Though the adventurers were ambushed by the P.R.A.N.K.S.T.E.R.S. before, they manage to track down where the highly valued contraband is and this time the PCs get the drop on the criminal cabal! Within some barrels in a safehouse, their auras hidden by cunning devices, are several pounds of Shlyappa ore. After returning to Jesker with the mendacious materials in hand, the party have some more time for investigation in the capital of the Klavek Kingdom; hopefully they’ve been paying attention and the strange dream the adventurers share sheds some light on their situation (and forays into noble homes continue to be dubious, so trespassing PCs best be wary).
The great old mage keeps himself busy preparing a ritual to deal with the blood thralls (a leftover from the notorious Cultus Sanguineus), but things go awry and the adventurers have to flee from Mohkba, chased by Mohkba guards trained to deal with spellcasters! PCs that are unfortunate enough to get caught are fitted with special shackles and tried in the courts of the Sanctioned Arcane Practitioners. As long as the party isn’t extraordinarily stubborn, however, they should make it out of the metropolis and on to the Underworld without too much trouble. Once they get there it’s a different story altogether—provided the PCs can reach the true Amber Road that leads to the Shlyappa Enclave, they’ll need to be careful of false planar pathways. [Full details on the Shlyappa Amber Road area are in tomorrow’s Sidequest Saturday! -MM]