unidentified liquids. The ceiling to floor barrier caused the party to take a detour north.

The northern route brought the party to a room with thick and hardy bookshelves pulled over on the ground and some hanging eerily at a forty-five degree angle. The bookshelves spilled their holdings all over the ground. Charlie’s sharp eyesight caught a book with Xhamen-Dor labeled on the spine laying on the floor. She recovered the undamaged book and put it in her backpack. Suddenly a black smoked incorporeal wraith dashed forth and started to attack the party. The eastern halls wall also collapsed leaving no egress. Charlie recalled the dogma of Xhamen-Dor was knowledge of him was to decay. For this reason, Charlie threw the book back on the floor. Everyone heard an echoing mystical voice penetrate his or her mind. The same voice told them to wake up in the asylum. Only Charlie and Waldobert were able to decipher the message. “Destroy the taint..”

Charlie was the first to notice this wall and wraith was an illusion and shouted this to her party members. All but Zugzug was able to shake off the false impression. Charlie took the liberty to explore further into the Arcana. Charlie took the brunt of some very potent hunting and traps. Meanwhile the first dread wraith was defeated. Then a second one came flying out the adjacent wall. This one was not merely a false fragment of the mind. The voice stated “Stop the taint..”

Zugzug was the main target of this new dread wraith. He kept rolling around to avoid its grasp! Zugzug just kept rolling with it! Bronn’s vision changed for a moment displaying all thick yellow with a small object on the floor obviously contrasting saturated yellow covered an object. He blinked again and the odd eyesight was gone but noted the outlined thing on the floor was the book Charlie had picked up and then threw back on the floor. The voice returned to say, “Help….slave…free!”

Bronn and Zugzug attempted to get a plan together. Zugzug finally got ahold of the book of interest. The dread wraith looked furious in his visage at Zugzug’s action. Zugzug attacked the book and the dread wraith disappeared instantaneously. The book fell to the floor in pieces. Then the portions of the book started to come back together. Bronn sundered the book tearing up the book in every way he could. This appeared to stop the recollection animation from the book.

Charlie disabled the hallway trap and set of greater glyphs in a hallway it made the thorofare safe once again. Charlie sought out the resettable ward. According to the map Lady Thyrr game the party it was supposed to be where Charlie was. In the statue’s absence was a mummy looking creature with bright yellow grab that draped over it’s face. The limbs of the creature appeared disjoined. Charlie could only rummage through her brain to know this was a Hooded Harbringer! It reached out with his long reach and clawed hand towards Charlie. The Hastur scar burned on her chest.

Zugzug finally rolled over to this area and the Hooded Harbringer spoke in common to bow and submit fully to Hastur. Zugzug just kept rolling! Once Bronn sundered the book, the statue became visible. The party reset the wards by turning the angels head. Their resources dwelling they grouped. To be continued!

The Whisper out of Time VI
Note: this is what I have been tracking for you guys experience wise!
XP: 9,600 (Charlie//Bronn @ 113,668 experience) – Level 11 [Fast Track]
XP: 9,600 (Zug Zug/Waldobert @ 108,055 experience) – Level 11 [Fast Track]
XP: 0 (Jacquez should be @ 84,583) – Level 10 [Fast Track]
XP: 0 (Kazzitt should be @ 73,740) – Level 10 [Fast Track]

The Whisper out of Time V

The team woke up early morning in paradise. There biggest challenge yet ahead of them. The Mysterium’s doors were going to open to Bronn and crew early this morning after prayer hour.

Before they headed out the mistress of the house had seen fit to supply them with aid. An ugly kobold stood before them introducing himself. The slave kobold seemed eager even after analyzing his new peers. The team coordinated spells tactics etc, kind of!

The Stewards of the Vault took down the physical barricade and ward spells for the moment for the team to enter. Charlie quickly set up a challenge and password before the time came. Once they stepped into the gloomy foggy library the doors slammed shut. This loud action attracted the inhabits of the Mysterium’s first floor.

It was not long before Charlie knew something was out of place and sensed something. Jacquez was lucky not to fall into the awaiting ambush. Loud and obnoxious sounds came for the party. Their absolute nonsense babble caused the party to be confused! They started to attack each other at random. Once they party came to their senses the gibbering mouthers were slain with ease. It was then the hounds of tindalos attacked them. The hounds had wanted to first gauge their foes with the mouthers. Charlie heard them in aklo talking and coordinating with the pack leader, the alpha.

The battle was one sided until one of the hounds was seriously wounded. A quick retreat with further knowledge of the party’s proficiency was not seen as a loss from the alpha leader. Without much advancement within the floor their next foes came after the party. Two small odd looking floating flying squid creatures alongside two will-o-the-wisps. A few wisdom drains from the floating squid’s and some shocking damage the party massacred their antagonists.

Kazzitt searched the known medical supply secret room and his efforts were fruitful. Bronn manipulated the angel heads and got them to turn. It was uncertain if creatures from these floors were un summoned by this.

The Whisper out of Time V
Note: this is what I have been tracking for you guys experience wise!
XP: 2,740 (Charlie//Bronn @ 104,068 experience) – Level 10 [Fast Track]
XP: 2,740 (Zug Zug/Waldobert @ 98,455 experience) – Level 10 [Fast Track]
XP: 2,740 (Jacquez should be @ 84,583) – Level 10 [Fast Track]
XP: 2,740 (Kazzitt should be @ 73,740) – Level 10 [Fast Track]

• 2x scrolls of restoration CL 9th
• 3x cure light potions CL 6th
• 2x cure moderate potions CL8th
• 2x healing kits

The Whisper out of Time IV

The team was in Katheer and Hiraf had given them three tasks. Communally Bronn and crew decided to investigate the caravan that disappeared on a local trade route just a few miles out of town. Hiraf arranged a young Kelish boy to show the party exactly where the caravan had last been seen. Reports of another trading vessel had meet a mysterious fate.

The party followed the boy the next morning to the site. Explicit instructions by Hiraf were to keep this Kelish boy out of harm’s way. Conventional wisdom prevailed and Waldobert and Zugzug took the boy back to town once the spot was identified. Charlie started to stick the sand with her rapier. She found an earring – family insignia. A quick eyeball appraisal put this intricate golden earring at 2500 gold. The team knew they were on the right track. This caravan was of a renowned mercantile family so the clue fit. Bronn was able to start tracking, Jacquez helped him. Bronn was able to access the newest churned sand. The group followed Bronn is a swirling pattern that was circling inwards. Suddenly the sands shifted open beneath their feet.

The trio fell into a fifteen-foot pit. Two dark strange large butterfly like creatures were flying in the air. A man sized smokey orange worm lay on the ground. The team managed to land on their feet and right next to the worm. Jacquez took a quick glance at his foes. He rattled off what they were to his comrades. The worm endeavored to strike Jacquez but his aim was poorly off the mark. Charlie would scarcely see due to the nature of the gloomwing’s silk webbing that provided the pillaring support for the small underground cave and the magically nature of the darkness. The first priority for Charlie was to crack her sunrod. One of the gloomwing flew up and inverted itself to cover the whole in the ceiling with its silk. The worm started to strike with success, the main target was Bronn. The larva worm of these gloomwings was relentlessly mauling Bronn with its strong bite.

Shadow acid covered Bronn’s shoulder, the acid effected area caused Bronn’s shoulder and upper left arm to fade in and out the shadow realm! The gloomwings employed their crowd control on the party. The team was able to resist the ploys of the goomwings. Attacks to the worm were cautious due to its bristled scales that could paralyze an assailant. Despite the odds, Bronn and crew stuck true and defeated these shadow plane outsiders.

They found two bloated corpses not far from them. One a male Keleshite and the other an older Keleshite female. The team knew by the injection wound in the stomachs the gloomwings had planted larva inside these unfortunate souls. Once out of the sand cave Bronn tried to carry the bodies in the most respectful manner possible. When they arrived back at Katheer’s gates the startled guards provided a guard as an escort. Hiraf was thrilled with the outcome of the mission but was empathetic to the fate of the two fallen. Hiraf summoned a bird to carry a quick message. Within minutes, a camel driven wheeled chariot like carriage arrived. An older Kelish women armed with a dazzling scimitar at her side and dressed in tight bright silks addressed Bronn and crew.

Her grief was visible and tangible. Her half elf slaves loaded the bodies into the cargo part of the carriage. Charlie knew this fine woman was a dervish dancer. The lady who didn’t announce her name but asked Bronn and his friends to load into the back. While quickly making their way through Katheer she asked them to tell her every detail of the encounter. The team complied with the request. The esteemed lady found no falsehood in their statement and was honored they did not pillage her elder daughter and son.
They arrived at the Souk Market district of Katheer. The lady asked her honored guests into her lavish home. The white and gold themed manner was nothing short of specular. She first spun with such grace and healed Bronn fully so he didn’t bleed on her tapestries. She was acting in great haste. She commanded the salves to get the bodies quickly and follow her. She announced my home is yours as he disappeared with her slaves and the bodies of her offspring.

The party was given very fine eating’s and wine. So rich it was healing their wounds. Served by her finest attractive domestics no courtesy was denied. Roughly an hour passed and lady of the house returned in a sober mood. She apologized for her proper lack of hosting manners but circumstances took precedence. She placed a tied scroll with her seal on the table. Bronn took the moment to express his condolences. She told them they could have a horse from her premium stock of your choosing for your honored deed. She invited them for dinner then departed, she mentioned the person who you need to speak with will be at dinner. The scroll was a note credit of the Imperial Bank for 10,000 gold.

The party was given a fancy decorated carriage and a personal slave for any needs. The first stop was the bank and then the crew hit the markets. Charlie inquired about the slavery ordeal. Her personal slave said the main Sarenraen leadership disagrees with the practice overall but it has been a part of the Kelish empire ever sense its confinement. Intense haggling with the locals had resulted in some overbuys and a few under buys. The team went retreated back to the manner and cleaned up for dinner.

As per her word Lady Thyrr was at dinner. The lady of the house was present and once again apologized for her horrid manner in which her hosting was disgraceful. A feast of the finest poultry, fruit, wine, and delights were displayed on the table. Charlie dug right into business with Thyrr! Once she realized her faux pas Charlie shut up and ate! Once dinner was complete Thyrr told the woes of her tale.

She left her main family’s interests to become a Steward of the Vault. A band of scholars and mage users determined to protect the greatest library in the world. Nethys was her and her family’s god of praise. She explained her family who was in charge of the Mysterium fallen on hard finical times. When Lord Lowls and Mun showed up with a generous donation to research some rare books, she had agreed to allow the two into the soul of the Mysterium! An extra dimensional pocket were the guardian oversaw and protected the rarest books in the world. She said that there is four levels of the library and wards, guards and protections existed. Something odd happened, the guardian and other summoned triggers (mirrors, paintings, doorways) were warped into odd creatures once they were summoned!

Elder Thyrr informed the party that Elder Lytiin and along with a dozen stewards were the first to respond to the chaos. They never came out and we had to seal the doors not to allow these horrifying creatures on the city streets of Katheer. Thyrr said she would allow the party to enter but until the wards are fully reset the stewards were going to lock the doors behind them. Under any other conditions other than specified the door would stay closed. She asked that if Elder Lytiin and any of her family could be recovered it would be one of the conditions for entry. She apprises the party to a spherical chamber in the ceiling of the Mysterium’s first level. This level is a place of worship to Nethys and might provide protection or shelter from the nightmarish creatures.

Lastly, each level of the Mysterium has an angelic statue without eyes. In order to reset the wards stick your fingers into the empty eye sockets and swivel the head of the statue towards the wall. A tolling bell echo will signify that the wards are reset.

The Whisper out of Time IV
Note: this is what I have been tracking for you guys experience wise!
XP: 5,963 (Charlie//Bronn @ 101,328 experience) – Level 10 [Fast Track]
XP: 350 (Zug Zug/Waldobert @ 95,715 experience) – Level 10 [Fast Track]
XP: 5,963 (Jacquez should be @ 81,843) – Level 10 [Fast Track]
• 10,000 gold
• Genie-Touched Horse


The Whisper out of Time III

After the dismay suffered by the old infirmary’s bizarre inhabits the team decided to leave and recoup. With the aid of Waldobert the team was able to heal the physical wounds. Bronn went back to the vendor and picked up his newly magic enchanted bow. In conjunction with Bronn’s shopping the band decided to sell unwanted items found in Mun’s laboratory. Luckily, the stolen diamonds were not revealed by any party member.

The posse was able to read the unreal journals and documents Mun had wrote. Mun had written a note sheet about the concerns of this Mysterium guardian. This was the clue to the party’s next gallop towards Lord Lowls footsteps, Katheer. Among the documents, there was a small informational pamphlet about the culture of the Keleshite Empire. This resource turned out to be quite useful later on. The direction seemed clear, lacking was the method of travel.

The option of seaward towards to Katheer would take months. The boat commissioned to Bronn by Skywin was not seaworthy only river-bound. Bronn and crew sold the boat for this reason plus the costly docking fees. Charlie and Jacquez sought to find information about Mun and Lowls journey. It wasn’t hard to find rumors of this odd couple. Rumors circulated into many wild avenues but the most feasible was the fact the two entered the Abadar temple and never came out. It was clear these two arranged teleportation services.

Abadar’s assistance was costly as it turned out but the group understood the time restraint they were under. It took two days for the wizard of the appropriate power to be summoned for the service. He was an older Taladan man. He casted greater teleport and the team found themselves in an early midmorning heatwave. The suns reflected heat by the sand distorted the image of the great city of Katheer about a mile ahead of them. The team seemed a little off put by the wizards choice not to port into Katheer. He only replayed he was Taladan and stepped back to cast teleport on himself.

Katheer was a magnificent metropolis blended of modern and ancient architecture. The riches of this city, the bold mixed colors of the local culture and danger loomed all around. The adventures had a run in that costs Charlie a hundred gold gem. Jacquez with his super heightened sight caught a play of thieves in a figure eight pattern stealing items and passing it to another in the eight pattern. He saw one of them start in their direction. He then noticed the sharp thud of a guard’s stout polearm that slammed into the broken sun bricked wormed sidewalk. This stopped the incoming thief quickly as he redirected his path.

Finally arriving at the visitor’s center they got in line for a patron. The collective decision was to pick an academic patron. There were options to qualify for a more reputable patron but the team decided not to opt for the advanced supporter. Hiraf Al Marha Benzi was their new family’s kensake. Each member adorned a piece of clothing representing their new tribe. Hiraf took the group to a modest dwelling where he explained how Katheer works. Bronn and company were eager to ask questions about the Mysterium. Refreshments were served to the group by slaves owned by this tribe. One slave was an older female gnome that offered her company. Everyone but Zugzug seemed more interested in asking questions.

Hiraf answered their questions. He informed the group that the Mysterium had been closed for two days after some sort of debacle. The Stewards of the Vault (a Nethys religious band that operated the Mysterium) are on high alert. He said they had rumored to be under financial strain in the last few years. Their leader is a lower noble woman named Thyrr. Hiraf was told the truth of the tale by Charlie and his discovery of how powerful his new tribal members were he became ecstatic! He told the party agreements were to be made prior to dinner. He explained he had to go talk to a few of his contacts.

The beautiful city was new to the party and exploration was necessary. Bronn and crew went to the great market! The small informational pamphlet told of the local talent in haggling. They saw firsthand just how accurate that information was. Zugzug was taken for a 34% increase in unholy water. Everyone but the fragile Jacquez bought a magical item and other assortments.

The team stopped by The Mysterium and saw the doors were barricaded. Charlie tried to persuade the stewards to allow them in explaining they were here to help. Just rhythmic and riming feedback was given. They confirmed their leader was Thyrr and only took orders from their family.

At dinner, Hiraf explained his tribal decent from a once influential faction to a much lower one. His great grandmother partook in Genie gambling and lost. He said it was rare that such talented people choose such a low patron but this called for an opportunity. He told them he could not arrange a meeting with Thyrr but one of three noble deeds will elevate the family. With this elevation, a very doable arrangement to meet Thyrr could be in the near future.

The team decided on one of the three tasks. An investigation of a trade route. Three caravans of expensive goods/wears were never delivered to Katheer from high standing mercantile family. So off the next morning they went to complete the task!

The Whisper out of Time III

Note: this is what I have been tracking for you guys experience wise!

XP: 3,000 (Charlie/Zug Zug/Bronn/Waldobert @ 95,365 experience) – Level 10 [Fast Track]

XP: 3,000 (Jacquez should be @ 75,880) – Level 10 [Fast Track]



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