The mound of treasure is exciting, and laden with traces of Sarenrae. Apart from the mountain of gems, regional art, coins, and ceremonial garb, there are a couple key magical items of interest:
- Dawnflower’s Petal: A magical longsword that becomes more capable and potent in the hands of Sarenrae’s followers
- Fortune’s Arrow: When you need to make a shot really count, this is the arrow you grab from your quiver
- Blinkback Belt: Turns many melee weapons into pseudo-boomerangs
- Screaming Spear of the Sun: Can only be destroyed by being thrown into a sun
With their bags significantly heavier, the party heads back through the winding tunnels until they reach the entrance of the cistern. They have some following-up to do regarding Urcai, the status of the investigation, and they also want to see if the water is flowing again like it should.
Lucky for them, the water is back! Let’s celebrate!
However, this is the first time that the party has been back in the city proper since visiting the gnolls, and there is a general air of pandemonium. People are flocking towards the gates, pointing up at Mihraj. Several pieces of the bright purple crystal lie scattered in the ground, smashed into structures, and the people seem fearful that the entire thing will come crashing down.
Our heroes rush down to Zohadisha, who is trying, unsuccessfully, to maintain a sense of order and decorum. According to her, the crystals don’t seem to be falling any longer, and the minor earthquake seems to have subsided. The party mentions that they want to speak with the Manic Chains, as they might have more insight. Fyn also has a suspicion that they’re behind this entire thing as well.
On the way up the mountain, the party stops a second time to consult with Ozekai. The tengu leader is pleased to hear about the source of the water being a gift from Sarenrae. He also believes that the emerald tree might be the a misinterpretation of a story passed down through generations. At some point, he plans to take the Tenders into the Cistern to pay homage and respect to Sarenrae’s gifts.
When asked about the djinn, Ozekai cautions the party to be wary. The Manic Chains are a proud people who adore lavish gifts and look down on all others. They see themselves as superior, so it would be best not to cross them or anger them in any way. And with that, the party ascends the mountainside.
Inside the Mihraj
It isn’t difficult to follow the path up to the opening in Mihraj that serves as the entrance to the Manic Chains’ domain. The passageway opens up in an eclectically-decorated vestibule surrounded by the flourite on all sides. A djinn suddenly floats into the room, barely noticing the party at all. He questions the party, telling them that it isn’t safe here.
The party is, understandably, confused. They are told to leave, until the djinn notices the weapons on Fobias’ back. He asks if they’re soldiers, and instead tells them to follow him. Apparently some great evil is at hand, and he could use their help.
A huge chain runs from the ceiling down to the floor. The djinn, a shaitan, causes the floor to open up around the chain, forming into a winding staircase leading downwards. As they descend, he explains what’s going on.
Mihraj is essentially a prison for someone known as the Mad Prophet. Unable to be truly killed, his tongue was removed and he was placed in the prison for eternity. The Manic Chains are guardians of this prison, but the earthquake caused damage to the structure and the Prophet may try to escape.
When the Mad Prophet was imprisoned, the people placed other monsters with him to sap his mental faculties and keep him subdued. However, it seems that over time the Mad Prophet has become immune to their machinations and has even recruited the monsters to his cause. Now is his chance to escape captivity.
The shaitan joins the fight down one of the passageways while the party goes the other way. They can see a group of shaitan fighting a horrifying mass of tentacles and eyes on the other side of the crystal. On this side, however, is a creature made of flickering black and purple flames.
As they enter the room, the creature begins babbling, fascinating everyone except Trace. With its prey ripe for the picking, the creature unleashes a fiery black fireball to damage them all. This snaps most of the group out of their reverie, and Krask begins to fire his arrows.
Barnaby is still fascinated, so Trace spends a turn rousing him. But as Fobias moves to strike, Fyn gets an uneasy feeling. He realizes that the room is enchanted with a Reverse Gravity effect. And that’s when the sand on the ground begins to rise towards the ceiling…
Who is the Mad Prophet? What horrors will the party need to battle through? Is the GM trying to sap all hope from the party?