Mysteries of the Moonsea - campaign log
December 3
- We returned to Melvaunt. After a brief period of relaxation, during which
Kara cured Ranjar's weakness, we visited Ublyn to report.
- Ublyn asked us to investigate Theoderus Stoneblood...
"He's a recluse who almost never leaves home. He arrived in Melvaunt about a year ago and bought a small plot of land just outside the city. Built down into it rather than on it; aside from the dome that shelters the stairs down in, there's nothing to be seen from the surface."
"Customers who want magical enhancements put on their weapons do business with him, though. They leave the item, a note saying what they want, and a payment in a strongbox on the surface. Apparently a chute leads down into his home somewhere, though it's not a big one and probably won't make for easy entry."
"He has a lot of contacts in the community, especially among the weapon-makers and magical types. So you'll need to be prudent. Killing him and looting the place would be really unwise."
"In the last little while there've been rumors that some of his enhancements haven't worked correctly... and people've gotten hurt. And what's more, some of those faulty items have had sigils on them. Very familiar-looking sigils."
"So it seems as though Theoderus may be involved in whatever is going on, but I can't be sure of how or why. He's a dwarf, or very good at faking it. He isn't seen in town often, but he's been seen occasionally."
- We asked more questions - whether Theoderus employed an architect to make
his home (no), whether he hires somebody to bring food (unknown) - but didn't
find out anything of much use. Eventually we headed out to find his plot of
land as described.
- Camping for the rest of the day and overnight, we found that nobody
approached.
- We considered the possibility of sending Isek down the chute. Kara asked
for an augury, but Ilmater's response was to warn us against that option.
- Giving up, we tried knocking on the door; no response, except a magically-created message telling us to go away and leave a message.
- Eventually we did just that; returned to town, then wrote a message
including a picture of the brand and asking for a meeting. The meeting date
was tomorrow at noon...
December 10
- Theoderus didn't show up... but an apparent acquaintance of his did. A
flying creature, halfling-sized with humanlike features, popped out of the
chute. He introduced himself as Nyz.
- Nyz appeared not to have complete knowledge of Theoderus's work but
seemed to believe it unlikely that he would have been producing the branded
weapons (although we didn't really narrow this down).
- After a while, he asked
if we were hardy adventurers; we foolishly answered in the affirmative. He
disappeared back down the chute for a short time then returned, leading us
toward Jemel Ganza's warehouse.
- We reached the warehouse and Jemel filled us in.
"There're four things down there, two weapons and two sets of armor. A longsword and dagger, and a chain shirt and suit of studded armor."
"One of my smiths apparently brought some friends over after a night of partying, and they decided to stage a duel with the things. In fun only, not a real duel. Only once they put the things on, the two of them went berserk."
"Since then... things have started to creep in. Theoderus wanted it kept quiet, and it has been, but I want those items out of there so that I can use my storage again."
"I shouldn't need to say this, but don't handle the things. Whatever curse they have is probably still active. And other things have crept in down there. It's got to be the curse."
(We asked what kind of things.)
"I'm... not sure. One of the workers thought he saw a green, worm-like thing. None of them wanted to go down again after that."
- We followed Jemel into an area of the warehouse which had been emptied of
goods. He pointed us to stairs that led down, then left and locked us in for
safety. We headed downstairs into a square chamber with two passages out, one
of which had caved in ages ago. The eastern passage was clear, so we took that.
- The passage turned north, with three smaller tunnels out east into storage
chambers that had been set up as emergency shelters for the smiths. We searched
them, finding a blue-sigiled dagger in one - and two shadows that lurked near
it. After defeating the shadows (a battle which severely weakened Ranjar) we
put the dagger carefully in a sack without touching it, and proceeded.
- The main hall opened into the southeastern corner of a large, partly-natural
cavern. Again it had been emptied of goods.
- Nyz suddenly spoke up, saying that he knew a secret; Theoderus had helped
design a secret room in the southern wall, a section of wall that can spin
around to allow entrance. It is worked by a panel and can only be opened from
the outside, so somebody had to wait for us.
- After some discussion, we decided Myriam would wait outside. Kara was first
to go through. She found a small rectangular room, with a satchel abandoned
on the floor, some old barrels... and two green, wormlike tentacled beasts
of the type we'd encountered in Vorbyx's Watchpost.
- Meanwhile, those of us outside saw the room's previous occupant suddenly arrive with us!
A cloaked, leather-armoured humanoid with red-glowing eyes and dessicated features.
December 17
- Kara handily defeated her opponents, while those of us outside took
only a little more trouble finishing the wight. (Isek was weakened by its
touch [1 neg level].)
- Inside the room we found two of the items we seek - the longsword and the
studded leather - loose by the crates, leaving just the chain shirt to be
discovered. The satchel held two labelled potions (spider climb, neutralise
poison), a bag of gold, a small owl carving (magical), and a note.
- While Myriam's Detect Magic spell was running we sent her in to check
the room. A flagstone in the centre emitted some kind of earth-related
magic or unnatural essence of which Myriam was unsure.
- We dithered, unable to find out what was there, until finally we were
leaving the room, with only Ranjar left inside. As Isek was spun out, he
caught sight of a horrific creature that emerged from beneath the stone...
- Kara and then Isek hurried back in, but Ranjar quickly got caught up in
the creature's maw, his body limp after a massive chomp. Our attacks were
futile against the beast and all seemed lost... Kara tried to turn it but
it only made a strange face...
- ...and then appeared to be having stomach problems. It spat out
what was left of Ranjar and finally also vomited out the missing chain shirt,
before sinking back into the stone. (Perhaps her turning had some effect
on the cursed shirt.)
- With Kara's immediate assistance, Ranjar was saved; and we now had
all four items. We left the area,
gave Nyz the sack of cursed items to return to Theoderus (with a promise that
he'd meet us later), and reported to the warehouse owner.
- He gave us enough gold to pay for Isek's restoration spell (and a little
more), so we got
that handled. Ranjar needed recuperation time; the rest of us headed over to
Theoderus's place. The elusive smith still wasn't there, but Nyz appeared and
volunteered to answer questions.
- What are the sigils and why did Theoderus put them on his items?
- "A, umm, secret benefactor gave him the sigil designs and asked him to put them on... some things. So he tried with those items first. I guess it doesn't work too well on weapons and armor, though."
- Does this benefactor have anything to do with the slaves who were similarly cursed with this mark?
- "Weellll... I think that's what they wanted Theoderus to put the sigils on at first! But he's an item-maker, so that doesn't make any sense! All this trouble from those guys, after what happened with..." Nyz's mouth shuts with an audible pop. "Umm, not that that really matters anymore. I mean, theres's this situation now, right? And, umm, you're saying that people have these marks too? Oh, that doesn't sound good..."
We then remembered to check the note in the satchel, which had the sigil image
at the bottom, and read:
Break into the Four Quarters Warehouse and seek out a secret room in the caves below the main floor. There you will find four items bearing a mark like the one found at the bottom of this page - a longsword, a suit of studded leather, a chain shirt, and a dagger. Bring them to me at the temple. -J.S.
- So, this "benefactor"... would his or her initials be J.S. by any chance?
- Nyz's eyes go as wide as melons - metaphorically at least, and he lets out a tremulous, "Oooohhhh... that's a bad, bad man! He's the one that the bodies were given to! The four bodies from the warehouse! The ones that put the items on and duelled and then... dropped dead! Theoderus wanted them got rid of quick-like, so he gave the bodies to Jonah Strake! He's... umm... not very nice.
- Who is he? I've not heard the name.
- Uhh... count yourself lucky! He's one of those Loviatar types and has a building all to himself at their temple! I... umm... think I'd better go now. I don't want to run into him, that's for sure!
- So, is he the one who asked for the sigils to be used to begin with?
- Umm, no! But if they're doing what they're doing then I'm not surprised that he wants them! Bye!"
- He vanished down the chute and we returned to town.
January 7
- We visited Ublyn to discuss events. He hadn't heard of Jonah Strake, but
told us it shouldn't be too hard to ask after him - the temple is open to
the public. He did warn of rumours that the temple is working towards a
major dark ritual.
- An easterner who was apparently familiar with the backlands of Thar had
told Ublyn about a hill with two caves like the one in the mural of the
fake tomb of Vorbyx.
- It's east of the false tomb, northeast of Melvaunt just
north of the Glister trail, and is occupied by ogres and orcs.
- Oddly, although
the creatures are involved in raiding, the ogre chief supposedly likes to
welcome guests. This is partly for status and partly connected with some
old ruins under the fort they occupy.
- Ublyn thinks the easterner might have some ulterior motive in giving
this information, seeming rather interested in the old ruins and claiming they
were connected to Vorbyx.
- Ublyn gave us a map sketched by this stranger that indicates the hill.
- We asked after the slaves we had freed. Apparently most have now returned
home to Mulmaster. Examination of the brands hasn't revealed much except that
they are difficult to remove, being some strong magic. (The slaves were
originally branded back in Mulmaster before being put on a slave ship, which Corwyn's
pirates had attacked to steal them.)
- We decided to visit the temple to see if we could find anything about
Jonah Strake, the brands, the other branded slaves (the ones who were sold
before we freed them, which Ublyn suspects the temple may have bought), or
this upcoming ritual.
- Returning to the inn, we found Ranjar not sufficiently recovered to venture the temple. However, he'd encountered a friend of his, Theondrin, a big, tall man wearing armour and a greatsword,
and recommended this person as a stand-in.
- After we rested for the night, Myriam identified the owl figurine and found it was a Figurine of Wondrous
Power (Serpentine Owl). Once per day it can turn into an owl and head somewhere
to scout out the place, in telepathic contact.
- This settled, we set out for the Resting Place of the Whip after hiding our
Ilmatari insignia.
- A guard on the main gate let us into the complex without trouble and
pointed us toward the wing that Jonah Strake commands, while mentioning that
he wasn't accepting visitors. The guard seemed mildly disgruntled about this
situation. Regardless, we proceeded to the indicated building, which
fronted away from the main temple area.
The structure itself is some seventy or so feet wide, and about two thirds that long. A large pair of double doors sits squarely in the center of its front face, surrounded by two low, wide stone steps... and guarded by two warriors in spiked banded armor, and equipped with swords and shields. The guards are positioned directly in front of the doors, which are closed.
The black stone offers only one set of windows on the left flank - and they're barred and shuttered on the inside. And by barred, this means with metal bars - also covered with spikes, these ones wickedly curved and twisted.
- Isek tried to convince this guard to let us see Jonah, saying that we had
a business proposition, and handing them the picture of the brands as a message.
But the guard refused to take it and told us, again, that Strake wasn't accepting
visitors.
-
We continued around the temple grounds, finding nothing of interest. Theondrin
ventured into the main hall when the others (Ilmater faithful) did not wish to.
By asking a priest he managed to confirm that
Jonah Strake commanded that wing of the temple and had been ensconced there
for a while. The priest also seemed discomfitted about Jonah... perhaps a
little jealous. 'He hasn't even been holding services for his followers this last while, nor have I seen them about.'
-
We left the temple grounds, considering whether to leave the owl to watch
those who entered or left Jonah's building, whether there was some way to get
it inside the building through that shuttered window (which is just out of
sight of both sets of guards, as long as we're careful), or whether we should
take some even more drastic action.
January 21
- After some discussion, we decided to use the owl to keep watch overnight.
Nobody of any interest entered or left, but there seemed to be two guards
stationed inside the building as well as the two outside. There was no
access from the roof.
- On the next day we asked again for Jonah, who still wasn't available.
We then went around the corner and, with the aid of a couple of Silence spells,
broke down the window and got inside. The room within was only a meeting room
with one door.
- We opened the door and one of the guards walked in. Theondrin bashed him
and a battle ensued. Shortly after, a second guard ran toward the fight. They
were tougher than expected. We managed eventually to defeat the first one and
were starting on the second when it seemed that more might be arriving from
the outer doors...
January 28
- Isek's attacks did little more than distract the second guard, but Theondrin
promptly ran him through. Kara gave some healing to the two most injured and
we prepared immediately to ambush the next pair, with alchemist's fire, magical
and weapon attacks.
- The ambush was highly successful, severely injuring one guard who Isek
finished. Theondrin's brutal attack promptly dealt with the other; he pulled the corpses inside and shut the door to (slightly) reduce
evidence, although the noise and explosions had likely alerted the main
temple.
- Isek rushed to the inner door, intent on damaging whatever preparations
had been made for the upcoming ritual. It led into a short corridor, painted
with foul scenes, and an east-facing door; Isek yanked this open, then hurled
himself backward to avoid a magical explosion.
- The door - or what was left of it - led into an expensively decorated
bedroom. Ignoring its contents, we ripped open a closet door to find behind
it a short hallway leading to a downward spiral stair.
- Passages from the bottom led west and south. The southern passage was lined
with cells, two of which were occupied by blue-branded slaves. They told us
Strake had the key - and had just dragged off one of their compatriots, further
down the passage.
- We continued. The passage turned west. Halfway along, we opened a door to
the north, finding beyond it a rectangular room. Dead bodies were stacked
around the walls and a recently-mutilated corpse sprawled in the centre, a
blue brand visible on its ankle. Strake wasn't there, so we kept on.
- The passage turned north, eventually joining the passage back to the
stairs. From that corner, however, a much larger rectangular chamber opened
up. The southeast portion was curtained off and we could hear chanting behind.
Preparing briefly for another inadvisable assault, we hurried in and Isek
sneaked up to yank the curtain aside.
Jonah Strake, armored in laquered black plate armor with cruel spikes, over which he wears a ritual robe. He is chanting a reanimation spell over the dead body of the fourth missing slave, which is splayed out upon a blood-crusted altar of obsidian. Four twisted creatures, their skin deathly white, hands clawed, and eyes aglow, stand in flanking positions around him, bearing witness to the ritual.
And now they're all very much aware of you.
- Theondrin charged in, knocking Strake from his altar, and the battle
began. Strake was quickly dispatched in another mighty attack from Theondrin
while the others battled wights. We eventually defeated them, Theondrin and
Kara being drained once each by their attacks.
February 4
- We looted Strake's body - finding keys along with two potions (later
identified as Cure Serious Wounds and Barksin), a wand (Hold Person/7),
a scroll (not something we wanted), a magical cloak (Resistance +1),
a magical ring (Protection +1), and some gold. His magical mace was
obviously cursed to our touch, but we took it anyway, wrapped in the cloak.
We also took his plate mail (+1).
- Freeing the slaves, we returned to ground level and got them some proper
clothing from Jonah's wardrobe. Then, at Theondrin's suggestion, we simply
walked out of the temple complex by the main gate - a blood-streaked appearance
not being all that unusual in the Resting Place of the Whip.
- Nobody chased after us as we headed back to Ublyn's shop with the two
survivors, although we knew the deed would be discovered before long...
- Ublyn took the rescued slaves in hand, planning to send them off in the
same manner as the last lot. He gave us 1,500 gold for our troubles and
agreed with Isek's opinion that we should leave town for a few days, suggesting
we follow up on the hill that resembled that shown in Vorbyx's fake tomb.
- After getting Restoration spells cast, and picking up some pearls so Myriam
could identify the loot, we headed out of the city fast, departing through
cold weather on the Glister trail. When the items were identified (as above)
we shared them out, smashed the unholy mace to pieces, and continued.
- On the third day out, fog came down so thick we had to sit it out in camp
so as not to get lost. The fourth day brought us to an area scattered with
ancient bones, some of which promptly reassembled themselves into a pair of
skeletal trolls. We defeated these fairly promptly, finishing with a fireball
from Myriam, but not before Isek had taken significant damage.
February 11
- After Kara did her healing thing, we continued, eventually reaching the
promised hill-fort.
You sight the hill in the distance. It's unmistakably the one depicted on the tomb wall, but the tomb wall neglected to show the fortifications which seem to have been erected across its surface. A stone wall some fifteen feet high looms near the hill's crest, with a sealed wood-and-iron gate at its center. Two large caves can be seen plunging into the interior, and two large figures - ogres, most likely - can be seen patrolling the wall itself; the occasional glimpse of smaller occupants can be made out by the sharp-eyed among you, though you're not sure of their race.
- We decided to camp for the day, just out of sight, then send the owl in
to spy come nightfall. The owl spotted a couple of dozen orcs in the fort,
with two ogres patrolling the wall. Inside the wall was a mound of old, broken
items - crates, barrels, a couple of wagons, and even a catapult.
We didn't send the owl into the caves, but expect there are more inhabitants
there.
- Having rested until morning, we went up and Kara introduced us at the gates,
without giving away our purpose. The ogre who watched seemed to be under the
impression that we were 'here about the seal' and said that Dagryg wouldn't mind that. He opened the gate enough
to let us in.
- We were led up a ramp toward the higher cave - the only path in - and
learnt from conversation along the way that lots of other people had come to see
the seal, which was a 'pretty green thing' but nobody had managed to open it yet.
We suspected a connection with the broken jade obelisk that had let us into the previous cave...
- The cave turned out to be worked stone, rather than natural, and perhaps
ancient. A wide hallway led to a T-junction beside a close door. We took the
left passage, which turned north where a stairwell continued down and to the
west into a smaller hallway with three doors. The ogre led us into the
southernmost room, living quarters with crude beds and mismatched furniture,
but fairly clean.
- He told us not to wander about beyond this hall, and that
Gywahier was staying in the third guestroom, with the second being empty - and to expect a feast that night. We discussed the situation a bit then settled down to wait for evening.
- After feasting with Dagryg, we discussed the situation, saying we would
try to open the seal. He mentioned a threat that we might need to deal with
first - a cave, too small for ogres, that leads down to a little lake which
has a 'snake-creature' and her 'smelly lizards'. He also said that we
could try to open the seal, as long as we didn't disturb the ogres' treasure
which was also kept down there.
- We agreed to head down to the lake and take care of this monster, and
Dagryg led the way.
February 18
- We passed the ogres' treasure chamber and entered a narrow one-person-wide
passage downward to the lake, emerging onto a wide stone beach. From somewhere
in the lake, we heard a voice accusing us of being the ogres' tools.
- After a discussion with the naga, we received the offer that - instead
of defeating the naga so the ogre would let us into the seal - we could defeat
the ogres so the naga would... something. This not being particularly enticing,
we ended up making a move and they - the naga, hurling deadly fireballs from an island distant in the lake, and a group of troglodytes under her command -
attacked.
- Isek and Theondrin fought against the troglodytes while Myriam and Kara
suffered under a rain of fireballs, Myriam returning fire (literally) with some
of her own. As the naga entered the throes of death, however, and as Isek
and Theondrin smashed through the last troglodyes, the naga's final fireball
blasted into Kara. The cleric's existing wounds left her unable to withstand
its force. Kara fell to the ground, in an instant reduced to no more than a badly-scorched corpse.
Rest in peace: Kara.
February 25
- Theondrin checked out the caves where the troglodytes had lived. He found
a few coins and potions, and a half-eaten humanoid corpse wearing a bronze
amulet that depicted a jellyfish and scabrous hand. (Isek recognised that
description as the symbol for the vile faith of Talona, goddess of disease and
poison; but, near struck dumb by Kara's death, he said nothing of this.)
- Theondrin then swam to the island to hack off the naga's head as proof for
the ogres, and we built a cairn for Kara's body after retrieving her possessions
so they couldn't be stolen.
- We left the cave, returning to deliver the ogre his proof. He offered
us a chance to rest before proceeding, which we accepted, returning to the
guest room.
- Later that evening, somebody knocked on the door, and Theondrin answered
to reveal...
- Nunyu: White hair flows down to frame a face that shares few of the harsh features Kara might have had, carrying slightly-weathered aristocratic features that would've seemed at home in a court more than in ogre-camps. Her clothes are more practical though, a fairly modest set of underclothes with the various straps and belts that suggest that it's merely the undersection of an armor. "Greetings.", she speaks, her voice carrying a faint
melodic tinge.
- Nunyu had been sent by Ublyn to assist us in our task. We accepted her
into the group with little fuss.
- After resting the night, we descended to the treasure chamber again in
Dagryg's company, and slotted our broken jade obelisk into a hole in the
matching jade seal. It snapped into place...
The seal suddenly begins to move, sliding to one side to reveal another downward-sloping tunnel which plunges through the floor at a deep angle, its stone largely natural save for the rough stone steps that have been worked into the floor.
The ogres' eyes go wide, and a hush falls over them. Then Dagryg points down the tunnel. "You got it open. You get to see what's there first, okay?"
March 4
- We followed the tunnel as it dropped sharply downwards from the great seal,
doubling back and winding around many times. It seemed at least a mile before
we reached a circular, stone-hewn chamber with four exits; imagining that we
entered from the north, those were west, east, south, and northeast.
- A stone cylinder ten feet in diameter marked the centre of the cavern.
Lines carved into the top gave a wheel-like appearance with a two-inch
depression, which looked like a socket for some kind of object, as the hub.
Runes in a language we didn't know encircled that hole.
- Picking a direction at random, we chose the western corridor. This led
to a massively tall cavern. A little way from the entrance, what looked like a
ten-foot wall across the cavern blocked passage. Isek climbed this first,
revealing that it was actually just a stepped rise in the cavern, and that
a similar rise lay another forty feet ahead.
- A giant, flame-hued scorpion burst into view in a swirl of smoke and fire,
menacing Isek; he quickly dropped back to the lower level and Myriam blasted the
creature as it followed, leaving Isek to finish it. We then returned to the
higher level and Isek began to climb the following rise as Myriam checked it
with a spell; not entirely surprisingly, an aura of Conjuration covered that
level also.
- The creature that appeared was a cursed beast indeed, its nightmarish form
twisting and reshaping constantly. A tentacle brushed Isek and he felt some dark
power tearing at him, though he was able to resist it and jump back down as
before. Myriam blasted it with a fireball and then - bizarrely - Nunyu turned
into a silver wolf, whose howl for some reason seemed to speed Myriam's actions,
allowing a second fireball immediately after. The creature flopped down to our
level directly into the path of Theondrin's waiting attack, which crushed it
utterly.
- We climbed up to this second level. Ahead, the third rise awaited us...
March 18
- That third rise turned out to be the last, the cavern ending in rock walls.
A six-foot tall statue stood in the centre, bearing a large hammer head as if
offering it to any claimant.
- After debating briefly, we decided to take it. As Theondrin picked up the heavy, ogre-size item, the statue grew in size and shifted
its material to become an eight-foot giant that looked to have been
constructed from a jumble of material. (Thankfully, the smaller one
from this picture!)
- We laid into the golem with all our combined strength and various magical
effects, discovering that fire slowed its movements. It took a considerable
time but we finally defeated the creature, having suffered little damage. The
hammer-head, which matched the images of Vorbyx's hammer that we'd seen in
the various murals and such, was ours.
- Myriam had used almost all her spells so we rested to regain them before
returning to the circular chamber and this time taking the southern passage.
It led to a very wide, but not long, cavern whose walls were covered in
precious and semiprecious gems, apparently naturally-occurring. But our
attention was more immediately drawn by the fluid, chaotic blob of a creature
that slithered towards our light.
- Isek dashed in, swung futilely at the creature, then promptly got blinded
by a squirt of its acid and began to sink in quicksand. Theondrin tried the same
thing but replaced the 'swing futilely' tactic with 'thwack the bastard
so hard it thinks it got hit by a bus', which - combined with Myriam's fireball - finished
it.
March 25
- We clambered out of the quicksand as it began to harden, and - in calm after
the battle - Myriam remembered stories about a Cave of Gems. She instructed
Theondrin, first, to smear blood over his weapon before touching it to one of
the gems in the wall. After resting on the sapphire for a moment, his sword
glowed with a sheen of blue magical ice. Isek (diamond; lightning) and Nunyu
(emerald; acid) repeated the procedure. Myriam suggested that would be the limit
of the cave's powers today, and also that it only worked for people who were
strong enough and not magic-users.
- There were no other exits so we returned to the central chamber and took
the eastern exit, which led down a narrow passage. A side-corridor exited to the
north, possibly joining the northeastern passage from the centre,
since it remained at the same level. We continued east [despite best attempts of
players :)] until the tunnel emerged into the northwestern corner of another
large chamber.
Though not so grand in scope as the tiered cavern, it seems to match or exceed that of the central one. In this case, however, it is also flooded. A natural lake stretches out before you, its far ends vanishing into darkness to the southeast, though Nunyu's vision can pick out the eastern and southern corners across from you.
She can clearly see, and the others can dimly see, a small island in the center, rising a few feet above the water's surface. The water itself is shallow where you stand, the ground sloping down beneath towards the far end where it is presumably deeper, save where the island rises.
This island seems to hold a single occupant, although only indirectly, as this occupant seems to be floating several feet above its flat surface in a cross-legged, arms-crossed posture. The style of its clothing resembles that of distant Calimshan... though this person is far too large to be a human.
- The figure turned out to be, so Myriam whispered, a genie. He said he had
been set here to guard the hammer handle in the deep end of the lake and that he would
attack if we set foot in, or disturbed, the water. He then offered us wine and
nibbles, which appeared magically on the ledge where we sat. Some of us partook
while chatting with the genie.
- We learnt that the other part of the hammer (bands) were elsewhere in the
complex, but invisible. Also, when assembled, the hammer can apparently size
itself appropriately for the wielder.
- We went back into the tunnel to plan our attack; the plan involved Myriam
blasting the genie with a fireball and then everyone retreating so that it
had to fight us on land. That part worked; it apparently turned into a whirlwind
or waterspout which rushed up the tunnel and which, after a short battle,
we defeated. We still weren't quite sure whether that was really all or whether
the whirlwind had been summoned and the genie lurked somewhere, invisible...
April 1
- Nunyu bravely doggy-paddled out into the lake and, after a number of attempts,
managed to dive down to retrieve the hammer-handle. She returned cold but
otherwise unharmed.
- We returned to the stepped cavern to rest, trusting that the high ground
would protect us from any enemies. Luckily none emerged and we resumed our
expedition some hours later, taking the northeastern passage from the central
cavern.
- The passage branched a few feet in to join the eastern one, as we'd seen
previously. But it continued beyond that to a large, empty oval cavern with
wide exits to south and west. The western, rough-hewn passage glowed with the
light of a shimmering field of colour from a hundred feet down it. The southern
passage opened into another cavern.
- We took the southern exit to another large cavern similar to the previous
but with a deep nook in the east. It seemed empty... until we found ourselves
attacked by something both strong and invisible.
- Its invisibility proved little defence against the full strength of our
combined attacks. Defeated, it faded even from Myriam's invisible-seeing eyes;
she looked around the cavern and quickly found the iron bands that formed the
last part of the hammer.
- Theondrin fitted the hammer together; it magically shrunk to match his size,
though still a large two-handed weapon. And we had the Hammer of Vorbyx, or
at least something that seemed to match that depicted in the earlier murals.
- We took the hammer back to the entrance chamber, having noticed that it seemed
likely to fit in the socket on the dais there. Indeed it did; nothing obvious
happened beyond a flickering of multi-coloured energies, which matched the wall
we'd seen before.
- Leaving Theondrin to guard the hammer, we returned to find the barriers
(all three corresponding to the hammer parts) vanished. The path led through to
a forty-foot square marble-tiled chamber, empty save for a shimmering energy
along the western wall, which Myriam recognised as a portal... of unknown
destination.
- After a bit of messing around to no effect, Isek decided to walk through,
roped up. He had promised to return immediately if he were able. When he vanished,
the rope returned loose, and he didn't come back... after some consideration of
what to do, the group eventually decided to get Theondrin and all follow the
monk's rash lead. Everyone stepped into the same portal, to unknown result.