After returning once again to the keep, where they discovered that their guests had moved on, the adventurers were attacked by a cluster of piercers. The armor and dexterity of the party members allowed them to avoid most of the living stalactites, who turned out to be very easy to deal with as they moved agonizingly slowly and had no limbs with which to attack. Whiff!
After clearing the decks of these pests, the party investigated the southern beach. They found a set of nine drowning pits and were ambushed by a horde of ghouls. The ghouls acted scarily and made ineffectual moaning and groaning noises, but didn’t actually hit anyone as they were burned, sliced, stabbed and smashed. Whiff!
A short investigation yielded no treasure, so the party moved on. A fog had arisen on the western beach, and there were shadows moving in it. Aria cleared some of the fog only to come face to face with bugbears and reavers who had set up an ambush, but alas, did not surprise anyone. The one-eyed shiver that leads the gang was able to cast several spells before his demise, with his Thunderwaves doing considerable damage. Otherwise, the reavers and bugbears were able to act menacingly and cause the party to bring some heat, but really, they were largely ineffectual too. Whiff!
Using the key they had found on the shiver, the party unlocked the iron gate to the west, and Sytarii and Reyroris took the opportunity for Sytarii to practice his lock-picking skills.
Then they started exploring the rooms to the northwest, first finding the bugbears filthy lair, then the shiver’s alchemical lab with a disassembled Water Weird tank. Ganus was able to successfully reassemble the tank… it remains to be seen if it will actually hold a Water Weird tank. Still grumbling about his misfortune in the brewery, Reyroris was somewhat appeased now that he had a Water Weird backpack, albeit an empty one.
Heading back to the Sea Hag’s area of the temple, the party went north. There they found an abandoned, smoky, smelly kitchen. And the gong. Sytarii really wanted to bang the gong and face the ginormous dragon turtle, but the party talked him out of it and continued on. Phew.
This lead them to bridge over the canal that ended at a large pair of stone doors. Ganus spider-sense tingled and he searched for magical traps. He was rewarded with the discovery of a Glyph of Warding, which Aria promptly dispelled. Whiff!
After an elaborate foray into the chamber, Reyroris returned to warn the party that there were lizardfolk and a dangerous looking priest by an altar inside. The party formed a battle plan and went in. Executing their plan with efficiency, they moved into position, only to get half drowned in a tidal wave and pelted with an ice storm. A difficult battle ensued. With the arrival of two Crushing Wave Priests who quickly eliminated the magic user, Aria. With her spike growth dispelled, the lizardfolk were free to engage in melee. As were Reyroris, Telfid, and Taban. With spells raging around them, they battled the lizardfolk while Sytarii, Ganus and the unconscious (but stable) Aria were in the rear. Sytarii used Ildon’s crossbow to great effect and then ran in, only to be felled by a lizardman. Ganus put one of the now wounded priests to sleep, while the other faced off with Reyroris, who, ignoring the danger in front of him, cast his last spell and lobbed it at the head priest. This last-ditch effort was sufficient to kill the priest, who turned into a puddle and drained away, leaving behind a very nice trident.
Sytarii ventured a little further, through the open door the priests had entered by, finding their clean and organized bedchamber, but little else. Ganus, not wanting to get his robes wet, sent Splashy into the canal looking for interesting things. Sytarii followed suit and sent Bubbles the other way. Bubbles found nothing of interest, but Splashy found an underwater tunnel that led to a grotto. To heck with his robes, Ganus jumped in and had Splashy pull him through the tunnel to the grotto where he found a small hoard of treasure, including some coins, scrolls and the missing dwarvish library.
Out of spells, hurt and tired, the party settled in for a long rest to recover. Alas, it wasn’t meant to be. Their sleep was troubled by fitful dreams of the water cult and a Destruction Orb heading for Womford. The nightmares continue as the cultists explode the orb, causing torrential rain and a devastating flood that drowns or washes away the livestock and the citizens, and destroys many of the buildings. Even the Bargewright Inn is affected, suffering significant damage and losses in the flood. Nightmare visions of the Flying Hippogriff and many other boats being tossed to and fro as the river roils and rages through the docks harry their sleep. With clear images of lifeless bodies being washed into the river, the party awakens, not at all refreshed.
Alas, our tale pauses here, to be continued next week.
|Character||XP||XP So Far||Level (To Advance)||Treasure|
|2080||11458||5 (14000)||Wand of Magic Missiles (attuned)
‘Splashy’ the Water Weird and BackPack
Scroll of Tidalwave
Scroll of Vitriolic Sphere
|2080||12887||5 (14000)||250 GP gold ruby ring
Potion of Giant Strength
Weird Tank (Empty)
|Sytarii||2080||12070||5 14000)||+1 Dagger, “Reszur”
Potion of Diminution
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
|Taban||2080||10661||5 (14000)||Drown (+1 Trident and more – see below)|
|Telfid||2080||12367||5 (14000)||Scroll of Lesser Restoration
Potion of Fire Resistance
|Unassigned Treasure: Library of Dwarvish Tomes|
A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
Water Mastery. You gain the following benefits while you hold Drown:
- You can speak Aquan fluently.
- You have resistance to cold damage.
- You can cast dominate monster (save DC 17) on a Water Elemental. Once you have done so, Drown can’t be used this way again until the next dawn.
Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a Devastation Orb of water (see the Devastation Orb description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn.
Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to part with anything that’s mine.” In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.