The party arrives in Katapesh via the portal, and immediately heads for the docks to meet the captain of the Sunset Ship. Meanwhile, Kushii and Billy are in Absalom to nab Tamir, before he escapes.
The captain laughs and comments on how delightfully mercenary the party is, letting loose such a potentially destructive creature for payment. The party is paid 45000 GP, in high quality rubies. With a tip of his hat, the captain boards his ship and sails out of the harbor. Happy about the payout, the party returns to Rayhan's villa to see how he is making out with the scroll.
Rayhan has good news, he has figured out how to open the scroll and will be testing it in a few days. The party goes on a resupply and equipment run, Lars spends more time fabricating magic times. One evening, Rayhan announces he is ready and the party gathers in his lab. Invoking a spell, he begins touching various islands on the map and unlocks it. Unexpectedly, there is a crackle of lighting, darkeness, a sense of falling. The entire group has been pulled into the magical vortex, and the group spies a fiery efreet army rising up as they are falling. A giant of an efreet grins and nods as he ascends, the party falling.
Darkness.
Softly, the light comes with the soft seashore sound of waves rolling onto a beach. The touch of wet sand surrounds the party members as they wake up, having landed safely on a beach. Getting their bearing, the group starts moving about the beach. Rayhan begins speculating that the magic of the scroll, indeed Kakishon itself, may be failing. Lars rambles on about Rayhan being a hedge mage, and causing all of this. Luce wades out to relieve himself in the deep blue sea. The hydra nearby takes offense and attacks.
After a tumble in the shallows, the party searches the shoreline and surrounds. There is a stone hut with provisions nearby, next to a dock. A sea turtle wanders up and looks at the party... a sea turtle radiating magic with a scroll tube in its mouth. The scroll invites the party to a hunt for the Golden Ram, and to a meeting once the party secures the horn. Giving the boatman the egg, will tell the boat man to bring the PCs to the meeting.
The party wanders into the jungle looking for the Golden Ram. A group of fiendish chargers come charging out of the jungle. The party is startled, but Khazzaur cuts them down before they can do any real harm.
Finding the scent of the Golden Ram, the party follows a trail until they pick up its tracks. Finally spying the Ram, they move in and the Ram charges. The Ram proves to be a capable opponent, turning both Lars and Luce into gold. Eventually the Ram falls under the might of the party, and they recover the horn. Resting in the waypoint hut, Lars and Luce revert to their fleshy selves the following day, just as Rayhan suggested that they might.
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Session Characters: Khazzaur, Hazel, William, Billy, Kushii, Lars, Luce.
Session XP: 2172 XP each
Session Loot: horns of the golden ram (see below), pile of golden dust (10 GP), 7 armor scroll plates.
left horn is a galley charm (300 GP, hollow, gold plated, summons Nexian galley when blown from a waypoint pier.)
right horn is horn of the golden draught (7000 GP, as a standard action, this gold-plated drinking horn can produce a golden draught. A creature that imbibes or is anointed with this liquid is freed from enchantments, transmutations, and curses as if subjected to a break enchantment spell. If the user suffers from no such conditions, her skin instead takes on a golden hue and becomes almost impervious to blows, as per stoneskin. A horn of the golden draught can produce up to five draughts of each version of the draught before it turns to brass and becomes nonmagical.)
armor plates, functional as scrolls (all at CL 20th): freedom of movement (2000 GP), haste (1500 GP), mage armor (500 GP), mind blank (4000 GP), protection from spells (4000 GP), spider climb (1000 GP), and water walk (1500 GP).