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  1. Quests

The Call of the Avangion

Main Quest 01

The party started out as slaves with their memories wiped. Each had a tattoo - a circle with strange symbols in it. Having escaped the slavers in a sandstorm and they have joined Poortool’s Horde. They are travelling with Horde member Mistella and her slave Voss.

AT OUTPOST 19


Mistella is elsewhere - she goes off to talk to some fort locals. They are seperated from her at the fort. This means she is speaking to someone who reveals the existence of a bounty hunter from Nibenay at Fort Fyra who is looking for 'escaped slaves' who have the tattooed mark the players have on their arms. 

Believing they are merchants from House Rees the elves of Swiftwing Tribe (who currently provide security for the fort) will tell them they will switch sides and hand the control of Outpost 19 to the House Rees from House Wavir control.

That night the Divination Mage player has a dream of the Avangion (who is secretly Rajaat). It is a mysterious vision/dream and the creature doesn't communicate - just burst through into their minds - with a light and spreading wings.

You see a light, though your eyes are tight shut. A light as red as blood, red as the dying sun of Athas. The light is blinding, intense, searing into your brain. You hear your breathing and in time with your panicked breaths, the beating of mighty wings. A small figure, its face masked, bathed in the ruby light, its wings outstretched hovering, brooding above a great fiery abyss.


THE JOURNEY TO Fort Fyra

Toward the end of the first days travel they encounter a Dune Runner. He appears on the horizon and catches up with the party. Roll perception. 

A Wisdom check reveals what they 'remember' about Dune Runners. 

The slave Voss tells them that at outpost 19 his mistress Mistella heard there was a bounty hunter at Fort Fyra willing to pay enormous price for two runaway slaves with tattoos matching yours by the description.  The price is so high she could get poortool to agree when she returned with the cash. 

Heatwave causes Constitution checks DC 13 with exhaustion on failure. 

As they approach Fort Fyra that night they recieve another vision of the Avangion and this time he speaks to them.


THE CALL OF THE AVAGION

In a voice like thunder the avangeon tells them that he has been trapped in the black, a plane of darkness and shadows. They are his champions and that they have had their minds wiped so they forget this fact. They were on a quest to try and release him from the black so he can help them defeat the sorcerer kings who currently oppress the people of Athas and outlaw even preserver magic so they can reap the benefits themselves. He says there are runes carved into a underground complex that speaks of an artefact that can help rescue him from the plane of shadows. The runes are in a tomb buried in the sands - the tomb of an ancient orc king. A gang of raiders have unknowingly built their camp amongst the ruins that lead to the ancient fort buried below it. The party must break into the buried labyrinth below the ruins and retrieve the scroll. The camp is somewhere in the Broken Butte. They must enter the complex to the camp through their water.


JOURNEY TO Fort Inix

A sandstorm forces the party to take shelter, they hear voices screaming in the wind.

The side of a huge dune the party are walking along the side of for shade falls down, risking burying the party.

A single purple flower in the desert sands. If checked for magic it radiates a low aura of divination magic which dissipates if picked.

That night they dream of killing people - butchering gnomes (creatures they have never knowingly seen) POV shots.


AT Fort Inix

Two Mekillot are let slip by their inexperienced psonic handlers.

The head of the fort offers them trading rites if they get rid of Arnu or 100 sp - have to bring his head

His second in command says he will pay them half not to kill him. If they return and he is still alive. 

JOURNEY TO Arnu's Army Camp

A bottled Djinn is found in the skeletal remains of a human nomad and his pet monkey. It’s most likely not friendly when it’s released.

The Pcs feel strong psionic powers being used. It is a psionic entity trying to possess one of the PCs.

THE BROKEN BUTTE

In the Broken Butte there is an area with several small cracks through the rocks - too small to fit a mount. The party must go through it to get to their destination, but every turn they spend in there, 2d6 hostile Huge Scorpions emerge from the ground.

The party encounters a Aprig with an arrow in it running toward them. The hunter from Arnu's army is chasing it with a bow in hand.

The rock formations create a labyrinth - eventually they come to a sandy clearing in the rocks and passageways they form and theere below them is Arnu's Army Camp