The Savage Tide

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.

View
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.

View
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.

View
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

View
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!

View
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)

View
Temple of Taboo Island

Synopsis of the last session

We investigated the inverted ziggurat. It was well trapped and Seaweed Jim’s summoned Bullette’s triggered them. Since the skin walker did not aggressively attack us, we retreated and returned to Far Shore.

Returning to the island, many of the trees were dead. The skin walkers are on the offensive and killing the sylvan groves. It’s estimated that it will take about a week for the skin walkers to find the central grove. The skin walker hunting groups seemed to have two casters with them.

Some of the areas of the islands are desecrated and the treants portals can’t reach into them. We ported as close to the north west corner as possible and approached the last ziggurat.

Graven used clairvoyance to survey the ziggurat. There are several Olman prisoners, several skinwalkers, and a demonic looking pirate. Beyond the ziggurat, along the mountainous wall are 5 to 6 large stone figures.

In rescuing the prisoners, we had a vigorous battle with the skin walkers and the demonic pirate. He using sniping tactics and could fly. Eventually, the party drove him off. [He used dimension door to make his escape.] We released the prisoners and used a treat portal to rescue them. We found a ledger and investigated the pyramid. Used to be dedicated to Tlaloc. The eye of Tlaloc was dropped from here into the the Aboleth city in the Underdark below the island.

One of the prisoners had a seizure and when the came out of it, proclaimed that they wanted to come with us. He was meant to go with us and help us bring things to an end. His name is Atl.

Loot from the battle:

  • 4 Olman Bows
  • 7 Claw Bracers

After retreating through the portal, we asked Verdant (the treant) to allow the prisoners to stay there. The ledger (written in Abyssal) discusses how many sacrifices were made and some accounting of shadow pearls.

Entries over one year:

  • 160 sacrifices
  • 23 of which are special sacrifices
  • 44 shadow pearls sent below
  • There are check marks beside each shadow pearl except for the bottom 9
  • Note: We have dealt with 8
  • There is a two month break before the most recent entry and the entry was from several weeks ago
  • Our theory is that they production of shadow pearls has started up again in some way

We did not take much time and proceeded back through the portal to advance on the temple.

The Temple of Taboo Island

The entrance to the temple is set into the mountain wall and a pair of 15 foot tall stone doors. To either side are several stone statues of an ‘honor guard’. There is a residue of magic on the door – it appears to be the residue of the activities taken to taint the area.

Stieven tried to push the door open and failed. Pearl examined the doors and realized the hinges have been removed.

Refresher on the Stone of the Sun and Moon

  • Three deities pictured
  • Non repeating patterns around the edge
    • 11 Moons, 12 Suns, 13 Stars
  • Originated in the ruins of Thanaclan

Graven looks for secret doors on the outside with Stieven while Atl is looking to go to a fluid form and see what’s on the other side of the doors. On the other side, Atl detects a foul stench. Advancing in, he activated a trap where several poisoned spears shot at him. He retreated back to the group and told us of what he saw.

Graven detects a secret door near one of the stone honor guard statues and returns to the group. Locke takes the lead through the secret door. 200 feet down we pass through a second secret door into a room with a passage south. In the center of the room is a model ziggurat, 4 foot high with inscribed Olman runes on it – “May the blood keep safe the flesh”.

William, Pearl and Locked gave blood sacrifice into the ziggurat model. There was a secret door in the north wall that revealed a boulder when William cast knock to open it. Proceeding down the southern corridor, we set off a trap, magic in origin that probably would have caused the boulder to roll down this corridor.

We found a room with a wooden altar with blood on it. A blood trail led to a secret door. Behind it were stairs that led down to another secret door. Water covered the bottom two steps and we decided not to open the door at this time and returned above.

We proceeded east and found the entrance area Alt had found earlier. We moved north from a four way intersection. We came to a 50 ft wide, 60 ft high room with a pit dominatingvk the room (15 ft deep) with a 5 foot ledge around the edge of the room. Liquid and body parts litter within the pit. Locke noticed something moving in the liquid and fired a magic missile into it. A mound of body part rose up and started climbing the edge of the pit. A fight ensued. After a few tense minutes, we defeated the critter and it lost cohesion. Graven nearly died within it’s bowels, but we killed it before it could absorb him.

We then proceeded south past the four way intersection. We entered a room with 4 columns. Walls have carvings all over them and the floor has hundreds of flat copper rings. The rings are carved with runic symbols. Pearl picked one up to examine it. They were used in divination’s. We collect all 350 copper rings. Further south is a large room.

The room is a large circular room with bas relief carvings. There are three 7 ft tall statues and 3 circles carved into the floor. There is a large magical presence in this room. Perhaps the key of the Stone of the Sun and Moon.

  • Ingrained in the tile of this room are 3 rings of 16.
  • The three statues are dressed similarly. Seven ft tall – Olman in visage with scepters. There are some. Western has a Sun. Eastern has a Moon. Southern has a Star.
  • Spheres -
    • Smooth Brown Stone – Olman Rune – Star
    • Olman Rune – Sun
    • Olman Rune – Moon

We move the Moon, Sun, and Star stones clock wise based on the quantity of symbols around the edge of the Stone of Sun and Moon. The room is filled with swirling wind, a shaft of daylight covers the Western statues. A beam comes down of glittering light onto the Eastern statue. Finally, a third column of shimmering stars alights on the Southern statue.

We receive some divine wisdom.

In time of need, weapons can be turned.
In time of need, wind will down the wings of evil.

In Unison:
The Bow of Macutotnal, Hero of the Olman, Use It Well

The light fades and a bow remains. It is named ‘Nimbus’. Pearl takes the bow.

The bas relief around the edge tells of Olman battles against land worms. Flightless dragons with death curses. It tells of the Olman hero, Macutotnal. He managed to unify all the tribes. His achievements managed to gain the favor of the divine. Three god’s separately thought to gift him a bow. Since he knew taking one over the other’s would offend the others, so he refused. Quetzalcoatl was impressed and combined the three bows into one as a gift to him.

Returning north, we take a western passage that goes on for a while then terminates in a room. A dozen man sized niches occupy the north wall with some honored remains. There is an exit to the south. We don’t take any of the jewelry adorning the bodies and head to the south.

The hall turns west and ends in a door. There is a dusty room with an ornate pedestal on the far side with several items arranged on it. A statue of a hideous two headed monster – not Demogorgon. While similar it is different. The arms are tentacly, but end in claws. An acquatic god. Perhaps a Kopru version of Demogorgon. There is a door in the far wall of the room.

The items on the pedestal – five ivory sticks (rhythm sticks), 3 small bowls (inlaid with gold filagry), crumbling bamboo flute, remains of a feather fan. No magic is detected. We took the items and smashed the aquatic Demogorgon statue. As the statue was smashed, we seemed to be the target of a curse that the party managed to shake off.

We exit through the door to the west and continue on looping north then back east then north again. Stieven and Locke fell through a weak portion of the floor. The area we land in is flooded with water – 4 ft of water. It appears this is an ancient interrogation chamber. There are about 40 ft of weakened floor. Seaweed Jim changed into a large Air Elemental to shuttle the rest of the party across.

Heading north, we come to the remains of a make shift wall. There is a man sized hole through the wall. The rubble was on the other side of the hole. There are stairs up. At the end of the passage is a large chamber – 60’ tall. There are skin walkers present (4 with weapons). There is fading daylight seen at near the roof. There are stairs ascending on the north and south side up to a balcony.

View
Within the Temple off Taboo Island

As we entered the room, the skinwalker guards shouted about intruders. Turns out there were eight more on the balcony with bows. A robust fight broke out. Part way through the fight, a beam of black energy emitted from an eye hole in a stone face set above where we entered and struck Seaweed Jim (Enervation). Seems there is a female caster skinwalker behind it. Seaweed Jim was in an air elemental form and had changed to a gargantuan whirlwind. He sucked up six of the skinwalkers and swept them up into the chimney. Shortly after that, a great ape in elven chain mail burst into the room to join the fray.

The melee continued and it has looked quite dire. A second female caster skinwalker joined and then an elven skinwalker joined too. A stonewall by Graven and a icewall by Atl kept the second female skinwalker from joining the fight for a bit. Sir Stievan fell under the concerted blows of the ape, elven skinwalker, and one of the female skinwalkers. Graven was able to heal Sir Stieven before he succumbed to his wounds.

View
Battle Royale in the Temple

The battle with the Elven Prince Skinwalker and the two female, caster skinwalkers continued fiercely. The shear damage output of the the Prince was impressive. At Elyas’s request, Sir Stieven tried to knock the Prince out but unfortunately the Prince succumbed to his wounds.

William was able to dispel the flying effect on one of the female casters and then Sir Stieven took her down. The party ganged up on the remaining female skinwalker to bring her down.

We loot the bodies of the fallen and prepare the Princes body to be transported. (Toby will list the loot later) We take a quick look around the area, but we are feeling very winded and want to return to recuperate as soon as possible.

There is a chamber to the south (roughly 30 by 40 ft) with a large heap in the middle of it. A pile of tiger fur. There is a wooden trunk. There are wooden shields of an Olman nature as trophies hanging on the wall. William is able to open the trunk. We took the trunk and the shields. This was a chieftain’s room.

  • There is an old, religious bronze mask with lapis lazuli and malachite on it. It has a beaten, skull motif of the Olman god of death Mictiantecuhtli.
  • Scepter
  • 2 gourds (potions)(magical)
  • Pipes (magical)
  • 9 Ivory statues – 1 ft tall – patron themes

Beyond the North side door is a room that looks like it was used as a ‘barracks’. We search the room.

  • Pouch in the bedding piles – shards of obsidian in it and an amethyst gem

Beyond the middle door is a similar room. Close to a dozen would sleep in here. We do not find anything.

Beyond the third door is a grizzly sight. Many human skins decorate this room. There is a stone in the center of the room and a battered coffer. There is a trunk in here too. There are religious writings of Demigorgon. The coffer is lined with fine fur. There are 4 chalices made of gold. Graven is very interested in them. The trunk has 5 colorful, feathered cloaks with ivory clasps and 6 gold bowls. We take the interesting items and burn the skins. After burning the skins, Sir Stievan and Graven say prayers for the fallen.

Pearl uses magic to detect secret doors and found two secret doors. One of them leads to behind the stone face. In the observation room, we find a hidden trap door. Sir Stievan and Locke use a crow bar to open the trap door. It has not been opened in a long time. It drops down 20 ft. We decide not to proceed for now. We camouflage the trap door.

We examine the other secret door. There is a short hall (40 ft) that opens up into a chamber. (15 by 20 ft) This is an observing point with a peep hole and levers. It looks out on the west side of the island to a harbor with canoes with out riggers.

On the way out, Locke was struck down by a symbol of death. Sir Stievan was able to bring him back from the brink of death. His brush with death left one of locks of his hair white.

As we head down to the docks, a huge eel like, malevolent creatures rises from the water. Seems the creature is using illusions to mislead us, but it’s origins are demonic.

During the fight, the demon left the water and flew up to William. Sir Stievan flew up to it. It seemed to be able to quickly dispel magic and dispelled the flying affect on Stievan. We drove the demon off and we leave the island. Once off the island, we use the portal to go back to the grove.

Loot

  • Enkai’s Rod of Wrath – Empower – Investable – 0 is Lesser – 1 is intermediate – 2 is Greater (Assigned to William)
  • Belt of Str +4 and Con +2 (Assigned to Sir Stievan)
  • Girdle of Fangs – (Assigned to Seaweed Jim)
  • 12 – +1 Magic Spears
  • 12 – +1 Magic Bows
  • 12 – +1 Large Wooden Shields
  • +2 Axe
  • +1 Magic Bow
  • +2 Ring of Protection
  • +2 Headband of Charisma
  • Lesser Rod of Empower (Assigned to Atl)
  • Lesser Rod of Empower (Assigned to Pearl)
  • +3 Ring of Protection (Assigned to Graven)
  • +2 Ring of Protection
  • +4 Charisma Headband (Assigned to Atl)
  • Gorilla – 2 x Elven Chainmail – Has to be repaired first
  • Unholy Amulet of Mighty Fists +2 & Natural Armor +2
  • Battle Augments – 2 x Hand and 1 x Jaw apparatus – Masterwork Weapons – Magical – +1 Human Bane
  • Amulet of NA +2 (Assigned to Stievan)
  • Amulet of NA +1 (Assigned to Atl)
  • +3 Elven Chainmail (Assigned to Locke)
  • Belt of +4 Dex and +2 Str (Assigned to Pearl)
  • Cloak of Resistance +2 (Assigned to Atl)
  • Potion Gourd x 2 – Cure Moderate Wounds (Assigned to Seaweed Jim)
  • Pipes of Pain – Fascinate people – Anyone that was fascinated takes damage
  • 4 x Chalices – 500 gp each (Assigned to Graven)
  • 6 x Gold Bowls – 200 gp each
  • 5 x Colorful, Feathered Cloaks – 50 gp each (One assigned to Atl, Seaweed Jim, William, Clasrrisa)
  • 1 x Bronze Mask – 1100 gp
  • 1 x Ritual Scepter – 1450 gp
  • 1 x Bag of Gems – 55 × 10gp each (Obsidian) & 5 × 100 gp each (Amethyst)
  • 9 x Ivory Status – 70 gp each (Not selling – sharing with Jakarta)
    • The Forsaken
    • The Lost
    • The Chief
    • The Protector
    • The Maelstrom
    • The Void
    • The Muse
    • The Warrior
    • The Tempest
View
Return to the Temple of Evil

The party identified the magic items we found and parceled them out. We sent some of the party members back to town with Elyas and his Prince’s body to return to his body to his people. They returned to the grove and camped for the night.

We use the grove portal to return to the island and trek back in. On the way we encounter some giant bug creatures. We re-entered the temple through the secret door we used to enter the complex. From there we proceeded back to the secret room with a covered hatch that led down. (There are 4 ways in total to go down.) Sir Stievan’s coin was removed from secret door with stairs, but not from the open stairs.

The bodies have been moved slightly, possibly checking for survivors. Looking down, there is a 5 foot shaft dropping about 60 ft down. It opens out into a large room. 10 ft statues, about a dozen in number litter the room (50 ft x 50 ft x 20 ft height) There are puddles in this room.

The statues are the heroes of the old Olman and the creatures they defeated. We start exploring the room and William seemed to set off some sort of trap. A gate fell and four of the statues in the corner’s animate and attack us. Pearl determines they are clay golems of some sort, have a vulnerability to the spell Disintegrate, and immune to any spell that has DR.

After a brisk fight, we defeat the four clay golems and use magic to search for secret doors. None are detected. The room was searched in antiquity.

Down the hall are three 2 ft wide tunnels that go off in slightly different directions and declination to a liquid source of some sort. We proceed past them and plan to investigate later. As Seaweed Jim passes the tunnels, a transparent pseudo-pod attacks him. This is an underground, ooze creature – it acquired a yellow, orange tinge – ochre jelly. Most jellies do not have a DR, however, slashing and piercing attacks will cause it to split and are immune to electricity. We poured a bunch of a damage at it to defeat it.

William shrinks us and we investigate the middle tunnel. After twisting and turning it opens out into a water filled hall. There are four tunnels continue to the east. The hallway goes north and south. We continue through the tunnels while the reduction magic is upon us. The tunnels converge into a chamber. Back at the hallway, we follow until we come to a door, we proceed through it. We come to a well with steam rising from it. Beyond we got to a door that took a good bit of strength to open…and then we realized there was water behind the door. A wave of water headed towards us. (Pearl was around the corner)

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.