The Savage Tide

Story So Far (Part 2)
Through the Maelstrom(s)

Sea Wyvern’s Wake

After seeing Lavinia safe, the group returned to Kraken’s Cove for a piece of boot too large to carry with them before—a merchant caravel. Even damaged, the ship was still worth a lot of gold. Lady Lavinia financed repairs on their ship in return for its service on a voyage with her own; she had recently discovered her parents travel journal and learned about Farshore. Determined to save her parents’ legacy and escape the pain of losing her entire family now, Lavinia outfitted both ships with materiel and colonists for the 3-month journey.

The ships set sail on 15th Eleint, intending to round the Chultan peninsula.

27th Eleint—Stopover at Fort Beluarian for water/shore leave

29th Eleint—Sea Wyvern and Blue Nixie run the Brotherhood Blockade. Later, Lavinia celebrates their success with a dinner.

Higharvest—-Morale Officer Sympathy runs the celebration

2nd-5th Marpenoth—-Urol’s pit stop at Tamoachan

8th Marpenoth—-Jaquarta

12th Marpenoth—-Port Nyanzaru

16th Marpenoth—-a hurricane separated the ships, leaving the crew of the Sea Wyvern to travel solo, with only the hope that the Blue Nixie would catch them up eventually.

20th Marpenoth—Sea Wyvern limps into Shilku for repairs. No word of the Blue Nixie.

28th Marpenoth—Sea Wyvern arrives in Rencrue, receives word from the Blue Nixie, leaves the same day.

4th Uktar—Llammon Ammund falls ill, party removes a slaadi egg. ew.

13th Uktar—_Sea Wyvern arrives on Nimbral, a bad storm traps them there til the 21st.

22nd Uktar—Stop at Ruja for water

25th Uktar—Make full canvass to bypass the infamous Shipgrave Isles

27th Uktar—Sea Wyvern caught in bad storm rounding the Isle of Dread

30th of Uktar—Sea Wyvern crashes, all thrown overboard.

Feast of the Moon—everyone wake up on a beach on the Isle of Dread

Here There Be Monsters

As everyone organizes on the beach, a T-rex discovers them and wants some supper. They tackle the T-rex, salvage what supplies they can from the wrecked Sea Wyvern and camp out for the night. That night, terror birds ambush the camp, killing Miss Crazzle, Urol’s companion. We sneak our way through the forest to an Olman ruin inhabited by an aranea named Lithira. She shelters us for the night, and does a reading, warning us that “four eyes have gazed upon you, and his servant seeks you out.”

We distract the terror birds nesting near a tunnel to get through the mountains. The pass is long and has some dangerous vermin. We open the doors on the far side and pass into a cliffside trail. Along the trail, hallucinations abound and we fight off a group of Gargoyles. Eventually, the trail turns inland. We leave the cliffs of insanity almost with relief.

Which is short-lived, as we find ourselves lost in marshy, foggy jungle. Life sounds die out, our dreams are tortured. Eventually, Zalk goes a little crazy and tries to sacrifice Yeferia to escape. Fortunately, he fails and no one notices. An ape-demon and his friends ambush the camp, kidnapping Zalk. Yeferia eventually learns to use her detect evil to track the evil permeating the are to its source—an old occult shrine.

Navigating past the traps and Bar-lguras, the group eventually finds Zalk and his captor. Zalk, tortured past endurance, forces his familiar, Content Not Found: Mikl, to utilize Zalk’s orb to end the pain, to end all pain for him. The Evil pervading the region warps the item’s effect, Mikl is unable to control it and Zalk transforms into a flaming death knight; being dragged from this plane of existence in the process.

The group turns its attention to the demon and kicks its ass. It turns to a large statue, praying for help. The statue comes to life and smashes the Bar-lgura like a full mosquito before turning its attention to us.

Battle Highlights:

Kira learning that you can’t fly with a heavy load
Avner running like a scared ballerina
Rad also being squished
Rad being brought back as a hairless dwarf

Destroying the statue appears to end the ant-lion trap effect of Fogmire. The group re-forms (minus Zalk) and heads south. They gain passage through the Wall and are welcomed to the Olman village of Tanaroa, where Kira discovers that he’s engaged.

Farshore, hope of so many, has been reached.

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Story So Far (Part 1)
Into the Chaos

The overarching story is fairly simple—the characters have been involved in the saving of a small colony of the port of Sasserine, known as Farshore.

THERE IS NO HONOR

This colony is just south of the infamous Isle of Dread and could prove very lucrative if made self-sufficient. The colony was founded by Lady Larissa and Lord Verik Vanderboren, with the assistance of Lord Manthalay Meravanchi. After founding the colony, the Vanderborens made the 3-month return trip to Sasserine for a vital influx of materials and experts necessary to the long-term survival of the colony. The couple died in Sasserine harbor on a test run of a second ship outfitted to accompany their Blue Nixie.

Their daughter, Lavinia Vanderboren, hired out party some months later as she was attempting to get her parents affairs in order(they were explorers, not merchants, and kept very poor records). The Blue Nixie had been confiscated due to unpaid docking fees. Lady Lavinia had paid these fees already, so she suspected foul play involving her ship. The party discovered that it was being used as a warehouse to store illegal animals. They apprehended the main culprit, a member of a local gang, the Lotus Dragons. After assisting Lady Lavinia to get her finances in order(her parents were actually rich, which surprised everyone), Lady Lavinia asked one more favor: the rescue of her brother, Vanthus, from undesirable companions.

Undesirable is too mild a word; Vanthus had joined the Lotus Dragons! The group decided to take them down and ‘rescue’ him. Unfortunately, their first clue was a red herring; Vanthus killed a close friend and trapped the group in a mine. They escaped and took down the gang. Vanthus, however, had moved on to a remote location known as Krakken’s Cove. Incidentally, he was responsible for the deaths of his and Lavinia’s parents. He had been under the impression that he would inherit, not his baby sister. Lavinia, horrified, modulated her request, asking her new friends to bring her brother home to face justice.

BULLYWUG GAMBIT

The group quickly headed for Krakken’s Cove, using a large tortoise as transport. As they neared their destination, it became apparent that something horrible had occurred. Animals cannibalism and deformed animals were visible from the water. The ferryman refused to take them further so the party set out on foot the last day. In short, a cataclysmic event that came to be known as a Savage Tide had affected most living creatures within a few miles of the cove. This Tide exacted a hideous transformation, malforming bodies and adding limbs, organs, scales, teeth, what have you. The lucky, unaffected ones were quickly killed and devoured by their now-ravenous companions.

After killing the savaged creatures (some former human) within the cove complex, the party was joined by a rough-and-tumble survivor, One Harliss Javell. Harliss is a captain of the Crimson Fleet, a major power in these seas. She had been betrayed by Vanthus, too. He had agreed to sell an enormous black pearl to her, but had reneged. In the scuffle that ensued, the pearl was broken and the cataclysm loosed. Vanthus escaped in the confusion, and Harliss had meesaged her first mate to hike to Sasserine through the jungle, picking up some bullywug allies and beat him to his home, Vanderboren Manor, killing Vanthus or holding it’s members hostage to get to him to kill him.

The group convinced Harliss of their common enmity for Vanthus, and she gave them a letter to give to her mate, if necessary. The party, also forced to trek the jungle, made for Sasserine. They arrived the next day, the day of the town holiday in honor of the collapse of organized crime in Sasserine. The party struggled to get through the thronged streets to the manor of their patron, narrowly dodging floats, partygoers and an assassin sent by Vanthus. They arrived at the besieged manor house and subdued the first mate before any permanent harm could come to Lady Lavinia or her servants.

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The Bounteous Isle Mini-arc

Yeferia and Tico discover Axtli, Walker, Tico and Mirri missing during the Hurricane.

Tico and Yeferia assist Lavinia with her love life, recommending that she give him some room.

Eventually, the party shows back up—Tico rips them all a new one for leaving without permission. During the diatribe, an Olman (Hano) shows up, insane and malnourished. He and two others had gone AWOL to do an impromptu survey mission. They agree to start out the next morning.

The next morning, Walker is gone! In his place is a changeling, Girrard. Eventually, the party becomes convinced that he didn’t kill Walker and that the two are connected somehow(they have the same boots, neither will answer questions directly and they are both looking for something!).

They decide to take him with them to keep an eye on him. They begin tracking Hano’s trail. He had a run-in with a Terror Bird, but escaped or fought it off. Axtli continued to track the trail. Axtli is a tracking god, the new recruits have all but built a shrine to him.

We follow the trail until the edge of the swamp, about 40 miles. Everyone is tired. Mirri sets up the shelter and stays inside at night. The PCs camp outside, letting the recruits sleep in safety.
First watch: Tico sees something small out there. She moves to investigate and feels a little tugging on her clothes. It’s a 5-year old Olman girl. Her hair and clothes are different than current Olman fashion. She speaks in an old dialect. Tico can’t make it out. “I can’t understand you. Where is your Mom and Dad?” The girl looks behind her, then says, barely recognizable, “you shouldn’t be here.” The girl looks behind her again, frightened. Tico moves the girl behind her, tires to wake Axtli. No success. The girl is gone. Other Tico woke up, Tico had her get Axtli. Axtli has Yeferia detect evil. No evil here. Axtli wakes Girrard and warns him that they might be under attack. Tico briefs them. They discuss things and decide to move on and complete the rescue mission.
Second watch: Axtli attempts to explain to Tico what it means to become awakened. One dire chipmunk later, “So, does this mean I’m awakened?”
Third watch: Nada
Fourth watch: Nada

Axtli got clubs for the recruits and Tico gives her regular kauakoi to the one without a club. Tico examines the campsite, looking for tracks. Axtli, too. They find that something was here; small, bipedal. A faint aura of necromancy.

Axtli breaks trail, ½ mile to 1 mile ahead. He veers off the trail, lost. We follow Axtli.
“Sorry, we got distracted by dire chipmunk tracks.”
We return to the real trail. Axtli wants to break trail again. He promises not to follow squirrels.

We continue to a strange place, the area feels . . . wrong. Axtli spots a controlled fire to the north. Tico calls a halt for lunch. She and Axtli pray to the ancestors for guidance and wisdom.

Mirri, Tico and Girrard head for the fires. We reach an old Olman village, inhabited and happy. No wall, no nothing. A pot-seller welcomes us to the Bounteous Isle. He is afraid to even mention his lord. We are accosted on our way to visit a local shrine. The priest, Rekuto, is hostile and lies about worshipping Camazotz.

The Sky darkens, the girl reappears and runs off. A green, hazy explosion engulfs the village as Tico arrives, doubly enlarged and carrying everyone. Axtli uses his orb to enlarge a hallow effect. The green haze affects none of us, but 1/3 of the village begins grasping body parts in pain, almost like a savage tide! The villagers are changing, growing scales, claws teeth, extra limbs and organs. The changed villagers attack their comrades, savaging and attacking them.

We bust into the shrine to find a red Vrock skeleton. It animates and bursts through the roof, landing next to BIG TICO. We move out to attack and the villagers drop the illusion of life and attack us as skeletons. Rekuto is some kind of spell-casting skeleton.

Battle Highlights:

Big Tico is panicked, won’t go near skeleton, Mirri uses orb to turn/destroy most of the skeletons, Tico gets her arm stuck in the vrock, which absorbs skeletons t heal/power up, Tico leaps over the whole party to pounce Rekuto, later she panics again, but grabs Girrard on her way out of Dodge. Yeferia gets in some good smiting and Axtli some good burning.

Afterwards, we inspected the shrine and found the body of a small child hidden deep in a recess where no one would be able to reach her . . .

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Downtime 2nd Kythorn to 23rd Kythorn
Much ado about Avner--and Axtli

As the party heads back to Heimat, they are met by Rynn, who took a group of recruits and followed them. The enlarged group heads back together, but is intercepted by a panicked herd of duck-bills, being chased by a flock of terror birds. After the chaos passes, Tico and Girrard are missing. Axtli is unable to find any sign of them and concludes that they must have jumped on one’s back to avoid getting trampled.

The follow the trample path, shortly coming to a group a feeding terror birds. Mirri goes invisible and spies on them, spotting a boot beneath one of the duck-bill corpses. Axtli decides to sneak in and call lightning to scare the birds off. He slips and catches their attention, all 20 of them. He calls for help as he gets swarmed. Thus begins the ‘battle of one(s)’.

Axtli had changed into a terror bird early on during the fight, hoping to fool the stupid birds into not attacking him. It failed and he fell. Yeferia had healed him enough to stabilize, so she thought, but after the battle he was found to be dead. Tico shattered her orb to reincarnate him. He came back a VERY unhappy gnome. Rynn made fun of him.

Tico and Girrard weren’t even under that duck-bill, however, they were under his neighbor.

During the next two weeks, Axtli discovers that his only hope for recovering his old self is in the Lost Citadel, an ancient edifice said to hold the spirits of his people. It is also said to be a testing ground and very dangerous. He plans to travel there shortly and recover a ring of three wishes. He is helping built Heimat and crafting a demonbone masterwork kaua’koi.

Tico, meanwhile, has become convinced that Manthalay Meravanchi has double-dealt Farshore, either with the Crimson Fleet, or even with her arch-nemesis, Demogorgon. She also discovers the grave violations of Avner and Vanthus. An attempt to determine why the head was stolen is partially successful at best, and no one even knows what to make of her attempts to discover if she will actually face Demogorgon one day.

Rynn begins proselytizing on behalf of the Archangels and drums up support and some coin. She is trying to find a publisher, but no luck so far.

Mirri is learning new spells at an almost desperate rate. She is also helping build Heimat, scrying on Meravanchi and even attempts to find Walker (no luck).

Girrard has turned noble and is sucking up to Manthalay so well that Manthalay thinks they’re kin. Turns out that lying is his true skill, after all.

Yeferia is tutoring Veira and practicing her Seeing arts. She several times tries to See dangers hidden in the Lost Citadel. Her results are here.

A newcomer, Setha, has arrived looking for Avner (he’s a deadbeat dad!) on behalf of three young sisters in Sasserine. She carries virtually no posessions except a bag and kusarigama and she talks of a god called Ilmater. She and Tico hit it off.

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Mazacatl and Fireshriek Isle

It was a quiet day at Heimat. After returning, Tico had sent Girrard to Ira to see what the mvembi could discover about him and Walker. On returning, Tico began showing Heimat to Iago and Setha.

Suddenly, an injured Roc flew in, crashed. Setha kept him from dying, Tico revived him with her healing belt. He claimed to have escaped from Fireshriek Isle, from his god, who is insane. His current name was Mazacatl.
Ixtloaca’s wife, Tizac, had been taken by Mazacatl, and the god had turned cruel and enslaved the people he was protecting.

Upon being asked how to get to his home, he told us to fly there, pulled out a kraken’s eye, said a magic phrase. A vision appeared, a field on the edge of a town. Ixtloaca had just escaped from prison and wasn’t very coherent, still bearing grievous wounds and many scars.

After carrying him off, we noticed a vial filled with god’s blood. It was some kind of artifact that lets people attune to it and craft an item they need.

Yeferia did a Seeing: Mazacatl hadabsorbed a demonic taint to protect his people. They would take over the whole Isle if unchecked. He needed love to save him.

We head to bed after a day of planning and worrying.

Ixtlaoca and Mirri collaborated to teleport us to the isle, just outside the village. Ixtlaoca turned ferret and went to the village to rescue his wife. We headed to the pyramid. A rabbit attacked us, Tico launched a boulder onto it. It morphs back into a human upon death. Tico began dragging the corpse towards the pyramid. We followed.

The writing on the pyramid was a hymn of praise to Mazacatl. We defaced it and Mazacatl attacked from the summit, summoning a fire elemental from the lava flowing off the volcano/pyramid!

Much violence later, A spider-demon was forced out of the crazy god. It grew an extra head/limbs. It bellowed, instilling fear in Rynn and possessed Mirri. We beat it out of her and Mazacatl drew it into the volcano. The death of the demon transformed the isle to a paradise, eliminating volcanic pits in favor of rolling fields.

We then checked on Ixtlaoca, who was fighting with a bear-shark-topus. The wave of transforming energy freed the shapeshifter from possession and husband and wife embraced. Tico gives a speech, the god promised the aid of his people, donated gems to the Archangels, grain to Ilmater’s church and vials of godblood to each of the heroes.

The god, unable to harness his powers any longer, decided to journey to the Shrine of Camazotz and seek help from his old friend.

The group returned to Heimat to rest.

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The Lost Citadel part 1

Tower Features: Rooms and corridors within the tomb are 12 ft high and are made of tightly-fitted white granite blocks that have been magically bonded to trace amounts of adamantium.
This bond has two unique effects.
First, the hardness of the walls, floor and ceilings is increased to 20. Second, the material of the tomb should be treated as adamantium(not stone) for the purposes of all spells that manipulate matter(passwall, stone shape, transmute rock to mud)
There are no light sources within the tower.
All scrolls found are arcane scrolls, unless the spell does not appear on an arcane list.

Magical effects: the Sky Lords created several magical wards to make it difficult for blasphemers to penetrate. First, the structure is warded with a hallow effect warding the entire area with the effects of magic circle against evil and giving all followers of QueztalCoatl freedom of movement. The tower is under the effect of a forbiddance spell, preventing all extraplanar travel and dealing damage to all non-Lawful-Good creatures when they first enter the tower.
Any spell with the earth, water, fire or cold descriptor cast within the tower within the tower has a chance of setting off the locations antimagic defenses.

Rooms

2. Entry Courtyard
This walled courtyard has a dark-green marble floor. A row of four white granite pillars crosses the expanse, and behind them are two long pools, one filled with crystal-clear water, the other with a dark red liquid. At the far end of the room, a smaller pool sits in front of a massive red iron bell suspended between two upright columns. The sound of wailing voices echoes form behind a door on the north wall.

There is an obvious door with no hinges, handle or any other way to open it. The door is held by a hold portal spell.

Ringing the bell empties the pool beneath it, ringing again reverses the process. At the bottom of the pool lies a black key and a miniature kaua’koi. Inscribed on the weapon is “Choose Wisely.”

The weapon is tossed into Truth, a water weird pops up and proposes a riddle. “Ignoble and noble am I, you may live another day or die as Icarus by this method.” Answer: flight, answered by Myri. The weird congratulates them and releases the door in the wall. She also enables them to pass unharmed into the Hallow effect.

3. Crying Eye Chamber
The walls of this chamber are covered in eyes of al shapes and sizes. The eyes blink and squint, their tears pouring forth in anguished rivulets. A narrow stone gutter runs along the walls, catching the tears and drawing them to small holes in the four corners of the room. This is also the obvious source of the mournful cries that are very loud here.

Iago and Axtli neutralized the tear-acid, allowing the party to dicover the hidden door behind the west wall.

4. Chamber of Alcoves
The walls of this 20’ high chamber are painted with faded geometric designs of gold and green. Iron doors are set into the room’s north, south and west walls. An imposing nine-foot tall green basalt statue rests in the center of the room. It depicts a human with 2 faces pointing an accusing finger at the east wall(Tezcatlipoca, the smoky mirror). Its other hand gestures the universal signal for reassurance. The statue is naked but for a loincloth. Four more statues stand on small pedestals in alcoves in each corner of the room. The northwest contains a plain basalt pillar. The northeast alcove contains a grey stone statue of a snake-headed Maztican woman(Cihuaoatl, Snake Woman). The southwest corner contains a gray stone statue of a hummingbird(Huitzilopochtli, Hummingbird fof the South). The southeast alcove contains the grey stone statue of a reptilian, tusk-mouthed humanoid(Tlaloc, Rain-giver).

After discovering that they needed the key that they left in the courtyard, several attempts were made to pick the locks, with the end result being a poisoned Girrard. Tico used her godblood talisman to create a key-shaped eternal wand of knock, which opened the way. and opened a cache beneath Tezcatlipoca.

5. Dirt Plot
The floor of this bare room is dirt.

6. Great stone Face
The West Wall of this room is dominated by the massive stone carving of a stone face, its convex surface protruding from the wall. The huge face has heavy, blind eyes, thick, pendulous lips, large ears and a bulbous nose and a pair of dull fangs. It is six feet in diameter.

A Search check reveals that a 1-foot wide passageway in the face’s nostrils leads through the wall into the room beyond. A Tiny creature can fit through; a Small creature wriggle through with an Escape Artist check.

7. Crypt
A total of six stone sarcophagi lie in this chamber, the two rearmost being slightly large than the rest. The gate guarding this room’s eastern entrance has dozens of curved daggers facing outwards welded to the bars.

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The Lost Citadel part 2

8. Stone Face
The eyes of this massive stone face appear to be looking down the south tunnel, and tis lips are pursed as if whistling. A soft current of air escapes fromt he carving’s mouth. A single glyph has been carved into the wall beneath the face.

The glyph inscribed beneath the carving is ‘Mawan’, Olman for listen. Int check for Olman speakers reveals a pun: ch’ab, sacrifice.

Tico pokes at something green in the face’s right ear. Instantly, a black hole materializes in front of the entrance to the crypt behind them. A Hurricane force wind blasts from the face towards the hole. Rynn, Iago and Axtli are caught up, sucked towards the hole. Grabbing blindly, Tico and Yeferia manage to grap Iago, but Rynn and Axtli disappear into the void. The winds stop and a female booming voice anounces, “Tzolo accepts your sacrifice! Xipetotec grant new life to the worthy!” The key falls from the face’s right ear.

Based on what the party knows, everyone concludes that the two missing members are probably still alive, for now. They are likely undergoing some kind of test designed by the diabolical Tzolo to test her followers. No one suggests following them.

9. Hidden Cache
A lonely pillar of green basalt stands in the center of this fifteen-foot-high chamber. The pillar is remarkably only for its size, six feet in diameter. The rest of the room is bare.
The pillar has a keyhole at its base. Once activated, a niche opens beneath the pillar, revealing another scrap of parchment. It reads, “Blessed Tzolo, favored one. She tests our mettle and rewards the worthy. Only the penitent may pass.”

10. Long Pillared Hall
A row of black marble pillars extends the length of this 20’ high hallway. A door in the south wall is painted with a griffon head.

A dark suit of full plate armor with curved blades instead of hands stands against the wall. Close inspection of this armor reveals gears at the armor’s joints, and peculiar geometric designs etched into its metallic surface. There appears to be a keyhole in the bas of its neck.
Once fixed properly, the armor patrols hallway.

The party locate the key and a strange manual and prayerbook in a nearby room (they also find a mimic, which they take down and Iago opens like a pinata)

12. Ceremonial Chamber
The ceiling of this eighteen-foot high chamber is painted to resemble swirling patterns of churning water. Alien creatures struggle in the chaotic maelstrom. The once-bright red walls have faded to a dull pink. In the center of the room, a large basin carved into the floor is painted with a scene that initially appears to mirror the painting on the ceiling, but upon closer inspection it is clear that the figures struggling in the maelstrom are humans. Two braziers with glowing coals stand in the northwest and southwest corners. A large tapestry on the north wall depicts several animal-headed humans staring out blankly into the chamber, as if in a trance. Another tapestry on the south wall depicts a feast in which animal-headed humans fight for scraps of meat. A deep-red marble altar flanked by brass candelabra stands agains the east wall. Several items rest upon it. Each candelabra holds seven candles, all black except for the sourthernmost one, which is red.

The party found a tiny viper in a box on the altar, which bit Tico. He could speak common, and the party agreed to free him if he helped them navigate the fortress. His insight was minimal; he rarely left the room, it seems, but he knew a little. His insight into Tzolo left the party with a bad taste in their mouths, as he claimed that Tzolo regularly dispatched followers by telling them to sacrifice Sesse with an invisible knife. Sesse would then bite the surprised follower. Sesse was killed by a lightning bolt that hit Tico in the naga lair.

13. Painted Mural Corridor
A faded mural covers the entire length of the east wall. It depicts bull-, cat-, camel- and mole-headed humanoids carrying a large banner with an inscription.

The Maztican inscription reads “Pig of camel brig thee woe, Hippo clears the way to go.”

14. Two pools
Veins of black run through the white stone of this chamber. Two pools, one long, one short, occupy the room’s center. The long pool is 3 feet deep and filled with crystal-clear water. The short pool is only two feet deep and its bottom appears to be littered with coins.

A secret doorway from here connects to the pillared hall, Myri thinks, but no one followed through. A doorway leads to are 15 and a hallway that led to area 11 and 16.

15. Mosaic Symbol
The gate to this area is made from a strange, bluish metal. The floor is decorated with a huge mosaic of the symbol for Tzolo, inventor goddess. Myri thinks the symbol could also be for Kelemvor, god of death.

No on entered the room. Sesse called it a ‘teleporter’.

11. Ctenixil’s Lair
The black pillars in theis dark chamber are fashioned as though huge snakes are coiled along their lengths. Unlike snakes, however, the heads of the carvings are those of various animals and humanoids.

Fought spirit naga here. Sesse got crisped, Tico ate him off her wrist (party consensus=ew). Yeferia delivered killing blow.

16. Descending stairway.

The stairs in this dusty corridor descend 40 feet. Twenty feet beyond the last step, the corridor ends at a blank south wall.

An inscription found on the last stair read “NOT (North, then South)”.
A secret door was found in the south wall. Tico entered the room, then vanished. The rest of the party, after some debate, followed.

17. Trick room
This chamber is identical to the small room hidden at the end of the decending staircase.

A scything blade trap caught the adventurers unaware in this chamber. Eventually, they found their way out of th chamber, escaping the deadly blades.

18. Pillar and Pool Chamber
The ceiling of this 25-foot-high chamber is supported by a great number of cleverly carved marble pillars decorated with intertwining roses, snakes and delicately clawed hands making strange signs. A 20-foot pool sits in the center of the chamber.

The party is attacked by some kind of hideous humanoid female, who almost kills Girrard. Myri summons a giant crocodile to pin her down. The croc deliver the killing blow, so Myri instantly dismisses him so he can’t munch on her loot. A wand of lightning bolt is her reward.

The party decides to set up Myri’s house here and get some rest.

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The Lost Citadel Restored to History

The group awakens to discover that Girrard has now been replaced by a halforc, dubbed Sandy by Tico. He (and the now-blase group) appears to take his spacial displacement in stride.

19. False Shrine
The north wall of this large chamber bears an inscription sloppily scrawled on the wall. A large crystal column sits on a stone block flanked by two suits of exquisitely fashioned full plate armor holding outlandish polearms. Through the clear crystal you can see the naked body of an adult male.

This room contained the illusion of a wall-crushing trap, probably designed to lure invaders over a pit trap.

Treasure: The polearms are purely ornamental, however, in the butt of one is concealed a scroll with control water, water breathing and break enchantment. The ring is a ring of floating(MIC 123). The staff is actually an immovable rod.

20. Corridor of Cells
This long corridor is lined with iron doors on either side.

This is where the party finds Axtli and Rynn, and a bunch of long-dead Olman, many sporting tattoos on the right hand. Neither have slept all night, being kept up by a bright spotlight on them as a magic mouth catechizes them in the beliefs of all things Tzolo . Once they have passed, they are allowed to rest, the voice informing them that an acolyte will be informed of their status. The pair awaken to find magical tattoos on their right hands. The tattoo allows the user to cast divine favor as a caster of their level once per week.

20B. Passage Cell
Unlike the others, this bare cell has no back wall, instead, a long corridor stretches west into the darkness.

An invisible wall of glass block the hall 20 feet back.It is recreated 1 minute after being destroyed.
Wall of Glass: 8 inches thick; hardness 1; hp 8, Break DC 15.

21. Squinting Stone Face
Yet another stone face, six feet in diameter, covers the wall at the end of the corridor. The face squints in obvious pain; sharp teeth gritted, eyes shut, hair in messy array.
Through the left eye of this figure a wall can be seen, about 6 feet back. There is no way to get through this way.

22. Sea Chamber
This twenty-foot wide, ten-foot high wall appears to be made of thick, murky glass.

No one knows what is up with this wall.
Wall of Glass: 8 inches thick; hardness 1; hp 8, Break DC 15.

23. Stone Face Drain
This stone face appears to be holding its breath. The eyes bulge, the nostrils seem to pinched closed by an invisible hand, the lips are closed tight, and the cheeks puff out. Stone hair is matted to the forehead as if wet.

The stone jaw is hinged and can be pulled downward. When the jaw is opened, a stone plug 1 foot in diameter is revealed.

24. Secret Door
The portal can be found with a DC 25 Search check. Anyone who has seen it through the face in 21 gets +4.

25. Corpse and Waterway
This twenty-five-foot-high chamber is composed of dark green marble. A pool of murky water forms a moat around a thirty-foot-square island in the center of the room. A male body encased in crystal stands lies in the center of the island. Another pool is visible beneath a one-foot-tall archway on the east wall.

The body is actually a female, wearing a headband of masculinity/feminity. The room is guarded by 4 medium water elementals that attack anyone attempting for cross the moat to the center island. Due to a trick of the light, they appear to be made of swirling, green marble.

Ebeteaux is thought-probed and awakened by the group. She agrees to guide them out and provides a key from Tzolo’s crypt.

27. Great Mausoleum
The walls of this massive forty-foot-tall-chamber of white stone are covered with four tiers of burial niches, one row every five feet. The upper tiers can be reached by iron rungs set into the walls between each row of niches. Each burial niche is seven feet long, two feet high and three feet deep, and holds a corpse clad in moldering rags.

Ebeteaux warns the group of a powerful illusion guarding this room. Nonetheless, Mirri, Sandy and Yeferia all succomb, with the ladies fainting and Sandy running like a scared forest elf.
One minute after entering a complex illusion begins. First, the PCs hear rustling from behind them. They turn, but see nothing. This recurs several times. Then one of the corpses begins to stir. It is joined by several of its companions until the whole room is silently descending to the floor.

Tico locates the ring of three wishes and the hidden entrance to the next room.

28. Pool and Golem Plots
This chamber has a vaulted ceiling that peaks at a height of thirty-five feet at the center of the room. The passageway from the mausoleum enters this room at a height of 30 feet. A long pool of crystal clear water runs down the northern half os the room, while a row of three large mud pits.

Each of the mud pits is in the shape of an animal—camel, hippo and pig. A silver ladle radiating transmutation can be found in the pool. It contains instructions in Olman for activating the door. The Hippo opens the way, then serves the party until the secret door to 29 in opened, then it slumps to mud.\

29. Secret Door

Eventually found by the group, this door leads to the mudship and the tomb of Tzolo.

30. Chamber of the Colossus
A row of red marble pillars runs down the hallway leading to this forty-five foot tall chamber. Each of the five pillars has a word inscribed on its south face. The vaulted ceiling of this chamber is painted to depict animal-headed humans with ornate blades locked together in bloody duels. Turquoise and ebony tiles frame a long pool of crystal clear water that runs down the center of this chamber. Eight red marble statues of tiger-headed humans, naked and brandishing elaborate polearms, stand vigilant along the walls of the chamber.
The room’s dominant feature, however, is the massive statue in the northern alcove. The statue depicts a kneeling elephant

The party back-tracked out of this ominous room in a hell of a hurry.

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Into the Lightless Depths
And they all go marching down . . .

After successfully negotiating a truce with Emraag the Glutton, the group returns to Farshore to supply for a new mission: discover what the pirates had going with these Lords of Dread. In Farshore, Tico is made wary by Meravanci charming the injured pre-recruits. She attempts to draft him for the journey; her resists. After thinking the situation over, she decides to leave him alone for now. She has Keri to watch him, after all.

Kira is see around town with a pretty young thing hanging on his arm. Axtli congratualtes him on his polygamy. Lavinia is very grateful for the return of much of her contribution to Emraag’s bribe. Iago works on converting the injured and Rynn goes barding. Sandy is just along for the ride.

Off the Sea Wyvern goes, back up to Gallivant Cove, where Emraag said the pirates came and went to. They find a small sea cave guarded by a sickly dimetrodon, Vethvusk, and several troglodytes wrapped in what looks like tar-covered rags. After befriending Vethvusk and taking care of her handlers, the group discovers some geodes made of bilestone. They weren’t hollow like most geodes and Myri speculated that they may have held shadow pearls (there were 4 geodes). The group also located the black gunk that the troglodyte priests were using—it apparently numbs pain and delays disease. Why didn’t they heal Vethvusk and themselves instead of simply delaying the disease’s progress?

The disease, identified by Axtli and named vile rigidity, hardens the skin, creating/increasing natural armor at the expense of maneuverability. Death would likely be caused by suffocation. Vethvusk mentions that it was very painful before the trogs began treating her with the black pulp poultice.

The group decides to send the Sea Wyvern off, instructing Deva to follow disease spread prevention protocol once in Farshore harbor. Myri can teleport the group home when they need it.

They head down into the depths . . .

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Into the Lightless Depths II
Umber Hulks, Troglodytes and Gencide, oh my!

As the party descended into the darkness, the mishmash nature of tunnels became clear. Natural fissures honeycomb with lava tubes both old and new and every now and again bits of ancient architecture. A cellar here, a paved street there ending in an open courtyard that hasn’t seen the light of day in milennia.

In a narrow stretch of tunnel, a low rumble alerts the adventurers to a new menace as three umber hulks erupt from the very walls. Two are defeated and the thirds flees back through the wall.

Four miles from the entrance cove the group stumbles upon the smelly, abandoned village of Laogroat. They rescue from cages a troglodyte named Irgzid Uzeye and the inimitable Ebeteaux. Irgzid, apparently immune to the disease that his tribe worshipped had stumbled upon an ancestor spirit, who commanded him to render all assistance to a group of adventurers who would come. The adventurers would be able to free his tribe from the corrupting influence of the kopru that traded the shadow pearls for slaves from the troglodytes. Axtli plans a different way to free the tribe.

Ebeteaux was apparently captured in the trog’s last raid. She was found feebleminded and suffering from vile rigidity. After healing her, Ebeteaux left to go find her ship. She took Axtli’s leopard, as the creature could not easily navigate in the cramped confines. Ebeteaux agreed to meet the party at Heimat to tell them of her adventure on the plateau.

Leaving the deserted village behind, the friends descend ever deeper . . .

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