The Savage Tide

The Crab Continues Squeeling

The tide had turned again and again. Locke finished his personal melee and re-entered the general fray. After a fierce fought battle, we prevailed.

William Nystram put down his portable hole and we put the bodies of the skinwalkers in so we can recover their magic items later. Time is of the essence as the horn sounded earlier will bring reinforcements.

We perform a quick search of the plaza.

  • Collapsed Ziggurat – communal living area -
  • Columns (8) – They were deific representations -
  • General Information – This plaza used to be used for a ritual purpose.
  • Undamaged Ziggurat -
    • One of the room is used for communal quarters
    • One was used by the female skinwalker
    • Similar state of disarray – scripts carved and chiseled.

We split the party – Pearl, William and Locked stayed to translate what they could of the carvings while the others continued surveying.

Pearl and William deciphered some of the scripts – it is similar to the previous site that depicted.

  • Reference to Kala. For further reference, see Rumble in the Jungle
  • The person that carved them was most likely agitated. It is like a complaint or rant. Who or whatever Kala is, granted the name ‘Achcauhtli’ a favor that took ‘Enkai’ away from the carver. The excerpt contained a phrase or suffix of ‘white’ in regards to ‘Achcauhtli’.

The other group looked in the pit and found the remains of Olman things – blood stains. Notes found in the runic script indicates that Olman deemed not worthy to become skinwalkers were used as entertainment.

At this point, the outside group went back to the group trying to translate and indicated we needed to leave.

We determine to head off trail north east trail blazing. We pack ourselves onto Seaweed Jim’s back while he is in Giant Crab form and his druidic powers greatly reduces the trail left.

About 10 minutes after we leave the clearing, we can hear the cries of the reinforcements arriving and finding the carnage we left behind. A minute or two later, we hear a difference in the calls that are being made. They are using bird calls and other calls for long distance coordination. At about 15 minutes, we hear a sharper call indicating they found something.

We prepare an ambush for those following us to defeat them in details.

Graven asks William to identify the items on the female skinwalker.

  • Lesser Metamagic Rod of Empower – Assigned to Graven
  • Amulet of Mighty Fist +1
  • Headband of Charisma +2 – Assigned to Atl
  • Ring of Protection +2 – Assigned to Atl
  • +1 Keen Olman Axe – Assigned to Atl
  • +1 Large Wooden Shields – Assigned to Atl
  • 16 Magic +1 Olman Axe
  • 16 Magic 1 Olman Tlahui’tol Bows (5 Str Mod)
  • 16 Magic +1 Large Wooden Shields
  • 1 +2 Olman Axe – Assigned to Pearl
  • 1 +2 Olman Large Wooden Shield – Assigned to Seaweed Jim
  • 1 Masterwork Instrument -

We finish prepping for the ambush. Four skinwalkers move into our ambush. We made short work of them. We sweep their bodies into the portable hole then prepare in case there are more incoming.

Graven uses some farsight magic to see a large party of skinwalkers coming towards us (approx 20). In the other direction, green energy extends between two trees. Pearl thinks it’s a portal off of the Plateau. The party moves through the portal.

On the other side of the portals…there is a jungle with blocks of stone that are eroded and crumbled. It is a grove and in the center is a stone basin with some clear liquid in it.

William summoned a hut to block the portal from this side. Pearl tries to use the basin to possibly close the portal and succeeds. Locke notices some of the trees in the area moved. One of the trees addresses in Olman “They have seen our struggle, but you were surrounded.” They wanted to know our purpose. We told him we wanted to eliminate the source of the evil on the Plateau. He told us that we could this this site to recover from our days ordeal.

Locke introduced himself and asked how to address him. He replied that they normally did not use names, but we could address him as “Verdant”. We ask several questions about when we leave – making sure we protect the grove. Verdant would prefer to send us back through the portal and does not want to reveal where this grove is.

Locke attempts to barter for additional support. Verdant provides an Acorn. It is a contact for Verdant. Locke has to bleed on it to bond to it. (Like Spectral Hand, it won’t heal. Taking 4 points of damage.) Locke can send out a non-specific notice asking Verdant and potentially open a gate to us. Caveats, not in combat and Locke should drop it if it looks like he’ll be captured or killed to sever the bond.

Other bits of information:

  • Verdant fills in additional details on our map
  • Some additional locations are:
    • There is a fourth Ziggurat structure
    • There are two other clearings with statues
    • There is one other village
  • We have killed mid-forty. Verdant says that is most likely under a quarter of their total number.

The party will loot and identify the items we captured.

Loot breakdown

  • 84 +1 Magic Weapons
  • 41 +1 Shields
  • This will be a total of 104,500 when sold which divided by 7 is 14,928.
  • Reminder, we can buy things from Clarrisa at 75% book cost

What is left

  • 1 Ring of Protection +2 (8,000 gp each)- Assigned to Atl
  • 3 Headbands of Charisma +2 (4000 gp each) – 1 is Assigned to Atl
  • 3 Amulets of Mighty Fists +1 (4,000 gp each)
  • 2 Rings of Protection +1 (2,000 gp each)
  • 1 +2 Olman Axe (8,000 gp each) – Assigned to Pearl

(Note to Rick – Robes of Arcane Heritage – Clarrisa cost is 12,000 gp and add Dispelling Cord for an additional (factored) 1250 gp)

The party discussion is to hit the third village and then return to Farshore to covert our plunder.

Verdant relays that the third village is like an inverted Ziggurat. It is one place that they process captives.

(Note to Rick – Dispelling Cords from Magic Item Compendium for bonus to dispel)

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The Crab Squeels

Graven looked out into the village, unable to see the archers in the distance. He was able to buff himself before four arrows flew through the air towards him. With a bit of a warning, the rest were able to prepare for the onslaught before it happened. Seaweed cast a wall of air to prevent the archers from succeeding, frustrating them and forcing them to move down from their ziggurat perches. Seeing them head into the wilds, he then used his olman magic and cast true seeing, expecting to not see anything and cast a wall of thorns to protect the party from the archers coming from the sides. Instead, his eyes went wide with fear and he yelped out something about being surrounded as he shifted into crab. Seaweed quickly cast his wall of thorns to give the group coverage from the immediate attack of skinwalker stalkers.

With the defenses laid out, and each member having sufficient warning to protect themselves, the attack swung quickly in favor of the small group. This was short lived, though, as from the pit in the middle of the village arose a female skinwalker. She proceeded to start her onslaught on the group, while her men scaled the trees and leaped over the wall of thorns. The archers changed their tactic and instead headed straight for the pathway, to cross through the wall of air in order to shoot that the party while their compatriots meleed.

With William having taken a great deal of damage, the female skinwalker throwing her spells, and things looking very grim for the group, Pearl cast a spell forcing her to stand perfectly still while singing a single note. The sound was enough to paralyze the skinwalkers, though the female resisted. To keep Pearl safe, William cast a spell that encased her in an ethereal prison that only allowed sound through. Taking advantage of this, Graven performed a coupe de gras on one of the skinwalkers next to him.

Even though the female skinwalker eventually dispelled the song, it was enough of a tide turner to give the group hope. However, there was still the sound of a horn in the distance that kept getting closer. Just after the song was dispelled, Stieven charged from further down the path to engage several of the skinwalkers.

Feeling recharged with the shift in the battle, the group took renewed effort to deal with their attackers. However, it seems as if the day was not all that in favor of the group succeeding, as from the depths of the pit something horrific took flight. It was a Vrok. The creature took a few moments to gather its bearing before it decided to descend on the group.

In an attempt to deal with Pearl’s invulnerability within the ethereal tomb, one of her skinwalker attackers began beating on the cage. He was not alone, however, as from just past the wind wall stepped the skinwalker wielding the horn. The bardic skinwalker took Pearl as a target, and assisted with destroying of her prison. Once freed, she thanked the bard by casting hold monster on him, dropping his bardic song and denying his companions the benefits.

Several skinwalkers fell to the might of the group, but even as they started to win, the Vrok’s presence was distracting. Finally, the Vork took flight and headed towards the group to engage in melee. Pearl, in a panic, attempted to cast hold monster on the Vrok before it could do serious harm to anyone, and was stunned at the success.

STOPPED HERE!

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Rumble in the Jungle

The heated fighting continued. Graven Urthadar got to William and was able to fan a spark of life back into William Nystram. Seaweed Jim in a giant crab form, floated up to the flying, female skinwalker to engage her. After we dropped the female skinwalker, Stievan Silver ensured she would never arise again. We were victorious over the skinwalkers.

  • 13 Magic +1 Olman Shimalo’koi Wood Swords
  • 13 Magic 1 Olman Tlahui’tol Bows (5 Str Mod)
  • 13 Magic +1 Large Wooden Shields
  • Lesser Metamagic Rod of Empower – Assigned to William Nystram
  • Amulet of Mighty Fist +1
  • Headband of Charisma +2
  • Ring of Protection +2 – Assigned to Elyas Jetables and put Ring of Protection +1 back in the party pool
  • (Ring of Protection +2 from first female skinwalker assigned to Pearl and put a Ring of Protection +1)

We search the village. Seven tree huts and a central tree hut. Seaweed Jim doesn’t notice the Violet Fungus as he searches a hut. The central hut is carved in Olman like scripts.

Some key things we were able to pull out of the carvings:

  • One of the runic symbols comes up over and over again – roughly translates as a name – ‘Khala’
  • The tone the name is referred to is obsessive and zealous, almost fanatic. None of the party recognizes the name.
  • ‘Achcauhtli’ – symbolic name for chief
  • ‘Enkai’ – female pronoun – teacher
  • ‘Nulonga’ – comes up once – in a ramble – a name – Pearl recognizes hearing the name before – When we wear dealing with Totaniuh, he said there was a fall out in ancient Thanaclan, there was a traitor who imprisoned him – that was Nulonga.
  • References to some of the things done on top of the ziggurat – ritual torture, flayed, then lit on fire. The magic skin is then thrown on top to fuse it.

It was getting dark and we were deciding on where to camp. We found a place off trail and Elyas and Seaweed Jim left a false trail. William summoned a hut for us to camp in.

We set watches:

  • Seaweed Jim and Elyas
  • Locke, Pearl, and William
  • Graven and Stieven

During second watch, I heard a soft howling from beyond our hut. I woke the party and opened a shutter to look beyond. A ghost (specter) of an Olman floated 18 inches from beyond the window. I said to him “Honored Elder, how can we lay you to rest?” He replied “Free me or make the pain stop.” Out in the forest, four more forms float. He hisses out again “Free me or make the pain stop.” Graven reached out and touched him with a power and the tortured look changes to one of peace and he fades away. The four specters rushed form the woods focused on Graven, calling out “Free us or make the pain stop.” Graven irradiated positive energy to lay them to rest and a fight ensues. We were able to lay to them rest. Those not on watch returned to rest and we completed the night.

We headed back to a previous four way fork and head north to circle around the area we probably put on high alert. The hidden trails aren’t as concealed, it looks like they aren’t rehiding them. We come across the non-hidden path that goes back to the beach. We head east along it back towards the beach. We come across another village. Seems they had non-audible alarms spells in place.

WE STOPPED BEFORE COMBAT BEGINS

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Lake "Not So" Placid

We battled the mega crocodile. It did it’s best to eviscerate Seaweed Jim. I kept pouring negative energy into it. Graven kept pouring healing into the group. William peppered it with spells. Stieven nicked it with crossbow shots. We vanquished it in the end and took a tooth from it’s mouth as a token of the this eight, unknown legendary beast.

We healed up and continued to Taboo Isle and the beach on the eastern side. It’s been overcast over the Central Plateau since we’ve been here. We found several hidden trails and took a southerly one. On an offshoot trail, we found a duck blind that gave a good lookout post on the south eastern part of the island. No one was there, but we found sign of occupancy within the past day.

We continued westerly, Seaweed Jim realized that someone was coming down the trail. We gave chase and beat the skin walker down.

  • 1 Magic +1 Olman Shimalo’koi Wood Swords
  • 1 Magic 1 Olman Tlahui’tol Bows (5 Str Mod)
  • 1 Magic +1 Large Wooden Shields

Traveling on wards, we came to a ziggurat in a clearing. No undergrowth seen. We ascended to the top of the ziggurat. The top had signs of use. There was an alter with manacles which is in the middle of a fire pit. It appears it is used for ritualistic torture. It doesn’t seem to have been used in a week. We looked around the top, but could not find an entrance. From the top, we can see two other buildings far off in the distance else where on the isle. We climbed back down and searched around the area. We found ruins, but no tunnels into the ziggurat.

We got back on the trail. The trail comes to a small clearing with a cross roads of trails. It appears to be a maintained clearing. The trail continues west and there is a north-south trail here as well. There is a statue in the middle of the clearing. It is a stylized demon lord – perhaps Demogorgon – standing 30 ft tall. Compare to the rubble around us, the status is crude in comparison and more recent in origin. Rituals have taken place here…perhaps yesterday…20 to 30 people.

We took the trail to the south and found another observation post. It had one skin walker guard that we defeated. We then returned to the cross roads clearing and continued west. We came to another cross roads clearing. There is a second statue here. We head along the southern trail, we find a fork. The fork continues west and isn’t as hidden. We continue south and come to an open area at the coast. There are fragmented ruins that take up 400-500 feet in the open. There is a skin walker lookout and we take him before he can light a signal fire.

  • 1 Magic +1 Olman Shimalo’koi Wood Swords
  • 1 Magic 1 Olman Tlahui’tol Bows (5 Str Mod)
  • 1 Magic +1 Large Wooden Shields

We returned to the fork and headed west. This trail isn’t as concealed as the others we have been on. We come around a corner and find a native village of skin walkers. We could see six to begin with and we moved in to silence them. Six more came out of the huts over the course of combat. The fighting got fierce with the six new comers using bows to target spell casting. A female skin walker caster entered the fray and targeted William with an mentally enfeebling spell. He was able to shake it off. As the battle progressed, I changed my tactics to counter spell her. She changed her tactics to pounce the flying William and she eviscerated him.

WE STOPPED AT THE END OF THE ROUND
William died and landed on the ground.

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Visit to the Central Plateau
All is not as it seems...

(DM note- this roughly marks the start of Chapter 7: City of Broken Idols)

Excerpt from Locke’s journal:

We landed near the Grand Causeway and headed up to the Central Plateau. We traced the river as we searched for signs of civilization or of Noltus, Cleric of Pelor. He may be at the City of Broken Idols, also known as Taboo Isle here. Seaweed Jim had used some magic (Lay of the Land) to find points of civilization on the Plateau.

First, we made our way to Mantru and found it deserted, disturbingly so. Near the shores of the lake, four smaller Coatl’s conversed with Pearl and Seaweed Jim. We bore witness to the passing of Umlot, an Olman holy man of Quetzalcoatl. In turn, we were granted answers to some question by Umlot’s spirit. After Mantru, we made our way to the other sign of civilization.

We had made it into some mounded hills before realizing it was the settlement. We had found the The Pelorian Encampment. We made contact with the Lizardfolk and explained that we were searching for Noltus. That eased their fears and we began to converse. The main Lizardfolk person we dealt with was Rissashtak “Rock Hard”.

Noltus and a band of Lizardfolk returned to the village. Elyas noticed something odd about the dog companion of Noltus. The dog expanded into a huge, ape demon thing (Julajimus, “Eater of Children”). I started to battle it. Noltus took on the visage of a demon – Maurezhi. Is he a false Noltus or has he been changed somehow?

The rest of the Lizardfolk that accompanied the demon-Noltus began attacking the villagers and us. They seemed to be some kind of demonic skin walkers. One of them, a female, flew up into the air and cast a spell on me and I remember little from that time except that I battled for my life.

Sometime in the midst of combat, I regained my mind and used my arcane arts against one of the skin walker’s and the ape-demon. William Nystram fell under the strikes of the ape-demon. Graven healed him from deaths door, but the ape-demon noticed and struck William down again.

My companions and I fought through and defeated the skin walkers, demon-ape and female skin walker. Noltus-demon teleported away after I landed a telling blow. The female skin walker survived as she had been laid low with non-lethal damage.

Loot found:

  • Ring of Free Action (Ape) – (Assigned to Sir Stieven – He added a Ring of Feather Fall to pool – assigned to Graven)
  • 6 Magic +1 Olman Shimalo’koi Wood Swords
  • 6 Magic +1 Olman Tlahui’tol Bows ( +5 Str Mod)
  • 6 Magic +1 Large Wooden Shields
  • 1 Ring of Protection +2
  • 1 Headband of Charisma +2
  • 1 +1 Amulet of Mighty Fist
  • 1 Lesser Metamagic Rod of Empower (Assigned to Locke until Graven is available to discuss)

After consulting with Rissashtak, the rest of the Lizardfolk are planning to leave the area.

Graven used some innate powers to raise one of the fallen Lizardfolk.

Sir Stieven determined that the female skin walker was not salvageable and performed a mercy killing.

Rissashtak believes the demons have taken/killed Noltus so they will head back to the lowlands. Sir Stievan composed a letter of introduction for the Lizardfolk. He directed them to head to Farshore and his intent was for them to be taken in by the church there. We have asked Graven to perform a sending to Farshore and ask someone to meet the Lizardfolk at the wall.

We traveled with them until evening time and camped with them. The Lizardfolk were cautious and concealed our passage as we traveled.

At camp that evening, Rissashtak shared what knowledge he had. We made plans for the next day.

Early the next morning, we sent the Lizardfolk off on giant eagle’s that Seaweed Jim summoned to speed them on their way.

We crossed to the shore where Taboo Island. Seaweed Jim enabled us to walk across the water. On the way, a titanic leviathan struck from the deep.

Note: Graven cast Freedom of Movement in first round.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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