The group decides to table the fey invitations until later.
In the meantime, Ibn Ammar, a Marid, asks to hire us to collect a debt in the City of Brass. He is not allowed to commit violence within the City; we are under no such restrictions. He is offering 250 gp up front, 250 upon completion, 50 gp a day, and transportation to and from the City.
It turns out that this is more a case of stealing back items that were previously stolen. The thief is a former adventurer by the name of Arioch. He wants us to loot Arioch’s place, give him the items in question, and take the rest for ourselves.
Regarding the City: The only legal punishment is slavery. The efreet are in charge of the City. Ibn Ammar offers rings that marks the wearer as property of his house. The terms of the contract specify that the slavery lasts for three days or until the wearer returns to the Prime Material and is non-transferable. Kirk accepts a ring. Jasper, Lagran, and Riverthorn do not. Riverthorn finds a potion of fire resistance, and Jasper and Quill get her a protection from energy spell in her book.
While we’re preparing, an invisible stalker attacks Jasper in his apartment. Jasper decides that Arioch sent the invisible stalker, so now wants to kill him. (N.B. It was actually sent by the wizard whose tower we crashed.)
Ibn Ammar brings us to the City of Brass and sets us up in the Hanged Man, an inn catering to mortal visitors. While he tracks Arioch down, Jasper and Quill head to the Academy of Magic, while Lagran, Riverthorn, and Kirk go shopping. Jasper looks up information on Minas Solas. Quill scribes a spell into her book and looks up information on creating a mage blade for Jasper.
The next day, we head to a slaad bar to ask a grey slaad for Arioch’s location. Lagran negotiates a contract to replace Arioch with her House as Gray’s employer. Gray tells us that Arioch is holed up in his ship, Her Great Ass, in the docks.
While we’ve been doing that, githyanki and illithid armadas have been massing around the docks. The efreet military is out in force to respond if needed.
We find Arioch’s ship and Kirk and Jasper head straight into the fray with his forces. We take down the blue slaad, although the efreet is trouble. Jasper heads into a cabin, where he thinks Ariock is an efreet dead drunk on the bed. Unfortunately, Arioch turns out to be the invisible death slaad hanging out in the room.
It’s difficult, but we defeat Arioch. Jasper and Ibn Ammar find what we were seeking: the fates of ten exceptional mortals. Jasper meets an intelligent great sword that wants to hunt illithid.
- 1300 gp worth of treasure
- Magic lamps, 8
- Magic stone, periapt vs. poison
- Silver greatsword +1, intelligent, goes by “Savage,” adds 1d6 psychic damage & provides resistance to psychic, detect thoughts 3/day.