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Review Svartaland, Season 01

Svartaland, Season 02: Värmskörde / The Warm Harvest



Session 19

After a long rest and before The Company sets off from Messersachs to Kuststad, Timador inquires among the locals asking about purchasing a scroll with Gentle Response on it (as a precaution that he can cast if even the Cleric is unable to cast it on a fallen party member). His inquiries eventually lead him to The Mutiny Tavern run by a holy man known locally as "Father." Father has two types of scrolls available, a completed Gentle Repose scroll for 356 GP and what he called a 2nd-level Necromatic Battery scroll for only 308 GP. The later will work one time the same as the former except it first needs to have the final necromancy spell "cast into it" to complete the scroll. Yrsa says that she can fill it, so Timador and Kime each buy one of the battery versions. Yrsa also has the local silver smiths cast her a few silver sling bullets, which she later intends to cast the Continual Flame spell upon. She picks up a supply of ruby dust for components while she is at it. The rest of the party prepares their ships for launch, fishes (in a passive aggressive pissing match manner), and/or have second and third breakfast.

The mostly day-long trip back proves to be rather uneventful. They once again encounter the light alf guards patrol aboard the Albrandr. They exchange news with Steersman Kelby, who informs them that the waters and land around Kuststad is abuzz with activity. Commander Holt and Poegene (owner of the Kuststad Textile business have brokered a deal with the Lizard Folks of nearby Kaimann. In the threeway exchange, Holt will take over the property of the Textile business at the outpost (where he is making repairs to its basement) to be used as a shipyard and cargo location), Poegene will take ownership of the Kaimann lands (many of the fields surrounding it she was already renting to grow flax), and the Lizard Folk will relocate to the hilly prairie/coasting lands on the island at the mouth of the East Resten River, where they will help the community by becoming wardens of the area and helping to secure it from future pirate and smuggling activities.

The Company meets with Commander Holt, who is both happy to see that they survived their weirdness back near Messersachs, but who is also suspicious of the whys and hows of their disappearance and annoyed that he took flack for it when Steersman Soren complained up the chain of military command that he did not have a proper escort to guard his silver shipment. But, as The Company subsequently managed to convince Commander Lars Erikson that they were following proper procedures, eliminated a potential dragon threat near the capital, and helped to protect Messersachs from (likely Okenveld) invaders, Holt believes the complaints will disappear. Holt also works with The Company to sell their cargo and sees that will gain a legal title to The Queen, which they decide to sell (half on credit) to Kingswell and his "reformed" pirate friends, who plan on sailing south for fishing and (mostly) honest trade.

As the diplomatic escort mission Holt originally had planned for The Company needed instead to be fulfilled by Commander Rader's troops, Holt didn't have any immediate tasks laid out, so he assigns The Company to dig around some more and patrol the lands under his control. This works out handily, as they already needed an excuse to visit Grenhay Sumpers to sell out creature parts that Yrsa has been harvesting. While there, Sagon and Yrsa also purchase training aids that will lead to them using the charges in their herbalism and medical kits to begin experimenting in the art of crafting potions and potion materials. Visits are also made to the brothers (Noah and Olaf Kjaer) of Wild Boar Hills, the Chief of the swamp goblins (Hävding), the Möller family at the mill, and the clergy at The Church of the Big Gamble. Priestess Marria expresses to Kime that her plan is to retire soon (after training Maiken Lind and Merete Pederse), and that she is interested in investing some of her wealth in Kime's plan for an animal reserve in the Raap Heuval district, where Kime has purchased an acre of land for "The Tweens" Buré and Pern to use to set up a small fishing industry lifestyle for themselves. Stroop meanwhile manages to sell information about the old Iron Mine and potential "rust piggy gold" for 24 GP.



Commander Holt ends up assigning The Company to Skeppsö island where they will share the barracks and harbor patrol duties with Steersman Kelby and his crew of (mostly) elves. After settling in on the top floor of the building, the adventurers practice a bit with the siege engines on the island. And, as part of learning their new duties, Wang and Kelby temporarily swap companies, with Wang running drills with the elves and Kelby joining the Red-Gold Company on what is expected to be a routine patrol of the boundary waters of Lake Wimranda, But, six hours into the mission, Timador's owl reports back to having seen a broken rowboat and a humanoid figure on a raised rock outcropping in the lake. Investigating, they discover that the woman is dead (the top of her skull is missing and her brain removed). As Sagon is examining the body and Kime, Timador, and Yrsa are still approaching in one of the small ships boats, they and The Silver Rose are attacked by Ixitxachitl creatures, which include several Vampiric and Cleric variants, the later of which manage to cast effective Hold Person and Silence spells, but otherwise are soundly defeated in the battle, the vampires greatly harmed by Yrsa's ability to Channel Divinity: Radiance of the Dawn even when magically silenced.

After the battle, Sagon takes advantage of the Water Breathing ritual that Timador has cast upon the whole crew and he explores the bottom of the lake neaby about 30 feet below the surface. Finding nothing of mention in that immediate area, they expand their search further out and into deeper waters. Sagon eventually finds a cavern opening into some coral reef where the walls have been worked with tools. Joining him below, The Company work their way inside the maze of tunnels carved within (while Kelby stays above with the rest of the crew: Kruesh, Maron Gause, and Gezel Verzinnen, who have worked out a deal with Commander Holt to retain their services). Within the watery cavern, they encounter and fight with a couple of young Ixitxachitl and some half-man/half-fish-headed Kuo-toa, the later of which put up little resistance and who, at every opportunity, do what they can to escape the party and the cavern. One fleeing past Sagon cries out "Mind Flayer" in Common tongue. And indeed, a mind flayer is encountered shortly thereafter, and she (it?) perhaps makes a strategic blunder by attempting to cast Dominate Monster on the monk intruder, not recognizing that Sagon is an elf and, as such, would be difficult to charm. Sagon drops her with a stunning blow, and then he and the others do their best to kill her quickly before the other-worldly creature can use her deadly psionic blast and/or escape. The cavern is then searched and two captive Kuo-toa are questioned before being allowed to leave with their lives. (They appeared rattled as if having been just released from under mental control, which is also their story: having been captured and forced by the mind flayer to carve out this cavern maze to serve as a lair for the Ixitxachitl. Apparently, the Ixitxachitl clerics are fond of casting Dispel Magic on surface intruders who are using Water Breathing to survive and hoping said intruders drown before they can find their way out and back to the surface.)



There is scant treasure to be found, but the Mind Flayer was wearing a magic ring, which, when he Identifies it back on the ship, Timador discovers to be a Ring of Mind Shielding, which is useful in that the wearer of the ring is immune to magic that allows another creature to read their thoughts, know their alignment, know their creature type, know if they are lying, and prevents them from being communicated with telepathically, unless the wearer allows it. The ring also captures the wearer's soul if they die while wearing it. Expecting to communicate further with the Mind Flayer who they just killed, Timador wears and attunes to the ring. Instead of a Mind Flayer, however, the smarmy voice in the wizard's head from the ring introduces himself as Ogdium and announces that he and the elf are "going to be good friends."


Session 20

After their recent underwater battle, the Red Gold Company anchors about three miles north of where New Kainmann is being constructed to wait out the daily eclipse while they begin a long rest. As normal, the elves in the group have a few extra hours and spend the final legs of the rest keeping watch, researching their magic, or doing other fiddly bits. The nine miles of patrol back to Kuststad are uneventful until they reach Skeppsö. Steersman Kelby's crew of elves frantically waves them in then describes how they and Captain Wang were attacked by a daemonic toad creature while on maneuvers near the Slopnväk shoreline. Runic symbols covering its yellow warty skin seemed to flicker and glow as it leapt upon Wang. The elves hit it with Firebolts, which seem to frighten the creature into Teleporting 60' away into the harbor, where it dropped into the water with nary a splash and disappeared. Wang was stunned, and the vattenpukje did not respond to nor seem to comprehend what they were asking him. He was taken to the Kuststad Mission for treatment.

Commander Holt appeared out of the ship island barracks about then and presented The Company a section of wood apparently torn from the side of a ship. Holt explains that the wood was recently discovered floating near the guard docks on a routine patrol of the coast. On one side of the wood was scratched, "return hongwen memories if I satisfied his red gold pals come only make for trade in 2 hours on west bank nord bucht at black spot no attack if no attacked mezzo." They all ponder this as they try to work out how much time remains unti "this swap" will occur and as to what a "Mezzo" might want in exchange for Wang. The Company decide to sail The Silver Rose to the dock near the city's Mausoleum, check in on Wang's condition in the nearby Mission, and prepare for the encounter. But whatever is wrong with Wang, it doesn't detect of magic nor have Cure Wounds nor Lesser Restoration spells helped him. Combining what Timador's recalls of daemonic toad-like creatures and questioning the clergy at the Mission leads The Company into believing that such creatures are likely magic resistant while also requiring magic weapons to do the most hard against them. So, before setting out for the trade, they redistribute what they all have of magic weapons (including the +1 daggers and +1 trident that Wang carries).

After sailing up and down the Nord Bucht for several minutes, the owl familiar sees a 15' sphere of Darkness suddenly appear on the western bank of the bay. They move closer to investigate and a large toad head appears out of the water asking each of them for personal items that they value to be given in exchange for the stolen memories. The various team members (including Maron, Kruesh, and Gezel, who have come along to man the ship) dig up various items: Goodberries, Tarot cards, silk rope, wizard spell notes, a plucked chicken, etc., and these are given to "Gwen," a pink daemony creature (one of many who appear suddenly) who is serving Mezzo's commands. Even after getting these items, Mezzo attacks the shop by magically parting the water beneath it in a 100' cube, then releasing the magic so that the water rushes back in onto the ship, which has sunk to the bottom. Luckily, as the ship was near the shore, less water and distance was involved.



Melee then ensued. Sagon races over to confront Mezzo, who bites the monk for massive amounts of psychic damage while the pink daemons swim in to confront the rest of the crew either washed overboard or clinging still to the toppled Silver Rose. From out of nowhere then, a birdlike humanoid appeared, uttered something like, "You aren't supposed to be here; neither am I actually," as he swooped in to touch Mezzo, and both of them promptly vanished from the location. The battle with Mezzo's minions continued with The Company casting offensive and defensive spells, stabbing, punching, kitty-biting, and ranger-spearing the daemons, who proved to be quite formable, even without their leader to aid them. Stroop's repeated casting of Dissonant Whispers tied up the lone spellcasting opponent for several rounds, and Yrsa's Radiance of the Dawn proved quite effective. Stroop is temporarily driven by a Crown of Madness spell to attack Timador, which especially bites as this same friend had just handed him a Potion of Greater Healing.

The pink daemons are eventually dispatched, The Company levels up to 6th level, and the bird-like creature reappears, sort of explains what it was doing here (just momentarily out and about away from some "boring place" called "The House of Nature" and looking for a good time, which he explains while eyeing the two women in the group). He does add that Hydroloth daemons like Mezzo tend to be encountered under three conditions: 1) someone hires them as assassins, 2) someone hires them to extract secrets from their enemies, or 3) they show up to finalize the last details of a ten-season pact made with them. No one seems to know why exactly, so the Avoral Guardinal blows it off and offers to give Kime a flight around the city, which she accepts. She flies off with him while the others dive down and retrieve their trade items, now worse for wear (having been waterlogged when they were dropped when Gwen was slain).

The Session ended about 30:00 on Day 39 with no word yet on Wang's condition.


Session 20.5

The Company continues their regular coast guard duties by day while also spending the next eight nights training themselves up to 6th level. During that time, additional research and investigation is conducted into the legends and religious lore regarding the creature known as Mezzo (and all Yugoloth/hydrodaemon encounters and legends). Indications are that the Memory Wipe attack made against Wang Hongwen should have worn off on its own after 20 hours or so, but the vattenpukje swashbuckler has not made a full recovery during that time or even days later, not even after a Greater Restoration spell was cast upon him. Most of Wang's memories, though, are now intact, but his perception- and action-related processes are radically out of sync with each other. The prevailing medical opinion is that due to Wang's history of memory loss and possible brain damage, that cumulative trauma has left him with apraxia, a motor planning disorder that significantly affects his ability to quickly prepare and implement physical movement. For anyone, and especially a member of the rogue class, this is a crippling development.

Commander Holt has transferred Wang to the Church of the Big Gamble for continuing care under the priestess stationed there, who is assisted by the young woman Wang helped raised from the dead. Additionally, Holt has initiated a formal Medical Separation for Wang, who will be examined in a few days by the members of the Fort Mouth Medical Evaluation Board. It is believed that they will likely move to release Wang early from his remaining military obligations and return him to civilian life. The hope being that after being freed from his duties, Wang will be able to focus full time on convalescing and retraining his body. A complete recovery is still a possibility and could come unexpectedly at any moment.




Session 21

Commander Holt meets with the Company in their barracks on Skeppsö. They are briefed on Wang's condition and also introduced to a new teammate, Viggo Torblynn, who will serve as The Red Gold Company's cartographer and backup steersman on their mission to scout nearby islands in Ökenveldt waters. In Wang's absence, The Lizard Man Kruesh is to serve as primary steersman on the mission and also safeguard the fishing boat being used for this undercover reconnoiter through the Glemdasund and around the Krossad and Kraldjur islands.

Outrage over the recent incursion made by Ökenveldt forces at Messersachs, and interrogations of dead corpses from that failed attempt, have convinced the old guard in the Svarta Military to take a more proactive approach against future threats. And, because of recent successes in these matters, The Red Gold Company was specifically selected to make a reconnaissance into foreign waters. As part of this mission, they are to refresh Svarta maps of the region, seek out any suspicious activities, discretely question (while posing as fishermen and would-be smugglers) some of the friendlier natives about "their neighbors," and eliminate any likely threats against Svartaland--if they can "get away with it" and without starting any wars.

The Company loads up fishing supplies, would-be smuggler goods, and a barrel of apples that Yrsa bought for Stroop onto the fishing boat, and they set off at dawn on the 48th day of the campaign (technically it's day 12 of Värmskörde, the warm harvest season of the year). Sailing east beyond their normal patrol areas for the first time, they head first to the western end of Krossad, specifically to the small elvish fishing thorp of Falas. The community of High, Light, and Wood Elves is found to be friendly, and a small amount of goods are exchanged between them. Beyond the wooden docks and huts around the shallow harbor, Viggo (with the aid of his 5x power luggable telescope) discovers the elves have a fall-back defensive location a mile or so back in the hills. This, they learn is called Trädfästning, fortified huts protected by a palisade of sharp-cut timbers. Conversions and performances made with and for the locals yields additional information about nearby landmarks and elvish thorps: Klyftadal (The Valley of Clefts), Edhil, Svanhimel, and the chalk mining community of Daeshafjel.

The Company decides to head southeast, sailing into the Glemdasund. Before they can reach where the chalky white cliffs rise up beneath Daeshafjel, they bring their ship in close to shore to wait out the eclipse. Sagon uses the downtime (and Timador's Waterbreathing spell, which, these days, is recast on party members whenever the previous casting is about to run out) and explores the 12-to-15 foot depths near the shore and underneath the boat. Almost immediately, he spots a large lobster-like creature making towards the surface and at Stroop. The monk tugs on a rope to alert Kime who alerts the others and shoots arrows at this crustacean as it attacks. A second such creature attacks from the east, and a third, slimy invisible version (wearing a baseball-sized fleshy eye attached to a cord around its neck) appears at one end of the ship as it casts some type of Disorientation spell, which Stroop fails to Counterspell. Kruesh and Timador are affected, but the outcome of the melee still ends with The Company defeating the sea creatures. Sagon casually speaks with the soul in the Ring of Mind Shielding he is wearing and describes the creatures they just fought. Ogdium says he thinks what they were fighting is some type of Chuul creature; he learned about them before only because the creatures can apparently Detect Magic as a natural ability, which the wizard found to be quite interesting. Ogdium has no suggestions about what Yrsa should try to harvest from the creatures for Grenhay Sumpers, and her creature-parts field book has no entry for Chuul. Yrsa makes her best guesses, focusing mostly on the slimy chin fingers, which were able to paralyze Timador. Mostly, The Company harvest fresh meat from the oversized claws and Stroop heats up some butter sauce while they take a short rest.

Further exploring the area underwater, Kime and the others are able to discover fresh four-legged trails in the brown and white mud. These trails lead back to a cavern opening which has a strange, flexible mesh of metal netting leading into chamber beyond. The mesh funnels the opening down from about 10' diameter down to 5' or 6'. A flickering light can be seen coming from within where the cavern then turns left. Another smaller mesh funnels down even more to about 3' wide. The Company swims in through the meshwork, which does not seem to be a trap. It seems apparent, however, due to their larger size, that the Chuul would not have been able to come in this way. The flicker light was a Continuous Flame cast upon the rocky floor of the cavern. In cavern beyond, The Company finds a pile of humanoid skulls (missing their parietal bones) and an assorted of scattered metal (coins, shield edges, portions of armor, knives, platters, etc.). Most of the metal is tarnished, rusty, or crusted over with lake gunk, but one rapier stands out as being in much nicer shape (later on, when detected, it is found to be a Recovery Rapier, a magical weapon that, once per Dawn, can be used to cure a level of fatigue). As Sagon picks up the weapon, the party is attacked by a double-sized Chuul Juggernaut. The beast is tough, but, on its own against six adventurers, it succumbs to the same fate of the earlier Chuul. A few more caverns are found beyond (apparently the dens of those other Chuul) as well as a larger entrance, sized for even the juggernaut to pass through.

After returning to their ship, and a bit further east, The Company climbs up a 40' ladder/flight of stairs carved into the chalky cliffs below Daeshafjel. In the mining community, they meet a high elf quarry worker named Moralin, who happily trades bags of calcium carbonate and cut stone for some of The Company's trade goods and fresh "lobster" meat. As in the previous thorp, the elves here are friendly and share some of their local information. Viggo sets up his telescope on the white cliff ridge and scouts out beyond the high hills of the island to the south. He also spots a ruin temple on the third of three islands known as The Torch Islands. Later exploration of those stones ruins turns up little of interest, but dozens of tall nearby trees were recently cut down and dragged to the eastern shore. Giant footprints are also discovered. Said giants, apparently built rafts and crossed over to the Glemda Saylar mainland. As The Company approaches these shores, they see at least three frostgiants and one cloud giant in the tall grass along the shorelines. The cloud giant is holding a mantis-like humanoid in his enormous hand and has his face bent down as if speaking to it (and the insectoid is either struggling or is being shaken). Just then, three dozen or so other Thri-Kreen warriors race out of the tall grass towards the giants.




Session 22

The Company remains safely offshore in the fishing boat and observes the fight between the giants and thri-kreen. After the battle, which the giants appear to win quite handily, SkeeHerra, the cloud giant leader, flies out to speak with the group. He explains that he is (and was with the Kreen) just looking for directions. During the battle, a Kenku bird girl broke herself free from a Thri-Kreen wicker backpack and tried to hide herself nearby in the weeds. She can only speak in the words (and voices) of others she has heard, but with the Help of a Comprehend Languages spell, Timador is able to reason out that her name is Kolios.

The party sets up camp on the shore and exchanges some of their sugar for some of the giant's coffee. With Viggo's knowledge of map locations in TheWorld, he and the giants are able to determine that they are about 300 miles northwest of where they originated. Their story is that they were exploring a complex on the island of Risastór and found themselves teleported to the stone shrine The Company just visited. SkeeHerra, sensing no magic there that could return them (nor any magic at all), had his Frost Giants cut down trees to build a raft, which they used to cross over to the mainland. When questioned as to how a small raft could support their great weight, SkeeHerra said something about their weight not exactly being constant and something about a Square-Cube Law, which the party's wizard understood. The giants resolve themselves to having to walk their way home, so they pick up their raft and begin heading east. Viggo's keen sight combined with his telescope, however, as well as his general knowledge of the area, sees that there are several Thri-Kreen villages in that direction, so the giants are convinced to head south along the waterway that separates the two greater halves of Glemdar Saylar. The Company also decides to travel with them by boat in that direction as well, hoping to do a little trading and information gathering at the city of Damcili. There, they part ways with the giants and Kolios (who veered southwest to go around the city) and The Company enters Damcili.

After some minor trades, The Company learns the names of the Thri-Kreen cities (tohrs) to the northeast (Basur, Bakúr, Gol, and Rohilat) and of a human settlement, Yalq, believed to be abandoned. They learn also that the Kreen are highly territorial, but otherwise have reasonable relationships with the humans living along the shores of the Damcili "River." Stroop also learns legends of Dalen Med De SexGrotnora (The Six Caves rumored to be the first homes of humanoid life on TheWorld). Stroop is interested enough to pay good money for a map of the area. The two closest caves are said to be occupied now by Quaggoth Bear Humanoids. These caves are also said to be home for invisible poisonous gases, which Timador reasons to be some type of natural gas. The Company is interested in exploring at least one of these caves and Kime sets some traps and catches some small birds to serve as "Coal Mine Canaries." However, they decide to skip the two closest caves (definitely confirmed to have this gas within them) and make towards Cave #3, the most northern of the caverns, which one local described as containing an entrance to the Under Dark. The lizardman Kruesh stays behind to watch the boat and says that he'll probably sail up and down the river near to Damcili but still far enough away that he shouldn't have to deal with local thieves.



In the cave, the party encounters and battles with quaggoths and cave bears, while a dwarf sics his clay golem upon them from behind. With their attention split on two fronts, it is mainly Timador alone who has to fend against the golem. The elf wizard, though, makes excellent use of the terrain and some high energy attack spells, but he is assisted eventually by his owl familar; a well-placed Hypnotic Pattern spell cast by the Bard, which confuses a cave bear so that it blocks the passageway; and a magic arrow shot by the Ranger after her first normal shaft did no damage. On the front line, the Monk needs to cast off his rings when a Heat Metal spell is cast upon them. In this case, luckily, the metal armor-wearing members of the party were slower into the battle than Sagon.

The Company survives the encounter, but a few of the bear men retreat behind a heavy stone door. On the dwarf, they find a gem stone embedded in his otherwise empty eye socket (a gemstone type that matches the one that was in the golem) and on his body they find a Portal Hole, which is filled with all sorts of useful (yet mundane adventuring items: a small boat, equipment, food and water, armor, etc.). There is also some "non-standard" arcana cast upon an object that is identified as a Magic Beacon, which apparently can be seen by thousands of miles if it is "fed" small amounts of gold.

The session ended here with the party likely going to rest and explored deeper beyond the locked door.


Session 23

After the battle with the quaggoths, the Company decides to rest. Before this, however, they secure the locked door that leads further into the cavern on their side, Timador casts some Alarm rituals at the outside entrance and on the locked/secured door, and the hill dwarf with the gemstone eye who was controlling the clay golem is tied up and questioned. He indicates that he is Thomun Stedz, a rogue whose adventuring party was wiped out (about 20 miles to the east) while they were exploring a war-decimated village on Yalq island. Several tall, lanky pale-yellow skinned humanoids "one-rounded" Thomun's group before he had a chance to come in from behind. Seeing that, a frightened Thomun choose to freeze in place practicing invisibility until the creatures left the area. Totally emasculated by the event, but finding himself now the sole owner of his party's portable hole and all of their equipment and treasure inside it, the dwarf decided that he never wanted to be powerless again.

After tracking down the truth to a rumor he heard later while in Damcili about an old hag who "sold power," Thomun ventured to locate Auntie Kinsiftr's Tearoom, The Underdark, said to be in the northern most cave of the Dalen Med De Sexgrotnora. He followed the secret procedure to set up an appointment with Auntie: threw a note tied to a rock into the entrance and waited for the quaggoth guards to lead him inside during the Eclipse. In his meeting with the Hag, she sold and bound him to a clay golem. The dwarf didn't quite have enough to pay for it, so he was working off the balance doing guard duty. "But not very well," the dwarf sighed. Timador ties Thomun to the cemented bricks of dry well they discovered and set up a dangling dagger and burning candle rig above him that would frop the dagger after about four hours so that the dwarf could free himself if The Party did not come back.

During the long rest, one of the set Alarm spells indicated that someone was moving around behind the locked door, but whoever they were made no move to try to open the door. Once rested, The Company removed their jamming spikes and, with the assist of a few Mage Hands and a thin knife, were able to lift up the wooden plank on the other side of the door holding it shut. Inside, Sagon and Timador and Kime eased themselves into the dark cavern and down some sleep switchback tunnel ledges leading inside to a much larger cavern. While the male elves were looking at some crated and barreled supplies in a northern nook of the cavern, Kime and Vogelfest ventured further southeast into a nest (scream) of harpies, who were alerted mainly by the smell of fresh elf flesh, which they love to eat. Three of the scream screeched something that quickly morphed into a melodious, enticing magical song meant to lure all who succumbed to it to walk forward and off a 35-40 foot cliff into a rocky pit. Luckily, as most of The Company are elves, very few party members were easily affected, but those who obviously were not charmed, found themselves assaulted by the next wave of (apparently male) harpies who swooped in to attack with claws and bone femur clubs. During the melee, Timador cast Enlarge on the monk, and a 12 foot Sagon was making short work of the vulture humanoids, but ended up in the pit along with Vogelfest, who had been charmed into stepping off the end. Some of the lightly armored harpies (falling rather quickly to Kime's bows and Viggo's rapier) screeched out for backup. When their backup, the breast-platted harpie matron appeared though, she quickly assessed the situation and thought to retreat back whence she came. Stroop's Heat Metal changed all of that. With no other real option, the matron swooped recklessly at the bard hoping to grapple him against her armor and break his concentration on the spell and/or to fly him up and drop him 50-60 feet to his death. But the nimble little halfling dodged and evaded her every attack while continuing to burn her as his companions also got in their own licks.

> As that battle was concluding, three quaggoths approached from further south through a "one-way" out only metal turnstile. One of the quaggoths was huge and muscular but also oozed with some type of obvious disease. Some well placed and timed Lighting Bolts from Timador and Radiance of the Dawn by Yrsa, helped chopped the cave-bear men down to size. Sagon and the others also beat on them, but took precautions not to actually touch the oozing creature. Past the turnstile, which opened the other way once some Mage Hands worked the unlocking switch on the other side, The Company eliminated some smaller and younger quaggoths in their lair hidden beyond some underground pooled water.

All that was left to explore was the area behind additional, well-constructed doors, one of which was plaque labeled: "UNDERDARK TEA ROOM // AUNTIE KINSIFTR, proprietress // Hours: förmörkelse, others by appointment only." As the eclipse period was still an hour or so off, The Company decided that they would try entering from the unlabeled, southern door. In the chamber beyond they discovered a raised dining room patio structure, and a seated old woman and tween girl talking and laughing together. As Viggo tried to stealth and crawl his way in across the floor up to the patio walls, he ran into something invisible, which he sensed scooted west and north around to the other side of the patio. The rest of The Company, armed to fight, but also posed to launch an attack, called out that they were looking for Auntie. The young girl, Spidrtikl, cried out that they "weren't open yet." And, Auntie Kinsiftr, who was slowest to react, claimed that the first one who attacked them would be carried off by a "Lair Action" to a demi-plane of Hell. Both sides balked and held off attacking and weapons were eventually lowered. Auntie did, however, during the initial moments, pass through one of the stone patio walls to a better, defensive position.

And, once it appeared that no one was was attacking, The Company discussed about what Auntie had to sell. "Mostly," she explained, "I deal with love potions, small charms for the locals, but, as you all seem beyond that, I also dabble with selling some real magic items and/or using some arcane secrets to combine lesser magic items together in 'mostly predictable' ways." At a couple points during the exchanges, Auntie and members of the party left the tea room out of each others sight in order to obtain the Eclipse Crown from an extra-dimensional space and the payment that she offered for it after she "tested" the cursed item out on Spidrtikl. The crown was Identified as being able to open a portal to the Ethereal Plane, but Spidrtikl went kind of brain loppy just putting it on. So, the Company was happy to sell it.

The Session ended there on Day 49 about 15:00.


Session 24

Auntie Kinsiftr compliments The Company's ability to break, enter, and kill everything, then asks them if they are any good at reconnaissance and stealth, being able to get in and out without being seen. "I dabble in charms in potions," she explains, "but I do that mainly to assemble local gossip." She mentions gain that she is also skilled in Trollkonst (the ability to transfer magic from one source to another), as well as Steingaldur (the ability to talk with stones) and Hópgaldur (an arcane art which increases an individual's potency with the mutual cooperation of others). She emphasizes this last part hoping to entice the party to join forces with her, for finally, he reveals "first and foremost, I am an historian and anthropologist." Auntie gives them details about the six caves in this region and about the six original tribes of humanoids who populated them and later TheWorld. One branch of the six, the Skriðdýraást, had developed a great love for all things reptilian. Some of them (a faction called the Tuatarans) used their arcane arts to experiment and improve upon nature, while another faction (the Yuan-Ti) embraced and wished to become reptiles themselves.

Auntie's interest is primarily in the Tuatarans ("long departed from this world) and in anything regarding their lost lore. In particular, Auntie desires whatever a nearby Spirit Naga (one of the Tuataran's successful reptile experiments) is still safeguarding. Whatever it is, Kinsiftr wants it, and she promises to make it worth The Company's time for them to track down information about the location of this creature (who Auntie says was once known as Vendarie Froeliksen). The stealth and discretion part of the mission is a requirement because this creature cannot be killed (for long) and Auntie doesn't want it to learn that she is involved in any way. As a down payment for helping her learn more, Auntie agrees to place a lasting charm upon any one of the party. Yrsa is chosen to receive a charm called the Pools of Witchvision, which allows the cleric to see even in magical darkness. Stroop also pays gold to acquire this charm for himself. Timador and Kime each purchase a Restoration Charm. Auntie also gives them a sensory and communication device, which seems to have been created by ripping out her eye and attaching it to an ear pulled off of Spidrtikl, yet both of them also managaed to retain these same body parts, so it must have been some type of illusion or something like that. They keep this construct in a jar filled with a yellowish green liquid. But with it, Auntie can see and hear what they discover from 100 miles away. It can also blink to relay Yes No answers back to them.

As there is a considerable time before The Company can long rest again and gain their magical powers, and because The Underdark Tearoom needs to open now for business, the party parts from Auntie and decides to wait until nightfall further south in the cavern area behind the metal turnstile. There, Timador uses much of the down time to transcribe spell potentially useful for the mission into his wizard book. The Company then treks off in the dark out of the caverns to join up again with their boat and lizard man Kruesh (who was contacted earlier by a message carried by Timador's owl). Then, sailing the 15 miles or so during the brighest time of the night, The Company makes port in Arat, a small fishing village on the eastern shores of Kraldjur. (Auntie's intel is that the Spirit Naga is somewhere on that portion of the island.) While in Arat, the adventurers try their hand at trading fish and selling their contraband goods, all while mainly trying to discretely dig up information. "Captain Kruesh" is prominantly announced to be the leader of the group. And, as he a lizard man, he fits in better with the locals than a party consisting mostly of elves would. While Kruesh is ashore, Viggo stays on the ship to keep a low profile and work on updating his maps.



In a local tavern, Fisherman's Cove, Boyd, one of the Arat citizens and an openly-admitted food smuggler during the war, shares regional lore over a shared meal of stick potatoes and blackened pirarucu, a local variety of catfish. As Timadore was going on about hunting dragons, Boyd, a vatenpukje, relates that no dragons have been seen on this island for 80 seasons. He does speak of a black dragon named Arrapoo, though, who once resided by the sea near Khirz, now populated by river orcs. Arrapoo was said to be friendly and allowed children to ride on his back. All dragons, though, were subsequently hunted down Boyd explains. Boyd also provides information on the other villages: Zoz, a lizard man thorp; Ujakl, home to bullywogs; Bissle, another small fishing village, but one reknown for for putting up a good resistance during the war, especially those who called themselves "The Shield of the East," who dug themselves in the nearby Backbite Islands; Rushmoor, a village of mixed races, including troglodytes, who mostly mine peat for fuel; and Orland, a newly settled farming village, already known for its fertile soil and excellent root crops. Once easy pickings by raiders, the farmers of Orland pooled their profits to hired mercenaries to help safeguard the lands. A few plantation owners there are now known to have gotten quite rich since the war.

The Silver Rose Company ships out for Orland, but, as sailing into a village during the darkness part of the evening generally doesn't go over too well, they wait overshore until sunrise and do a little exploring of the nearby reef (above and below water). Once docked in the morning, Captain Kruesh works at selling some recently caught catfish and trade goods while most of The Company head to Maizy's, a lakeside tavern. There, Stroop is mistaken for a young boy by one of the locals, who warns him that all the wells in Orlane have been poisoned. This man advises Stroop only drink the ale. He also relates information about three clerics who hang out nearby in the swamp when plied with three drinks, large vegetables, and a catfish meal. The clerics, he explains, aren't necessarily up to no good, or anything like that; it's just weird that they hang out deep in the swamp. One is a cleric of the Forge, another is believed to be a Cleric of Enyo, and one a cleric of Trickery, known to have the power to invoke a duplicate copy of himself.

As they have the Water Breathing ritual always ready and available, The Company sloshes into the swamp and approaches the cleric's rumored hideout from a lake to the south. Kime also casts Pass Without A Trace on them to improve their chances of not being detected. What they find at the known location is a fortified area guarded by troglodytes. The trogs are dispatched quite easily, and the party climbs down a shaft discovered in a nearby cave. The shaft opens into a wider, water-flooded chamber--later dubbed "The Murder Room" as it was one massive trap: the flooding helped to disguise that the floor was covered with spiked pit falls, the walls were lined with murder hole slots, with archers behind, and the exit doors and floor beyond were covered by Explosive Glyphs. The Monk and Ranger took considerable damage working up to the exit, but it was a lucky shot by Yrsa with a sling bullet with Continual Flame cast upon it that revealed that the dozen archers firing arrows in at them were skeletons, many of which the cleric was then able to turn to dust.

Holing up in one of the archer rooms, The Company's rest is interrupted by two clerics and some kind of lizard humanoid sporting an steel jaw attachment. These clerics attacked with various spells: Stinking Cloud, Hold Person, Heat Metal, and Cause Wounds, and the battle looked dicy there for awhile for the party, but well placed melee attacks and spells of their own, especially a well-timed Counterpell from the Bard, which prevented a Silence spell from engulfing them while they were already caught within the Stinking Cloud. The party won this encounter, and the Session ended on Day 50, about 6:00. There is still a portion of the cleric's underground complex to explore.


Session 25

Fearing another Explosive Glyph, Timador and Stroop use their dueling Mage Hands to strip the lone surviving cleric; Sagon then hog ties the unconscious cleric and gags him to prevent him from speaking any magic spells in case he wakes before they are ready to question him. The Company's plan is to interrogate him after they rest, casually throwing out the name Vendarie; Timador will use his magic to discover any surface thoughts pertaining to the whereabouts of that Spirit Naga. It's a good plan, but when attempted (after searching the rest of the complex), the wizard discovers that the Yuan-Ti's cleric's surface thoughts are hazy and dim, as if he were dreaming of being in some art museum. The cleric's inner thoughts seem completely oblivious to all external stimulus and at odds with what the conscious cleric is saying. Chancing discovery and pushing deeper, Timador hears the word "Horfin" echoing within the Yuan-Ti's brain like a steady drum beat. Knowing a little about ancient human languages before the Common Tongue was adopted, Timador recognizes this word as once meaning "to disappear."

In the rest of the complex, the party discovers 200 or so pounds of equipment and food supplies worth about 400 gp. This includes some stone sculpturing tools, small vials of a cloudy yellow liquid, and medically-jarred parts of a vivisected human. Yrsa uses Speak With Dead to question the cadaver, learning that he was a Orlane farmer named Martin Harold or Harold Martinson, something like that. The farmer's last thoughts were of him settling down with his family for an evening meal. Information regarding his family and home are also obtained. Yrsa blesses the body and wraps it up in some bedspreads after the Mending cantrip is used to make the farmer's body a bit more respectable. The body and everything else of reasonable value is placed into the Company's Portal Hole.

Stymied in their attempt to get any useful information from the Yuan-Ti cleric, Sagon ritually executes him. As he does so, though, one of the white eyed, smiling white-tooth dark spector-like creatures rises out of his corpse, laughs at the party, and begins to fade away in front them as others of his kind have, but, reacting quickly, the monk--now at a level where he can strike supernatural creatures with his bare hands--is able to rapidly punch and stun the screaming creature, doing enough damage to "kill?" it and causing it's phantasmal body to disrupt and crumble into a black powdery dust, which The Company collects into a small jar for later analysis.



Meanwhile, Viggo, left in charge of the fishing boat docked back at Orlane, finishes up making deliveries of the trade goods and fresh catfish that Captain Kruesh arranged to sell locally. And, as Orlane is a new village, and not on any of Viggo's maps, the cartographer spends extra time leisurely walking the dirt paths, using his consistent stride to take reasonable measurements of the place. Busy as such, and stepping near the western edge of the settlement, he goes unnoticed by two men who Viggo sees skulking around a house near an old well. Likwise using stealth, Viggo moves up closer to see what they are up two. And, this includes one of them uncoiling a long length of rope (marked off in foot increments with white paint), and the other stripping off his clothing down to his skivvies. Before the nearly nude man disappears down the inside of the well, Viggo cannot help by notice that his arms, upper legs, and back bear colorful tattoos resembling a map.

Viggo interrupts them doing whatever they are doing, and the topside man, Elzevir, expresses a sequence of awkwardness about needing to measure the water level for some kind of agricultural purposes. Viggo is buying none of that, insists of knowing what's going on, and he even climbs down the rope to see what "Joe" is doing, and what he's done is apparently removed a small brick from the side of the well 40 feet down and shoved it into the front of his shorts. Viggo acrobatically flips around him and down the rope further, and while Joe is surprised by that, Viggo reaches up and "picks Joe's pouch" and removes the brick. Things continue badly like this for awhile, with the men making rope-cutting threats. Finally, a semi-reasonable partnership deal is brokered. The two men are apparently treasure hunters and the brick--now in Viggo's position--contains a riddle clue:

As my flesh is devoured, most will see
longer if I'm fat but less if I'm slim.
I need to breathe, but wind's my enemy.
Even the brightest among us grows dim.

Viggo reads it aloud to the two men hoping that they can all agree to work together. Also, Viggo immediately voices a solution the riddle, and Elzevir frantically begins examining Floppy Joe's back for any ink on it that might be candle related. It is about this time that Viggo also recalls a lighthouse/candle image on the map that Yrsa showed him earlier. Armed with this information, Viggo attempts to negotiate further with the two men, expressing that she has other friends and resources that would aid them all. Unfortunately, all the two other men can see is their 50-50 share of the treasure has been reduced to 50-45-5, and now down to just 1/8th for each of them. Plus, the light alf may have inadvertedly said something about her friends beating Elzevir and Joe up and taking their clues. The two men make a break for it and head for the trail to the northwest.

Viggo runs to the fishing boat, casts an Alarm spell on its decks, and then he races on foot to the southwest into the swamp, hoping to quickly meet up with The Company. He does so, and Timador's owl, a hastily written apology note/better partnership offer, and Kime and Sagon riding upon a Phantom Steed are dispatched across the swamp to head off the treasure hunters. Given the weirdness, the powerful magics involved, and so on, Elzevir and Joe agree to 1/8th shares and a partnership, and they all return back to Orlane.

Joe climbs back down the well to see if anything else was hidden behind it or below it. As he attempts this, a Gelatinous Cube beneath the water level reaches up and pulls him under and inside of it. The Company races to save "his skin" and many of them leap in, using the rope (or monk abilities) to friction slow their falls to avoid falling damage. Kim and Viggo pull Joe out while the monk and the wizard's sculpted Lightning Bolt dispatch the cube. Further examination deeper in the well reveals a concealed door. Once Joe is back on the surface, the Company see that the Cube's acid attack has already abated, but they make a show of wiping the acid off his skin while Viggo tries to memorize important information off his tattoo map.

Joe gets some healing and he and Elzevir and Captain Kruesh return to the ship to rest and recover. The rest of the group explores beneath the well and, making use of the Water Breathing spell, they make their way into the nearby water table and find some cavern tunnels rising out of the water and into the hills on the western edge of the city above. There, they battle with Shadow creatures (who manage to drain the monk's Strength) and several Troglotyes, who manage to get a couple of hits in before they are decimated. There is also a humanoid in Plate armor, who is seen standing motionless in the dark as the party gazes through a small metal grate that leads into a brick and mortar structure. The Party cannot reach him, but the armored man and Yrsa exchange Sacred Blast and Toll the Dead cantrips until Yrsa's foe is heard going up some stairs and through a heavy door.

The session ended on Day 50 about 18:00 with The Company seemingly finding a narrow brick passage that seems to lead into the complex. Oh, and bless his tiny legs, Stroop spent most of the adventure running to and fro as various opponents appeared, disappeared, or died. Good thing he's so damn cute and charming.


Session 26

The Red-Gold Company delves deeper into the complex near the village of Orlane. The damp natural cavern passages give way to a tight and narrow, black-brick passageway. Sagon notices a bit of damage to the cavern walls south of the shaft, as if someone had been trying to break through it with hammers. He continues on ahead, and with the monk's, Vogelgest's, and Kime's combined weight, they press down on a long pressure plate that sets off a heavy bolt flinging trap, which causes Kime some damage. Likewise, as the corridor turns sharply, and the party proceeds, another such trap is released. Peasants armed with crossbows also attack through Murder Holes. Beyond this, the party does battle with two paladins heavily armored in plate. (One of these was the individual who had been exchanging damage cantrips earlier against Yrsa through some venting grate.)

The paladins of Reynon each unleashed powerful sword attacks, combining each successful strike with a Divine Smite boost. Sagon took a serious amount of damage here, but the monk's flury of attacks when added to the damage his fellow adventurers can likewise muster is hard to overcome. Stroop targets one paladin with Crown of Madness, which forces him to attack his companion.

A voice is heard from further up the northern passage: "Forynn, Croyance, do you need help back there?" A man walks upside down along the ceiling towards them then summors forth shadows to bathe himself in a divine umbramancy. He also Channels the Enveloping Embrace of Dusk, causing necrotic damage to most of the adventurers. Physical attacks against this Shadow Cleric cause freezing return damage, so the monk and the ranger concentrate missile attacks against him. Kime's first arrow against him, though, allows the Shadow Cleric a chance to hit her with a fiery Hellish Rebuke. Timador then sculpts a Lightning Bolt around his friends to hit only the cleric. And Stroop races up, and having earlier expended one of his Witchvision charms, he is able to see the shadow-wrapped cleric is garbed in a metal breastplate, so Stroop casts Heat Metal to burn him to death. With his demise, the magic supporting him from the ceiling ends, and he crashes to the stone floor. At this same time, most of the darkness in the corridor nearby is drawn to his corpse, enveloping him as if it were an inky black cocoon. This shell immediately begins collapsing in on itself. The man's body deflated and liquidifies. And, for a brief moment, a white-eye and tooth semblance of a man can be seen formed there, but, it is not smiling. Instead, it says, "Shit," and then it fades away.

After a short rest, and some spiritual hit die are expended for healing, the party explores the cleric's bed chambers, finds 200 GP and a journal filled with mostly financial records regarding crop and swine transactions, but there are some other references of names, foul activities, and apparent brainwashing of local peasants. Also, a Detect Magic reveals their opponents had a magic sword, magic slippers, magical brooch, and a couple of potions, one of them of healing. Climbing a spiral stair case to the surface, they also discover a butcher shop on the outskirts of Orlane. The butcher running the shop is surprised to see them enter the shop through a trapdoor in his floor. And then, after a few moments, he seems to have forgotten all about it, and goes back to his duties. This happens a few times, and they can get no useful information out of him as he definitely seems permanently charmed to forget this sort of weirdness.

Returning to the complex below to explore further, they discover a mechanical windlass, which is protected by an Explosive Rune. Operating it, they are able to pull back some dwarf allosaurus by the chains attached to collars around their necks. Beyond these dinosaur guardians, they discover a Spirit Naga who is bound, gagged, blinded, and held in place by constricting metal bands connected to a glowing metal cable restraining the creature. Even fettered as such, the creature still writhes and struggles, and bleeds, its bodily fluids either being collected or trickling off into the nearby water table as the creature's nature allows it to endlessly regenerate.

Believing it to be the Naga named Vendarie that Auntie Kinsiftr is interested in, Timador works out a way he can better communicate by having Auntie blink back letters of the alphabet. In this way, she generates a short message indicating that they should help the creature escape but follow it. Auntie has always been concerned, not with the creature, but what she was guarding. The Company opens up a clear path for the Naga to escape towards the old well, position themselves in strategic locations prepared to follow the snake woman as she slithers or swims off, and set up a Win-A-Platinum-Piece lottery to get most of the citizens to temporarily leave the village for their own safety. Then Yrsa casts Dispel Magic on the cabling restraining Vendarie. The Naga continues to strain, but now the metal cable begins to flex and metal fatigue, eventually snapping. Thus able to move freely again, instead of escaping, the flexible creature arches her head back and around herself and uses her fierce jaws to tear out her own lungs, which are positioned along her back, causing herself to take more damage than she can regenerate in time. She dies, and her body quickly liquefies and drains away.

The session ended there at roughly 22 o'clock.


Session 26.5: "Cheese, and Cheese Again, A Halfling's Hallucination"

Day 50, 22 o'clock. Feeling quite peckish after their last encounter, Stroop sells his soul to a suspicious passerby in exchange for one wish, and the Halfling wishes for the largest cheese in the world. He finds himself transported to where said cheese is, on the show room floor of the cheese factory at Lake Havasu. There, he finds himself in the shadow of a 14-die Cheese Elemental, which lashes out at him with a pseudopod of fermented dairy ingredients mixed with vegetable oils, food coloring, salt, and emulsifiers. The bard is immune to such things; in fact, they instantly restore all of his lost hit points and remove several levels of physical fatigue. The bard strikes back, and the melee ends quickly, as it's nearly time for third breakfast. Stroop directly absorbs the dead creature's casein, which immediately breaks down within his digestive system, releasing strong opiate-like substances called casomorphins. The reward centers in his brain thus stimulated, the bard completely surrenders to the throes of cheese addiction.

Session continues like this all night.


Session 27

After, the Spirit Naga's death in the dungeon beneath Orlane, the Red-Gold Company ponders their next move. But, true to their word, they share the loot that they just acquired (200 GP, two sets of plate armor, breastplate, and magic items) with the two treasure-seeking pirates, Floppy Joe and Elzevir Blok. And, as those two just made "quite a haul" just for resting on the fishing boat docked on shore, they suddenly were quite willing to share their tattooed map and historical info in hopes of earning even more.

Floppy Joe reveals that during the tail end of the war, he was serving aboard the Çift Kartal (Double Eagle), one of the ships in the Yazhet Ostrovi under the command of Ökenveld Wimranda Fleet Captain Torben Martaraci. Martaraci's duties consisted mainly of supplying bases on the lake islands and carrying back locally produced raw materials and tribute back to port at Tshad. Shortly after a return trip to Tshad, Floppy learned that he had a map tattooed on his map, but he had no memory of having gotten said tattoo. Pondering it further, he felt compelled to inform Captain Martaraci, but Joe could not locate him, and many of the Captain's former crew believed that Martaraci had been executed by the State. Joe also began recalling something about Midshipman Brendel, which he was also supposed to have told the Captain. Brendel, he then learned had died recently in "the line of duty." Panicking that he might be involved in something--and next to go--Joe confessed what he knew to his closest confidant, Elzevir. The two of them decided to venture into the Tshad Tombs to examine Brendel's corpse (entombing and visitations is fairly commonplace in Ökenveld society, but opening the caskets of the dead... not so much. They found that Brendel was wearing a rather cheap, oversized locket. Within the locket, they found numbered hymnal verses. Elzevir recognized that the verses copied did not match the numbers listed, and the numbers listed pointed to specific words in the passages, namely: twoscore feet deep well north). Playing a hunch, Floppy deserted the navy, and the two men hitched passage to Orlane, where Joe recalled that Brendel last was stationed. The village of Orlane had just recently sprung up where an Ökenveld military camp had once been. In the oldest well, 40 feet down, Floppy found a loose brick in the northern part of the well wall, the same brick that Viggo stole from him, the one containing a versed riddle of which the answer was "A Candle." The Treasure Hunters now overlayed the map that Yrsa purchased on a whim with the one inked onto Joe's back. The verses on Yrsa's map indicated that the map of Joe's back was needed:

If chests you crave and the treasures within,
Seek Floppy Joe's tattoos on back and limb.
Combine this vellum with the sailor's skin.
Consult the riddle entrusted to him.

And the verses on Joe's back indicated that they needed to combine what he had with another map, which they hadn't yet found:

What often has cities, but no real homes,
Acres of forests, with no living tree,
Mountains and rocks but no tinkering gnomes,
Waters where two fish can swim westerly?

The combined map ended up looking something like this:


Needing more to go on, they planned to explore the Lighthouse on the map next (as it seemed most likely to match up with the Candle clue). The party Long Rested at Orlane, and Floppy and Elzevir and even Kruesh (who was given a bonus of gold from Kime) spent some of their newly-acquired wealth on drinks and hot food at Maizy's tavern. By Bright Light, all rested and healthy, they arrived at the dock of a small island just off shore of a larger small island. A young boy, Boyd, fishing on the dock, waved them down and greeted them, but he seemed confused as they were not the normal lighthouse re-supply crew of Captain Yilan. Boyd's father Sefrim, working nearby to refurbish a crappy rowboat, also mistook them for the resupply crew, and he started giving the group directions as to where the load the food and fuel. He also invited a few of the crew to go up to the land house where his wife Blinda was preparing a hot meal. "We can feed a couple of you now, and the wife can cook more food for the rest of you after you're done unloading." Stroop was already to hike up to the house, but Timador admitted that he and his boatmates were not the resupply team. They were instead... umm, cartography students, yeah, that's it. And Professor Viggo (or was it "Prof Bob"?) began explaining again the tools of the trade. Timador does offer to give Sefrim some food and fuel, though, to tide them over if his class could look around the island a bit. Sefrim initially is against this, as this technically is a military post, but he relents soon enough and allows Sagon to carry up a box of coal and for Floppy to deliver some crated food.

It turns out that most of the inhabitants of the lighthouse island are a variety of Doppleganders (apparently from off world, who were brought to this world as slaves aboard a ship crewed by Githyanki). The Dopples escaped when the Githyanki's camp had been burgled by a group of adventurers, and the Githyanki were more concerned with tracking down the thieves. This event had occured near the ruins of the fishing village of Yalc. This information might also match up another tale of Yalc that the Dwarf Thomun Stedz revealed earlier; he said that his party had been "one rounded" by a group of creatures matching the physical desciption of Githyanki). Sagon makes a weak excuse at misunderstanding his delivery directions so that he could explore the lighthouse instead of the storeroom, and, as he is all alone then except for three Doppels closeby, they ambush the armorless monk, hoping to take him out quickly so that one of them can easily replace him. Their ultimate goal was to get a ship and get further away where they could more easily lose themselves in a larger populated area. But Sagon proves to be no easy victim, and he ends up knocking one of the Dopples off the lighhouse. Unable to proceed as planned, the Dopples do what little they can manage to use their form changing ability to sow confusion, but, Viggo, Timador, Stroop, Yrsa, Kime, and Elzevir have been alerted that something was fishy from the start, so they have little difficulty besting these otherwise dangerous foes, even those who made themselves to appear to be Sagon, Floppy, and Vogelfest.

After freeing the actual human residents of the island and discovering and questioning the sole remaning Dopple, The Company begins exploring the island, especially the Lighthouse for any sign of a clue. Nothing obvious stand out until Floppy Joe walks near the fuel stove at the top of the Lighthouse, and his very presence triggers off a Magic Mouth, which utters:
Ignore the first verse about settlements.
Draw a triangle between the NEXT three.
From captured thri-kreen gut, line a segment
Long as to dragon but toward ship at sea.

Not exactly sure if they're intrepetting the clue correctly or not, they draw lines on their combined map image constructing a triangle between the mountains without gnomes to the image of the fallen tree and also to the icon of the two fishes. As this seems to "capture" a Thri-Kreen insect icon within the triangle, they then draw a line from its stomach to the dragon icon. Next, they draw an equal line of equal magnitude from the Tri-Kreen towards the target on the ship icon's sails. That places the destination somewhere pretty much in the middle of nowhere, somewhat close to Damcili.

They use up what little light they have left to sail south and west. Near shore they anchor and complete another Long Rest. They also execute Jemm, the last of the Dopples. There is also a bit of fruitless underwater exploring near the spot on Joe's back where the ship icon was tattooed. Eventually they reach Damcili. At first light, the Ranger Kime leads them easterly on foot through the rough, rugged terrain of Glemda Saylar towards the uninhabited location where they believe the maps and assembled clues indicate. In a small valley beneath steep cliffs and hillocks, near a pond of rain runoff, Sagon spots three unnaturally colored stones (one red, blue, one green) arranged in a triangular pattern, five feet across. Timador detects for magic in the area, but sees nothing that they haven't brought with them. They begin digging between the stones, and, a yard down, they hit metal and unearth a 1'x1'x1' chest. Viggo disarms a needle trap and picks the lock. The lightweight chest was empty save for an inscription on the inside of the lid and upon the bottom of the chest:
Gentle enough to sooth every tongue known.
Light enough to caress heavenly sky.
Hard enough to crack apart rocks and stone.
I've got a temper, sure, but what am I?

Viggo ponders aloud the word "Water," and a Magic Mouth appears on the open lid and utters:

I lick earth slick enough to make a bed
swallow loot nearby and blanket its head.

Various members of The Company remark, "Rivers," "Lakes," etc. then recall the nearby pond and race into it. They find seven standard-sized locked chests shallowly buried in the soft mud beneath the collected water's surface. An assortment of coins, gemstones, common jewelry, and other items of value is stuffed into each, totaling roughly 41,000 GP in value. The chests are cleaned up and are placed in the Portal Hole and transported to Damcili, where the loot is divided and distributed among the eight treasure hunting partners. It is then further converted locally into more precious coins and gemstones, and much of the armor and weapons that have accumulated on these recent adventures is also converted into cash at local businesses and pawnshops. The treasure-seeking partnership now dissolved, Floppy Joe and Elzivar make their leave. When asked what they plan on doing with their share, Floppy says he knows a man who, for a price, can help him create a new name/identity. Yrsa suggests "Sloppy" might be good.

Deciding that they still don't have enough money to pay for Auntie's nearby magic-concentration services, The Red-Gold Company moves to complete the rest of their map-update quest. They sail past the small island, which contained the Dragon Icon on Yrsa's map, but see nothing of interest. Likewise, as they cruise west along the northern shores of Kraldjur and Krossad, they see nothing much of interest in the mostly-peaceful elvish lands to satiate their adventurous tastes. Although, Stroop starts to feel a little uneasy after first breakfast. As all food agreeds with him, he believes he's gong up a level in experience. All of the party has, and they return back to Kuststad to report their findings to Commander Holt, who gives them eight days of vacation so that they can train up and acquire new skills.

Session ended there and should pick up again on Day 61 with the adventurers at 7th level.


Session 28

After training up a level, learning Feats, and meeting with Grenhay Sumpers about creature components and potions, the Red-Gold Company meets with Commander Holt. Holt informs them that he has received a mental Message from an old associate of his, a Druid named Chjell Knusari. The vattenpujke druid was concerned about an unusual feeling that he was having. Seeing it as a good opportunity to pay off an old favor and also in promoting good relations with the goblins of Kedellg island, Holt assigns the Company to assist him for a couple of days to see if they can help in any way. Holt also sends along a small package of mealworms and crickets, a favorite snack of Chjell's. The adventurers set off at once and take along Kruesh as a second navigator. The journey to Kedellg is roughly 36 miles or about a dozen hours of traveling time. It's a fine, wonderful warm day, but the travelers are nearly surprised by a cresting omnidirectional wave that makes navigation difficult and will likely cause flooding among the nearby islands. After Viggo makes the needed course corrections, Timador Sky-Writes a warning about the lake Tsunami approaching Kuststad, Krossad, and Kraldjur.

After the initial rise and rush of water in the Wimranda Lake region, they continue north to Kedellg, which they see has become very "wet around the edges," especially in Sandborg, where the sandy pits surrounding the pujke village home of Chjell have filled and muddied. They also see that about eight miles to the east, two new land masses have arisen from the lake bottom. This area, Viggo recalls from an old shipping map, was a shallow area (to be avoided by heavy cargo ships) and was known as Olmayan. Interested in the new land masses, but following firstmost to their mission, they land near Sandborg and discover that Chjell and others have headed by boat over to the new islands. They follow, with Timador send notes his owl familiar can drop off announcing they are coming to help, if needed. As they get closer, they locate the two goblin boats beached, see several pujkes scampering towards what look to be caverns (or now partially collapsed cave entrances). Near the boats they encounter a human dressed in white hat and linens, who announces himself as Czardus, a cultural anthropologist working for the Royal Aquatic Institute of Svarta, and he explains he is only living among the tribe as an observer. What is happening is a rescue mission: the vattenpujke, Czardus explains, are an egg-laying species, and after their amplexus and external fertilization mating ritual, "The Evening Calling," members of the Sandur Aettbalkur people mostly leave their eggs (and eventual vattenspawn) to fend for themselves. The zygotes do, however, require plenty of water to to flourish and thicken their protective jellies as they develop. And, as the caves have risen above the lake level, several of the tribe sailed over to save and relocate the eggs. Shaman Chjell welcomes the party, but asks that they aid only by helping to provide magical lighting to help the goblin spelunkers to find the dark-colored eggs in the caves. They do so.

Afterwards, the party explore the second new island mass further to the east, and they look for any evidence of volcanic/plate tectonics or harmful magics that might cause further disruptions of land or sea. The eastern isle is more overgrown with colorful corals and rocky hills. Beneath a particularly unnatural-looking ring of large boulders, they see a very old Ziggurat structure, about 100' high and 200' square at the base.



The small shrine at the top has stairways leading down and inside the ancient structure, but, due to the sunken nature of the rounded interior hallways, and the fact that the ziggurat has been underwater and likely covered in mud for who knows how long, much of this recess is filled with water, silt, and mud. They manage to find metal drain grates at the bottom of the staircases and some exterior drain spouts at the upper exterior levels of the ziggurat. As they look to have been designed and sized for draining away normal rainfall, the drainage pipes have become clogged over the years. Stroop, Viggo, and Timador use their Mage Hands to dig the pipes clean from both sides. Eventually, they are able to remove enough of the older hard packed materials to drain more of the water out of the recessed area. After they shovel out loads of additional mud from the lower passage, Viggo is then able to locate and work the lock on a stone door leading inside. Behind the water-sealed portal, they discover the rounding passage ways spiral downward. Inside, teh passages are dry and dusty, so they are surprised when they hear some growling/grunting noise, and even more surprised when a section of hallway seals behind them.

This is prelude to the party being attacked by several big, tough Cyclopian Minotaurs, who employed a method of attacking and retreating and wall shifting techniques to try to divide the party and finish them off in smaller groups, but, except for the monk, the party managed to stick closely together, with Yrsa and Kime often picking up their Halfling Bard companion and carrying him so that Stroop could keep up. And when Sagon was cut off, his multiple attacks, speed, stunning attack, and recently-purchased jar of Keoghtom's ointment was just enough to keep him on his feet. And Timador's new ability to summon an Earth Elemental also helped to save the day. After defeating several of the minotaurs, most everyone was badly hurt and had exhausted their spell slots, so they retreated out of the ziggurat while the getting was good and returned back to their ship. Viggo left an Alarm spell in place in one of the corridors, and they sailed to the north east portion of the new island where they could long rest and still be within the spell's one-mile range.

Session ended on Day 61 at roughly 27 o'clock.


Session 29

Before resting aboard the Silver Rose, Kime and Sagan scout out a shorter, alternative path back to the ziggurat up the rocky slopes that Viggo first examines via his telescope. The pair of adventurers find good locations and secure ropes for the others to use, then they return back to the ship. At about 35 o'clock, the whole group starts on this route and finishes exploring the remainder of the ziggurat. Inside, they find that they are four of the minotaur "office cubicles," and they harvest the still shiny flexible metal mesh harnesses. In one of the cubicles, they find a coral shell in the shape of a minotaur, which contains a shriveled, mummified minotaur form within. They reason that the coral was "feeding" of them, as the more "crusty" minotaurs they fought earlier seemed less hardy and powerful than the ones who were not partially covered with coral growth.

Also discovered in the other rooms after the rounded maze coridors are the remains of a wizard's workshop, a communal kitchen and dining and living area, and a permanent Teleportion Circle surrounded by full cages of non-rusty steel bars and locked doors. Most everything of value appears to have been looted from these areas or left to age and decay. The supplies sealed in stone-shaped containers in the counter tops: water, flours, pork fat, baking soda, soap, vinegars, seems remarkably well preserved without any magic being detected around the jars. Some magics, however, especially in the northwest corner of the structure, Guidance, Mage Hand, and and rituals were failing to cast or operate as expected for the party.

In a large, bowl-shaped floored room, they find a mound of colorful coral has collected at the bottom of black-colored bowl. Two shafts or growths of coral have snaked up and out of the bowl into rounded shafts in the north and west walls of the room. At the botom of the bowl, they see that there is a 10'-diameter pool of blackness, which a bit of colder air seems to rise out of. They also detect some dark gray swirls. Experiments upon and Detect Magic spell, cast 50' away from the coral and then brought into the area show the 10' circle of blackness to be some type of Conjuration magic. The darkness is not wet, cannot be collected, and things pass through it without effort and come back unchanged Eventually, the monk tied to a rope, climbs down the coral and squeezes through the blackness into a chamber below. A previous test dipping in the owl familiar on a line like a tea bag, indicated the other side of the black disk was more than 100' feet away from Timador.

Wherever the true destination of the portal, lays, the Company makes their way through to explore. What they find is a dark, wet cavern where much of the stone work seems to have been shaped into rooms, window portals, and possibly a mining pit. Much more of the colorful coral can be found growing here out of a very deep pool of cold water, and the coral here is oddly luminescent, giving off a hazy violet glow. In a progressively deeper chasm to the east, a different color of low glow, blue, emanates from a huge forest-like growth of mushrooms and fungus. The mining area leads off into three passages: North, Central, South. A brief examination of the Central passage leads to an overlook over a very dense portion of the blue mushrooms. There, Viggo feels a touch of some sort of mental intrusion into his head, but he backs away and rejoins the monk, who's heading north. There, Sagon discovers an ossuary cavern filled with a large variety of small and larger humanoid bones, a small pond, wet stalactites above the lake, and three myconids standing in the far corner, possibly asleep. Venturing further in toward them, Sagon discovers that clinging to the stalactites are some type of inflated spore spewing creatures, who began spraying the area with powdery green dust, which animates many of the bones in the caverns. Yrsa attempts to turn them, but her Turn Undead channel of divinity doesn't affect these creatures. After a lengthy battle, the Company destroys the spore spewers and disrupts the green magic that was animating their skeletal constructs. The three myconids, however, were not alive at the start.

In the southern passage, a pitched camp of spider-silk tents is stake is a rough circle. Some of the blue mushrooms have grown up out of the chasm near the camp. Examining the tents, some shabby-looking barrels are found inside with oily wet spots covering the tent floor spaces. From these wet spots and out of the barrels, gray oozes and a ooze vomiting creature arise and strike out at the monk and the others near him. During the battle, Sagon's silver-shot staff is damaged by the ooze acid, and the fighting alerts large grasshoper like fungus creatures, who leap into the area and attempt to bite and poison the humanoids. After this battle, a dead body of dark-skinned and haired dwarf is found in a nearby chamber, where he appears to have propped a table up against the entrance to seal the door. His body and equipment are found to be acid scarred. What has survived, however, is his platinum ring, and some of one of the sheets of paper he had in a leather binder. The dwarf writing in side read:

as I cannot deny that. I don't know what is more amazing: how those [unreadable] sahuagin priests and sorcerers managed to [unreadable] their blue rafter temples near adamant pockets, or how the geomancer can unerringly locate both from here where we cannot activate even simple Detect and Find charms. Vraspir does not voice his secrets aloud, nor does he [unreadable] of the ease of repurposing their stone. But always alert and curious, I search for the secrets of his power. Until then, we continue our labor for a tenth share. I hope soon for more. I am wary, though, of neighboring Fire Giants. I hear odd sloshing at night, but when I peer I see nothing below in the eastern chasm separating our camps. The [unreadable] says [unreadable] can be trusted.

The monk explore deeper into the caverns, and, with a rope died to him, ventures into the denser portions of the blue fungi. There, he succumbs to a mental assault and feels compelled to lay down among the blue fungus onto the wet spongy pink-gray flooring from which they grow. Telpathically, a voice can be heard by those nearby" "We are King Araumycos; join the comfort of the mass; avoid the chaos of the individual; do not be merely be an instance of life; join." The party uses the rope tied to Sagon, to drag him free of the fungi trying to consume him.

They then attempt going through the northern passage again, where the fungal growth is not as thick. Sagon is able to nearly get through on his own, and he sees a cleared passageway beyond with a set of large double doors. A multi-eyed fungus monster and some roper-like growths rise up then and drive him back, while, to the south, a vety large, 28' foot tall mushroom-headed figure works its way up to the edge of the denses part of the fungal forest, and the Company battle with it. Only their mundane attacks seem to have any event on it, though, as all the magical spells Timador, Yrsa, and Stroop, leveled against it seemed to have no effect. Also, the Conjuration and Divination spells they attempted down here didn't even cast. The giant mushroom also was regenerating damage each round, and it was releasing mental attacks against party members whenever they were within 30 feet of it. Eventually, they had to pull back into the more coral-dominated portions of the cavern.

The session ended on Day 61, about 44 o'clock. (Next possible long rest would be at 55 o'clock.)


Session 30

The Company retreats back to the safety of the Ziggurat to rest and plot their next moves. Able to use his Divinination Rituals again, Timador casts Detect Magic on the few items they've been able to assemble on their latest venture, and then he casts Identify on the platinum ring found on the acid-scarred dwarf miner. The magic ring allows the wearer to, once per Eclipse cycle, to cast a limited form of the Expeditous Retreat spell, lasting for one minute. For now, it is given to the halfling Bard to use and attune to so that, when he needed, Stroop will be able to use his Bonus Action for ten rounds to take the Dash Action.

Since there are still several hours before they can all properly rest to regain their spells, Kime uses the extra time to raid the kitchen stores in the Ziggurat Commons Area to make barrels full of what she hopes will be fungicides, which can be used against "King Araumycos" to harm him or at least slow his new-growth regeneration. To this end, the Ranger mixes up solutions of sodium bicarbonate, rancid corn syrup vinegar, liquifies the pale yellow dried soap, and boils up lye from the wood ashes. The barrels are then loaded into the Portable Hole. Once the adventurers rest and resturn to the site of their last battle, Kime and the others dump the contents of barrels where they will cover the northeast area. (Earlier, Sagon sited a door). Once dumped, the runoff continued to flow down into the thicker blue patches where the giant mushroom creature last stood. Almost immediately after they dump the barrels, more mushroom and spore creatures--including a 15' high fungal behemoth, gas spore "bags," and a poison spore projector--come out of hiding and attack. The creatures are put down by a combination of melee attacks by the party and Timador's Earth Elemental (summoned above where Conjuration spells still function), and a well-placed Fireball, which burns away the fungal creatures.

Araumycos, though, does not make an appearance, so the party hugs the north eastern cavern walls, dispatches the stationary fungal "Roper" creatures stationed there, and reaches a pair of large stone doors. Viggo examines them and discovers they are locked using a simple metal bar slotted across them from the other side. Unable to summon Mage Hand, the Light Alf considers sliding his rapier in and trying to lift the bar out, but he knows that this will cause a clanging noise if he is successful. Timador though, has his Elemental phase through the stone and remove the bar and open the door. In the passage beyond, Stroop is able to make out the sound of metalic harp strings being plucked and a drunken voice singing and composing Fire Giant lyrics, which, after some starts and stops and corrections, ends up yielding the song:

Beneath the King, Hofgoði sings, brings order to the Thing
Then Warlords swing, what Blacksmiths bring, and Soldiers ordering
The center of society is slaving at the forge;
The tenor of its lava stream, is paving roads bright orange.
Hammer we raise in pride, up high, and anvil beat like drum;
without this heat inside, we die, and charcoal we become.
If threatened, we shield our hearts in steel; this, our foes must learn:
No Jötunn yields, his knees won't kneel; our nature is to burn.
All of Nature is Ours to Burn.


The singing is coming from Karlo "the Barely Enormous," a Dwarf Fire Giant guard, "just" ten feet in height. The guard is drunk on an algae and koji fungus brew and is rather despondent, his only friend, a young Hell Hound pup named Davorin. Karlo has been stationed here, essentially in an insulting/worthless position, guarding a remote passage from which there should have been little to no chance of anything ever needing to be repelled. As Karlo has failed at physically repelling these surface adventurers, he takes a different approach to his duty. Since the party had stealthily removed his gold-inlaid throwing boulders before revealing their presence to the giant, Karlo attempts to block their passage further inside by outright warning them of the Ettins and Fire Giants who lay beyond his post, knowledge of which gives the party pause, as they're not certain they're up for a fight against several giants. Karlo inquires if the surfacers have any wheat bread or sugar, and, after Sagon gifts the giant his cask of honey mead from the Portable Hole, Karlo warms up further to the party, and he relates how the Fire Giant Jarl beyond and above has been "dangerously stoking up the place" lately to create adamantine armor. From there, the conversation leads to discussions of sun-grown grains and the possibility of making the giant some fresh bread in the Ziggurat above. Lured into such a promise, while also not truly believing that caverns below him lead anywhere up, Karlo travels with them to the surface. Along the way, they battle with another spore bag, three animated bone clusters, and fight some coral creatures, which attack, after the Company direct the Fire Giant to smash some of the coral growing through the black portal so that he will have room to squeeze through. While Sagon is pounding on the largest coral creature, the rest escape up the coral mound into the Ziggurat.

While showing the Fire Giant that the Ziggurat does indeed lead up to the surface world, the group sight three large long ships to the west approaching the newly-formed island. Using his telescope, Viggo is able to make out that the three ships are flying the Svarta banner. The light alf also sees two other ships approaching from south east, flying Ölkenveld banners. They start immediately back up the muddy slopes to check in on the Silver Rose anchored below. And, as they reach the ridge and are able to look down, they see that the Lizard Man Kruesh is safely aboard and raising the Svartaland flag. At that point, the ground around them also begins to rumble and quake violently.

The session ended on Day 62, about 6 o'clock. (Next possible long rest would be at 23 o'clock.)


Session 31

As the newly-form island begins to quake and settle and/or sink, and as five ships approach them, the Red-Gold Company hurry down the rocky slopes and return to their ship, the Silver-Rose. Viggo has used his telescope to make out details about the approaching vessels; this, combined with the previous experiences of his fellow party members indicate that two of the three ships sailing from the west are the longship Meerpaard and ocean knarr, Meerveulan, military patrol ships from Fort Mouth. The third, a long, thin ocean-going knarr, carries the name Golf Snijder and is later found to have originated from Messersachs. All three have been dispatched to investigate the new island (and source of the recent flooding). Most of this is learned from the skipper of the Meerpaard, Will Paree, who speaks to the party through the mouth of a Pseudo Dragon ("Sgt. Rembrandt"), who has flown ahead to caution The Company from attacking either of the approaching Ökenveld ships (the Denizyilani and the Engerek).

This suits the adventurers just fine, and they begin sailing northward away, keeping their distance from the currently unstable land mass. Sagon spots a bat-winged creature flying from the east--a horned red imp. The Monk overhears some of the conversation exchanged between the imp and the psuedo dragon: Captain Paree insists that Svarta has a claim to the island (as a portion of it lies within their 9-mile boundary waters and some of its vattenpujke citizens have historically used the submerged Olmayan caverns here for breeding). The imp (Seaman Apprentice Uzun), speaking for Oramiril Niroop Simek, indidates that ownership of the new island is not a given and still needs to be settled diplomatically; and, in any event, gaining the new island (if any of it manages to stay above the water level) will not expand Svartaland's sea boundaries (as recently established in the treaty) any further into the Neutral Waters.



As these diplomatic matters are being discussed, the Silver Rose continues north and the Golf Snijder sails up intent on meeting up with them. The ranger Kime notices large steamy bubbles rising up between the two ships, and also something round and large--with six appendages--surfacing quickly. A giant dragon turtle bobbers up and blasts a 60' cone of scalding steam across the entire length of the Golf Snijder, dropping all but two of the 15 crew members. Sagon races across the deck planning on leaping on the turtle's back, but, as he sees the turtle's shell is blazing orange and a harmful heat is pouring off of it, the monk attacks more cautiously, but he is unable to stun the gargantuan beast. And, as most of the monster is protected by its massive shell, it is difficult for any of the adventurers to harm it with their melee weapons. Stroop, Timador, and Yrsa attack it magically, but some of their spells do not appear overly effective. The turtle exhibits a legendary ability to shake off and/or reduce much of the damage directed against it. Springing into action, Karlo the Fire Giant leaps onto the seas dragon's back and begins hammering on it and cracking its shell with his giant axe and great strength.

Kruesh and Viggo, meanwhile, are doing their best to sail the Silver-Rose away from the creature, who recharges its breath weapon immediately and scalds the crew of the Meerpaard after first swimming very quickly towards the longship. The Meerveulan and Golf Snijder crews manage to hit the turtle with ballista bolts, and several of the Meerveulan crew members launch arrows. Will Paree hits the dragon with a green beam of energy, which carves into the monster and does considerable damage. (Timador believes he's just witnessed a Disintegration spell in action. Yrsa then notes the cleric on the Golf Snijder also hit the turtle with a powerful dark necrotic spell, possible a Harm spell. And, the Ökenveld ships move in closer, but they are still too far away to join the battle. Eventually, through the combined efforts of all four crews of the Svarta ships, the turtle is slain and then harvested for its meat and internal organs.

After the combat, the various crews join together to discuss the new island, possible volcanic activity, treaties, etc. The Admiral of the Ökenveld lead ship awards Timador a platinum medal for his quick actions in Skywriting a warning to the islanders about the flood waters. Not to be completely shown up, the Captain of the Svarta longship also awards Timador a gold medal. And, when Yrsa boards the Golf Snijder to provide medical assistance, she discovers that the cleric of that ship is Birtingr Solstheim, the leader of a Freehet Cult who Yrsa once beat to death with a club when he was attempting to sacrifice her (in pre-Session 1 backstory). Solstheim says that [i]Raise Dead[/i] was cast upon him by a female cleric he was not familiar with, and he recovered in a hospital. He remembers some things about Yrsa and her brother Bran, and also mentions that it has been difficult regaining his old life back (his standing, wealth, etc.) but Solstheim insists that sacrificing a human was not the sort of thing that he would have ever done. Okay, then. Something felt very not right about this to Yrsa, but her Insight check into the man didn't indict that he was lying.

The Meerpaard and Silver-Rose then sailed to Sandburg, hauling the turtle carcass for processing and rendering. The Company then began the trek back to Kuststad to give Commander Holt their full report. On the journey, Kime, on watch, sees a couple of suspicious vattenpujkes approaching Lugna from the lake and climbing up the step cliffs of the Knife Coast--definitely entering the mining city using a "back way." The Company writes a note to the town's mayor and has Timador's owl familiar drop it in the townsquare to warn the city that something nefarious might be afoot.

Once back at Kuststad, The Company checks in with Holt, "The 'Tweens," and sells creature components to Grenhay Sumpers. Stroop and Karlo perform at the Milk Maid Tavern to thunderous applaus. Holt then assigns The Company to return to the new isle area to continue observing the ongoing situation there, which suits them just fine as the adventurers were hoping to return to the (now-submerged) Ziggurat and Stone Shape an airlock chamber around the shrine door entrance so that they would be able to re-enter the complex without flooding it. To this end, they consult with dwarfs who are in town renovating the basement of the Kuststad Mission. From the dwarfs they obtain plans, a water-proof door, and some building supplies.

Instead of returning with them to the island, Karlo decides to stay behind in Kuststad, where the people appreciate him and where he can possibly work for Holt. The rest of the adventurers and Kruesh return to what's remaining of the new island and make regular patrols around it. Under cover of the night, they work in the depths below building the new entrance. Once that is complete, they test it and reenter the structure. Everything seems to be as they left it, except the dark portal pool to the mushroom caverns is no longer open. The 10' pool is gone, and the coral mound that had grown up through it had been sheared off, apparently when the portal closed. However, below where the portal had been was some type of 10' round door, divided into four pizza-like wedges of stone. Between the four wedges were sheets of iron and copper. After clearing away about nine tons of coral, Timador was able to identify the door beneath as containing some type of Transmutation magic, which, when magical lighting is channeled into two center rings would cause the four wedges to push apart for ten minutes, opening the door and allowing access to a flight of stone stairs beneath, stairs that lead to someplace other than the mushroom caverns.

Session ended on Day 65 about 40:00. The Company can full-rest again beginning at 50 o'clock.


Session 32

Following the steep stairs down, the adventurers see that the passage leads through a stone arch into a larger chamber about 60' wide. In the middle of that room near to the southern wall, they briefly see a large stone owl figure perched on a pedestal in a fountain. "Briefly see," that is, because the room immediately clouds up with blinding fog. And, as they back their way up the stairway to the upper level, they hear a loud voice exclaim, "You are not the Master Vraspir. Quickly speak the pass phrase if you've been given it, else expect to be harmed if you enter within." There is also the sound of metal against metal, metal against stone heard within the fog. The Company keep wary and wait for the cloud to disperse. It does, and when they venture in again, a voice issues the same message, but this time there is no fog cloud. Stepping beyond the archway, they are confronted by two helmless-suits of animated armor, which have longswords and some type of smokey cloud faces. After the party defeats them by beating upon them and breaking the armor pieces apart, Timador notes that the stone owl figure detects of some type of Transmutation magic. Meanwhile, the monk, always in a hurry, heads east into a 10' wide hallway floored by a parallel array of metal bars and flanked by a partial wall of square pillars, which separate the hallway from north and south rooms (which is where "murder-hole" type guardsmen typically await with crossbows. Sagon shakes off some sort of gibbering, howling mental attack; the unsettling voices come from a stretch of green jelly oozing in a large trough beneath the barred flooring. And, at the end of the hallway, Sagon sees a robed figure pulling at a lever attached to the wall. A grinding noise is then heard, and the monk is just barely able to swing his staff at the robed figure before he runs off. The monk's attack, though on target, passes harmlessly through him. The fleeing figure leaps into a pit to the east, cries out in pain at the landing, then he gets up and runs further south out of sight.

Kime and Vogelfest and Viggo approach the bar-lined hallway and battle with more headless suits of armor and three Gibbering Mouther type masses of the green jelly, which, along with tens of floating eyes and biting mouths, has oozed up through the bars to lash out at them with hideous, toothy pseudopods. All three heroes shake off the Mouther's mental and chemical blinding attacks, but they take some brutal damage from Mouther bites and from crossbow bolts fired by the six suits of animated armor. Yrsa, Stroop, and Timador cast healing spells to reinvigorate party members and also ranged damaged magic to whittle away at their foes. Sagon finishes off the teh last of the animated guardsmen and Viggo's continuously-applied Witchbolt finally slays the troughed Mouther.

A closer examination of these first few rooms then yields the following: the stone owl has some sort of metal jewelry attachment on its forehead that appears to be missing a gemstone; the owl's head seems like it should rotate, but it is locked in place; the once animated armor now is little more than scrap iron, but the eight longswords and six crossbows the animated constructs employed in combat are still of high quality; and, despite the animated armor guards not having had flesh bodies, there is a nearby bed room with pallet beds enough for six humanoids to sleep, and a card table and two chairs in an alcove corner with a few coins and cards laid out as if a poker game had been interrupted.

The Company has little time to ponder any of this, though, as a large Earth Elemental glides through the wall near the owl fountain and begins attacking, especially intent, it seemed, on killing Stroop, who is repeatedly pounded until the Halfling bard drops to the floor unconscious. The rest of the party does what they can do to protect him and they attack the creature en masse, with Timador summoning up a smaller Earth Elemental to aid in the battle, which is over relatively quickly, but not without the party members have taken considerable damage. Still, after casting some more healing spells cast and quaffing potions, they decide to push on, exploring deeper into the complex to make the best use of Timador's elemental before his hour-long summoning spell elapses.

The tunnel south--where the robed figure disappeared to earlier--is essentially a long ramp down whose floor surface is covered with a slick of cooking oil. Skid marks seem to indicate that a humanoid may have slid down it. There are also some small, apparently harmless bats in the corridor circling about and/or clinging to the ceiling of the ramp tunnel. Sagon is lowered down the ramp while attached to a rope. At the bottom, he finds a sliding wall lined with horizontal spikes waiting to impale anyone who may have slid down the ramp. Next to the wall of spikes is a wall of padding. It appears that the figure may have slid into the padding and then moved the wall west to line up the spike trap. Timador's Earth Elemental just breaks and slides the wall, creating a narrow opening to the south while the rest of The Company repel down the rope. In the hall beyond, they find two adjacent prison cells. Also, the floor in the hallway is covered here by a layer of sand that seems to have gotten wet at one point and then dried and hardened. Some foot prints can be seen indicating that a humanoid passed over the sand, went around the corner west, then ran around another corner to the north. Also, in the first cell, the monk discover a robed individual who claims to be Vraspir's brother, and he beckons the adventurers to quickly let him loose before Vraspir frees the Lightning Elementals. This all turns out to be some type of delaying ruse or joke, and the robed man in the cell, Stroop determines to be an illusion. It's even more apparent he's not real when Vraspir's "brother's" conversional phrases start repeating. As this is happening near the first cell, Sagon and the Elemental scout the hallway ahead and discover a sprung pit to the north; however, as they stand at the southernmost edge of it, their combined weight springs open three other pit traps doors in the hallway beneath them. If anyone else had been in the hallway just behind them, they all would have been dumped 15 feet down onto the spikes. Each separate pit trap also contained two hungry ghasts. But these pitfalls and undead only momentarily delay the monk and the elemental, and the other adventures are able to easily pick off the ghasts. The monk then leaped over the northern pit into another pit just beyond, which was hidden by an illusion. But he's okay, managing to use his monk abilities to avoid falling in.

The area beyond, he finds, is a large, mostly spherically-shape room with an oily pool at the bottom just after the pit. A combination of winding paths, stairs, and ladders leads further up from the bottom of the bowl-shaped floor. Sagon also sees twenty two- to three-feet diameter silver balls scattered across the floors above. He traverses the paths up and sees two additional platforms higher up just beyond the rounded chamber. While Sagon is exploring ahead, the Elemental "ferries" the rest of The Company across the edges of the two pits. It is then that the monk hears an incantation being spoken from the platform above him. The whole room is then filled with a Freezing Sphere, and everyone takes considerable cold damage. The monk climbs the ladder and looks for the caster of the spell, but the wizard must be invisible. The monk then blindly attacks with his staff and kicking feet while Timador hits the whole area with a fireball. The invisible wizard reacts by casting Absorb Elements to reduce the fire damage to himself, and then, on his next action, he casts Animate Objects on ten of the silver balls. They hover up and fly rapidly, smashing their attacks against The Company. The monk, though, now knowing that the Wizard is just beyond an open secret door, attacks and kills him with a flurry of monk blows. As the frail wizard drops to the floor, Sagon sees the man inside the robes turn to snow and ice, which quickly melts into a wet puddle. All that is left of the wizard is wet robes and footwear, an arcane focus and a few spell components, and a book of Ritual Spells.



Timador recalls a very high-level wizard spell called Simulacrum, which a 13th of higher-level wizard might be able to cast to create a duplicate of any creature out of an ice figurine. Such a creature, if it is also a spell caster, would have the spell slots and known spells of the original target, although the icy double cannot ever learn new spells nor regain lost spell slots once cast. Still, even with just half the hit points of the original target, a Simulacrum can be quite deadly. And, the adventurers, who are now badly hurt and with their most powerful spells already exhausted, have to wonder if the real wizard and/or more creatures are also close at hand, ready now to easily finish them all off.

The Session ended there on Day 65 about 42:00. The Company still needs to wait another eight hours before they can begin a long rest to regain spells, so they are potentially in a world of hurt.


Session 33

After the battle with the simulacrum, the Company members regroup to plan their next move. Their discussion is joined by the ambient rattling of chains and the groaning of gears nearby: some indistinct scraping metal noises, which evolve into the hard stepping of steel sabatons onto stone. A set of doors to the southwest opens, and four headless sets of animated armor arrive to continue the defense of the complex. But, even with the adventurers depleted of most of their offensive spells, they shatter their foes. Not able to take much more, though, and unable to rest, they make their way through a secret passage back to the opening up into the Ziggurat. Returning to the Silver Rose, they inform their shipmate Kruesh of recent happenings. After resting, and it still being a couple of hours before sunrise, they once again dive into the waters of the Wimranda, ready again for further exploration of the sunken Ziggurat's subbasement.

Viggo's keen eyes and Timador's detection rituals discover Explosive Runes inscribed on the metal seals between the doors. So they and Stroop combine their Mage Hand cantrips to open the doors remotely. This springs a pendulum blade trap but the warding glyphs do not detonate until Viggo bowls one of the heavy silver balls through the opening. Inside the southeast room, they discover a comfy chair, chest, shelf full of crafting objects, and a mahogany table whose top is occupied by a large castle model. Some of the catle's structure is built up out of stacked gold, silver, copper, and platinum coins. Sagon and Viggo work to free a goosenecked Continual Flame lamp positioned as to provide light when working on the model. The castle gives off hints of Conjuration and Transmutation magics, as does the chest once the lead-lined lid is opened remotely using disembodied magical hands. Inside the chest, additional coins are stacked atop some type of pressure plate, lead-lined bottom not attached directly to the rest of the chest. After looping a rope around the chest, everyone backs outside into the 60' wide rounded room. The monk tries yanking the chest out of the smaller room. This sets off a wide-reaching magical effect, and the party members feel disorientated and queasy. The rounded room spins around them.

Next, they hear a loud chik, chik, chik ticking, sounding like the escapement mechanism of a gnomish clock. A loud gong rings twice. An unseen speaker gives voice, "Välkommen till Slottets Urverk," then it chuckles with an echoing menace. The party finds themselves "shrunken?"/"transported?" into the walled bailey of the stacked coin castle. As they shake off the nausea gained from traveling there, they notice the environment seems semi-finished, crude and hazy, as if brushed over with sloppy paints and poor illusions. However, the mechanical clockwork men-at-arms, who now turn to face them from their guard positions upon the castle's chemin de ronde above, appear real enough when they attack. The armored constructs move quickly and hack wildly with poleaxes or a spinning circular blade. Although these mechanical monks cut fast and furiously, they do not stand long against the party and Timador's Shatter spells. On the demolished body of the Clockwork Castellan, Viggo finds a "Visitor's Pass" card, and while the party maintains possession of it, they are no longer openly attacked by the inhabitants of the coin castle, but neither do they have free access to the rooms of the interior Keep.



Exploring a well near the barn to the north, they encounter a filthy construct who identifies as "Toshr." He offers to sell them from his cart of rags, bottles, bones, and scrap metal. But, beneath the waistcoat he flaps open, he also has an assorted of shiny pins, buttons, and even a gnome wristwatch, which Ursa pays him a 100 gold for. Toshr announces that he is legally authorized to search and claim anything that he finds in the castle's sewers and storm drains. He indicates a grating to the sewers, which actually seem to only lead into a shallow, wet pit. In the barn, Toshr tells them is stabled Timmehëst, the queen's riding horse. Timador draws up some well water and dumps it into the trough for the horse, who approaches and mouths it up.

When the party attempts an audience with the queen, the north tower guard who bars their way, says that he will check with her asking if she will see him. He returns shortly and informs them, "The Queen is tied up at the moment, and cannot meet with anyone." They party then tries the southern tower to speak with the king. The tower guard there inquires and returns with the mayor of the city, Burgmästr, who relates to them that the king is sleeping and cannot be wakened. Burgmästr, does, however, offer to show the adventurers to the more common locations within the castle. He does not stay long with them, but points out the chapel, the tavern, the Castellan's station, the stable, graveyard, and the king's coal mine. The party then splits; the monk visits the chapel and listens to the sermon of a priestess of Vhereum Steadfast, Stroop heads to the tavern to get a drink from the barkeep Kroogr, Timadar discusses accommodations with Jänta the tavern maid, and Yrsa has a lengthy discussion with Resr, who states that he is a "resurrectionist," who can lawfully obtain a body for her if she wishes ("for Science and such"). This body can apparently come in the form of a statute-like mannequin, something more fleshy like herself, or a zombie which Yrsa can control for 20 hours. Each is progressively more expensive in that same ordering.

When they search the entrance of the coal mine (following up on "The One Tavern Rumor," obtained by Stroop): "there must be trouble at the mine seeing how none of the workers have come up for lunch"), they encounter the boy, "Nipr," who offers to hold the mine shaft doors open for them. Alas, neither Nipr nor the party can open those mine doors without an authorized keycard from the king. They try again to see him, but he is still asleep. And being told that the coal miners may be in danger fails to motivate Burgmästr to try harder in waking him. "He hasn't been sleeping well lately," they are told instead. "Perhaps the Queen can rose him?"

Trying again to meet with the queen, they have no luck until Viggo makes his own luck (after Stroop casts Invisibility on the light alf, and Viggo sneaks inside and finds a hiding spot while the tower guard is questioning the queen. Then, when the guard returns, the rest of the party bombard him with noisy questions. So, Viggo sleaths his way inside the Queen's chambers. There, he finds her, literally tied up and gagged on her bed. A real-life Halfling rogue, who was sitting in a chair next to her reading a book, looks up in Viggo's invisible presence, and exclaims, "This isn't what it looks like!" Eventually, though, after some conversation, it appears this is exactly what it looked like. The rogue tied up the queen and has been staying in her room "as it has the best bed in the place." The halfling is Doldtro Karl, who's been in here a very long time. Supposedly once a friend of the Wizard Vraspir, Doldtro agreed to help the wizard test his coin castle trap, but the wizard never let him out of "this pocket universe, a realm somewhat tangental to Nirvana." Doldtro questions Viggo as well and learns about the rest of the party and whether or not they have the Purple Keystone. Viggo admits they do not. Doldtro explains it's probably hidden deep in the coal mine, but they need a key to get inside, and the King cannot be woken.

Disguising himself as the Lady Drottnina, Doldtro (who is an Arcane Trickster by trade) explains to the tower guard to let in the rest of the party. They then raise a gate providing them access to the king's throne room. There they find the sleeping Koongr, search him, but find no key nor are able to wake his majesty. But they do find, upon investigation, the King's "skin" bears a "spray-on tan"--except for a white band of flesh around his left wrist. Yrsa places her gnome watch on him and it rings and Koonr wakes up. Hearing about trouble in the mine, Koongr widely opens his mouth, and a key card extends out like a wide tongue. The card proves to open mine door and, while Nipr holds it open, Timador additionally inserts his door wedge-shape spikes to help prop them open. In the coal mine, they find the skeletal remains of the miners, and battle with a clockwork brass dragon, who has taken over the mine as his lair. At one point during the fight, the dragon was heating up as if it where about to burst into flames near where it had previously flapped the air full of a cloud of powdered coal dust. But Kime and Vogelfest hammered and clawed upon the dragon moments before it could flame, causing the fiery build up to instead escape out side venting as heated steam.

Within the dragon's hoard (most of which were just piles of painted props), they find a purple Amethyst Cobochon, which stinks of Conjuration and Transmutation magic. Doldtro explains that it must be fitted within the owl figure for it to open the gate but it cannot merely be placed there via a Mage Hand or even by Timador's Earth Elemental. The owl is designed to also feast upon the hand that feeds it the stone into its metal head piece. As such, the party subdues Resr and dig up his six graves, one of which contains a zombie and one a fresh body (a previous adventurer in mail armor) who has been kept cool apparently due to a sublayer in the crypt that contains Bitterwhite Ooze, a deadly creature that feeds upon decay, entropy, and and galactic motion. "Then," Doldtro explains, "it farts out waves of cold." Once the bodies are obtained, Doldtro cuts the hands from the corpse and zombie and uses his Mage Hand to control one of the severed hands to place the purple keystone into the figurine. As claimed, the owl opens the gateway and also swallows the hand. Doldtro then uses his Mage Hand to pluck out the Amethyst before Timador can do the same. The halfling, the party, and the clockwork horse Timmehëst (whom they've taken along) find themselves back in the room with the coin castle model. Doldtro says the purple keystone will also work in the Owl statue in the Ziggurat's subbasement to get them to an even deeper level.

The Session ended on Day 66, roughly one o'clock. The party can next long rest at 18:00.


Session 34

After returning from the Coin Castle realm, the Company completes a short rest and heals. As Doldtro has been gone for 50 seasons, but it doesn't feel like it has been that long for him, they send Viggo and Sagon up to the surface to check in with Kruesh. It appears to be 2:00 or so on Day 66 as expected, so Sagan returns with that news. As it is daylight now, Viggo remains aboard the Silver Rose in case anyone is closely watching the ship. Viggo and the lizard man will keep up appearances and continue their scouting mission on the surface, sailing the knarr around the two remaining potions of the new island, the rocky cliff areas near where the Ziggurat is submerged and the upcropping near the pujke egg caves. Meanwhile, below, the adventures complete a long rest and swap information with Doldtro Karl. The Halfling explains to them that he first met Vraspir when the geomancer was disguised as a young elvish wizard. Vraspir, already an established wizard, apparently helped to form a new group of adventurers near Hartewald, the Svarta capital. Their group included Doldtro Karl (the rogue), Varee Vareesson (Dwarf fighter, former coal miner), Sweet Willaim (Druid), Deevar Lightkeeper, priestess of Vhereum Steadfast, and Vraspir (in his elf girl disguise as Alflin Jal). They explored together and faced a variety of dangers, and Doldtro noted that the elf girl Alflin, had always been "lucky," always managing to "stay up" when some of the others dropped in combat. Eventually, the Wood ELf druid, Sweet William, left the group when he learned that his wife had died while he had been off adventuring. It was about that time that Vraspir dropped all pretense of being low level and revealed himself as having been a high-level wizard, steering their actions. He then took complete control of the group.

The three remaining members of the group continued working for Vraspir, who paid well, funded and controlled their group resources (including shared magic items), and sent them on various missions and quests. Doldtro says that one of the magic items (held as group treasure) was a Bag of Holding he felt that he owned. The bag normally held the other magical treasures between adventures: a Ring of Expeditious Retreat (used most often by Varee), a Rope of Climbing (used by Deevar), a House Figurine of Wondrous Power (used by Sweet William, which turns out to be the Clockwork Steed that was stabled in the Coin Castle), and an Elvish Cloak (worn by Alflin). Doldtro wants the Bag Holding and offers to split the other magic items with the Red Gold Company if they manage to retrieve them together. Doldtro knows where the Bag was normally stored between missions.



Once they are fully rested, Doldtro uses his Mage Hand cantrip to manipulate one of the severed zombie hands to place the Amethyst Cabochon into the Owl statue near the entrance to the upper level of the Ziggurat. Beforehand, though, he warns them not to position themselves in the stairwell leading up as "the northern opening will seal as the southern opening opens." The owl activates, rotates it's head 180 degrees and lights shine out of its eyes against the stone wall. A layer of stone dissolves away, revealing a layer of metal behind it, which also dissolves to reveal more stone, which also dissolves. As this is happening, similar layers build up along the northern wall. It closes as the other opens. Doltro warns not to remove the purple keystone, as it needs to be in place to keep the doors in this configuration. Doldtro then hurries down a new tunnel system and stairs that leads south, switches back to the north, then swings south again. The monk Sagon keeps up with him while the Wizard Timador commands his owl familiar to keep watch over the owl and keystone. Yrsa, Kime, Vogelfest, Stroop, and Timador then make their way down into the new level.





At a corner a hundred or so feet down, Doltro removes a large framed picture, which he explains shows Ley Lines that Vraspir has mapped out in the Wimranda Lake region. Timador knows that Ley Lines are concentrations of magical energies left over after TheWorld was recreated. The locations of these magics can effect certain other magic cast near them, and they are also locations where the passage between one realm to another can more easily be accomplished.

Doldtro removes groutless bricks from the wall behind where the framed picture rested to reveal a metal container with a hindged "dooggy door" like opening. Reaching inside, he pulls out three small bags of coins but cries out angrily, "That rotten bastage took my bag of holding!" The hobbit squeezes and crawls inside the metal box thumping at the bottom, sides, and ceiling. He knocks free several sheets of vellum which contain Vraspir's wizard notes for when he developed many high-level spells, including "Secret Chest," "Private Sanctum," "Teleportation Circle," "Transmute Rock," "Wall of Stone," "Arcane Gate," "Create Undead," "Instant Summons," "Programmed Illusion," "Sequester," "Simulacrum," "Teleport," and a unique 1st-level spell called "Faerz'ress Frá-vera," designed to allow spell casters to cast Divination and Conjuration spells in the presense of normally restrictive Faerz'ress concentrations.

Doldtro becomes upset and does not particualrly want to explore further. But it is also made clear that a body they found in a previous adventure was probably that of his drawf friend, Varee. The Red-Gold Company found a Ring of Expeditious Retreat on a dwarf's partially acid-dissolved body. They travel further down a spiral staircase and then a 200 foot shaft into a small room whose door is barried with a tough "timber" of Zurkhwood mushroom stem. The door, once opened, proves to be a door that the party spotted earlier when battling "King Araumycos," that giant mushroom guy who was imune to their magical attacks. Returning to the room, it's decided that Timadore will climb further back up the shaft away from the Faerz'ress, where he is able to work a conjuration spell. He summons an Earth Elemental to smash a back entrance out of the chamber so that they can move about the cavern without having to walk immediately into combat with Aramycos. Once accomplished, though, they discover that possibly Aramycos is dead, for several huge chunks of stone from the ceiling appear to have fallen upon him when the island started quaking and sunk. A stream of large ants has also been tearing apart and hauling away portions of the gray brain- like undermass where Aramycos lived among the blue mushrooms. Also, the area where Kime dumped the barrels of her make-shift Fungicide appears to have never recovered afterwards. Thus free to more thoroughly explore the cavern, the Company does so and locates a skeleton wearing a rusty set of scale armor. A rope is found with the body, and it has not suffered any decay. It turns out to be a Rope of Climbing, and Doldtro determines the armor to be of the sort that Deevar the cleric used to wear. Yrsa is prepared to ask questions of the dead, but Doldtro says that he has no wish to disturb the cleric, and suggests instead that they locate the remains of Varee, whom he was closer friends with, so that they can question him about the Bag of Holding. The group ponders the five questions that will be asked of Varee's remains. And, from him, they learn that Sweet William had the Bag of Holding (apparently he came back to work with the group), Varee last saw Vraspir 15 seasons ago, Vraspir had told them that he trapped Doldtro in the coin castle because the halfling was stealing from them, Vraspir's plan was to build a trap to capture a Quarut (one of the Inevitables) that was chasing him, and that Varee would like his remains to be buried near the Kentacii coal mines.

Returning to the guard post where they met the "Barely Enormous" Fire giant, Karlo, they find that some of the cavern ceiling has collapsed here as well, but the guard post was also rifled through, the mattress to the bed slashed open by a big knife and searched. Beyond the guard chamber, which seems to have been deliberately constructed to block off the fungal cavern, the party finds large stretches of winding tunnels and caverns of various sizes. There is evidence of life here among bioluminescent lichen: rats, bats, and possibly small humanoid creatures, all of whom scamper away if approached. The smaller shafts with their tight bends and rapid changes in elevation could take days to explore and map out. They head instead down the larger tunnel south that could accomodate a Fire Giant-sized creature. The tunnel dries out considerably as they go, and soon, temperatures are well over 100 degrees Fahrenheit. In a largish cavern, they discover fencing that pens in a small herd of dwarf muskoxen, about 4 foot high at the shoulders. Someone, like giants, is keeping them here as cattle. Not finding a nice secret back door to a giant treasure room, and not particularly wanting to battle with Fire Giants who may have recently forged adamant weapons and armor, the party decides to held back to the surface, where they can remove the purple keystone and block off this area until to explore later (or possibly never).

The boat ride home is fairly uneventful. They do make a quick stop at Sandborg to have a chat with the vattenpujke druid Chjell Knusari. They fill him in on the (now) likely stable condition of the two raised portions of the Olmayan reef area. The pujke egg caverns are probably safe again, but teh druid is warned that fire giants or worse may arise out of the submerged Ziggurat is it is disturbed and tinkered with. Timador has cast a couple of Arcane Lock spells on the outer doors to prevent easy access. The Druid suggests further that he can have some of his people disguise and bury the Ziggurat with rocks and silt so that it will not easily be found. After that, the company returns to Kuststad and makes their report to Commander Holt. Doldtro catches a ship to the mainland and plans to head west to bury the remains of his pal, Varee. Before that, though, the Company sells off the spoils of their adventuring, settles accounts with Grenhay, and divides up the treasure between them and Doltro. And Yrsa had ossuaries made for Varee and Deevar's remains. Finally, as they await their next mission, Timador meets with the local Mystics to discreetly exchange spell information and to start research into who this Vraspir person might be. And, before they left the Ziggurat, the Company "accidentally" lost a few pages of a journal detailing how a group of adventurers (fake names prominently mentioned) had found the Ziggurat and accomplish much to thwart the evil wizard's wards within.

Next session should pick with the new season.


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