For backgrounds on the characters played in this campaign, look here~
Near to a day the party waited as Pandora was sequestered with the Magitect–and as the drow at long last emerged after their strange and unexpected arrangement, she had changed–for better or for worse. Withdrawing from the Citadel to regroup once more and plan their next direction in exploring its reaches, the adventurers took to mind the information they had obtained from their unusual contact for the next delve ahead. While back at the Camp, however, an unexpected and potential boon had surfaced: the elaborate puzzle case Cassandra had received with an unknown scroll within was tackled by Pandora once more–and this time, at long last she was able to decipher its myriad mechanisms to release the contents stored within.
Radiating powerful conjuration magic of the caliber of an artifact, the party came to recognize Cassandra’s hidden scroll as that of the fabled Scroll of Kakishon–recovered from the reaches of Katapesh and furnished by the Sunset Captain after its retrieval by the likes of other adventurers. As a hidden reserve of the arch-wizard Nex, Kakishon could well hold invaluable arsenal and information for combating the likes of Orcus, Tar-Baphon and Geb–and so the party prepared to make a side trek from delving into the Citadel of Orcus in order to explore the reaches of Kakishon and pursue any boons (or, as Anselme was aptly eager to implore, treasures) which may lay within.
After completing a somewhat esoteric ritual with the aide of Aisha and Asharru, the party was plunged across planes and space into the pocket island realm of Kakishon–once the private retreat of Nex and his closest of associates in times long gone by. Deposited upon the shores of a tropical island, it was not long before the adventurers were confronted with a most unusual of hosts–a goblin monkey astride a colossal praying mantis, self-declared as ruler of the island upon which they now tread–and after an unusual and somewhat impish exchange of parley, the party agreed to serve temporarily as ‘vassals’ for the ‘esteemed liege’.
Led through to the island’s interior, the adventurers soon gained peculiar bearing on their present circumstances–atop one of many in a small chain of islands. Though some mischief was wrought by the party in humoring their little ‘liege-lord’ and his insistence to construct a great ziggurat, ultimately the party gleaned awareness of a strange ‘witch queen’ residing elsewhere among the islands and Brother Vang became swiftly restless at the wasting of time upon such trivial pursuits. Departing from the island interior, the party returned to the strange pier they had spied upon their arrival–and there met an immense sea turtle whom delivered a peculiar invitation bidding the adventurers’ company.
Already possessing the golden horn claimed on the Isle of Terror within the City of Golden Death so long ago, the party summoned forth a Nexian galley and provided their invitation; from such, they sailed for many hours before a most perilous and frightful arrival–finding the veritable edge of the world of Kakishon and plummeting down into the great nothingness that broached beyond its span. Therein, they found the shores of the isle of not–a strange and shifting primordial place where soon the adventurers came to meet their bidding host.
Though appearing as peculiar elven figures, the party were introduced to what they soon discovered to be a collection of potent protean spirits; the proteans sought release from Kakishon, but required that one among their number be recovered from the clutches of a conclave of shaitan genies upon one of the islands of Kakishon. Afterward, they guaranteed a safe departure from Kakishon for the adventurers, with the added notion of providing most expeditious return to Golarion–and potentially powerful allies against Orcus and the Abyss, for the proteans held a great disdain for the malignancy of that realm.
A caveat to the release of the proteans, however, was that they would unmake the realms of Kakishon–and any native to the plane who still resided within it. Tentatively agreeing to such terms to have a potential egress, the party departed from the isle of not to pursue other places across the plane and further explore their available options. For several days the adventurers sought to island hop, exploring and searching for secrets; making landfall on an isle of flint they discovered the veritable proving grounds of siege engines and powerful war magic, alongside an active volcano.
Briefly encountering a small gathering of ghasts, Emma ran off the undead before collecting their meager treasure–while Pandora chided the barbarian’s manners. Ascending a strange stony spire, the party found a long derelict diplomatic chamber and a number of shards of a strange obsidian-like material with antimagic properties woven within it. With this special material, they proceeded to delve into an entrance to the volcano–discovering a reclusive Azer blacksmith toiling ceaselessly within, whom they swiftly commissioned to craft weaponry for their cause.
With coin exchange and bawdy conversation concluded, the party then turned an eye towards the isle of dead–pursuing a dream Meryk held of a strange cat among the lands of such. Arriving upon misty shores, the adventurers began to explore the island’s reaches–finding faint evidence of a prior party’s transgressions and passage as they did. At a plateau upon the island, a great rift formed before the party found themselves faced in battle with an extraordinary menace–Moxix, the Drinker of Human Hopes–a most terrifying adversary. However, the conflict was quite abrupt–and after a scant few rounds, the potent party was able to drive the otherworldly entity to retreat back whence it had come.
At last, the party made their way to the mausoleum of Nex, answering correctly the riddles poised at its entryway before delving their way deep within its interior. There, the adventurers came to meet a Wyrmskull–the undead remnants of a powerful brass dragoness and apparent consort and companion to Nex. Insisting that they would not loot Nex’s treasures, the party implored the spirit of the dragoness for information–and learned that in the time since Kakishon had been sealed away, a great many people had come to occupy its islands–descendants from long ago.
As well, the powerful efreeti Jharvul had been released from Kakishon some weeks prior–and doubtless would form a further menace upon Golarion in turn. In the end, the party was directed to seek out the Pleasure Palace of Nex upon the center-most island of Kakishon; there, further answers might be gleaned while the party would need to weigh their options to make exodus from Kakishon’s planar realm–for as they searched and toiled, Brother Vang worried deeply of the menaces which still plotted deep within the temple-city of Tsar. Ahead, the strange journey would grow stranger–and the adventurers were apt to find help in the most unexpected of strangers still…