Into the Mwangi Expanse, a Serpent Skull campaign.

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Day 147

The party decides to go and investigate the next district while the Blight takes effect on the Russet Mold. It is decided to walk around the back of the district to come at it from the side. The first thing the party encounters is six large but low stone buildings, each with a single door. Abuto tries to open a door then knocks on it, hearing nothing. She then notices that the door is barred, from the outside. The party unbars the door, and makes their way into the building. There is carvings of human warriors on the inside of the door. Friar Bryn makes his way further into the building to find what appears to be an ossary. However, it appears that the original bones have been thrown out and onto the floor with newer, ape-like bones now in the niches. Canzee, with Mwaree’s help, starts to swap the bones back into the niches. While they are doing this a party of eight charau-ka and two dire apes approach the building and attack. A Confusion, a very effective fireball and then melee whittles them down to nothing. The party then cleans up two of the buildings and goes back to their mansion to rest.

Day 148

Next day the party enters the district to investigate the central ziggurat. On the way they investigate a small circular plaza to the south east of the district, it appears to be a market/training area, but it is empty. They then investigate four small ziggurats to the south, but they are all abandoned. The party works their way across to the plaza in the front of the main ziggurat. The plaza is filthy with bones and excrement. The pillars in the plaza are carved are carved in such a way as to depict serpent folk hanging as prisoners. As the party is examining the pillar, they are surrounded by twelve charau-ki, four dire apes, two Grillalons and a demonic ape. After a really nasty fight, the party cleans up everything, with the exception of the demonic ape, who flees.

The party retreats to the mansion to heal up and rest up.

Day 149

The party returns to the plaza and the ziggurat that towers over it. The ziggurat is covered with carvings of battles between strangely garbed warriors (recognised old Azlanti) and serpentfolk. There is a 20 foot high statue of a bat-winged gorilla. On inspection, it resembles the Demon Lord, Azgazi. The party inspects the spire and finds that it gives +2 to intimidate when it is passive, when active it gives all creatures get +2 to combat rolls. To activate the spire requires a living sacrifice, channeled energy from a deity with the battle or wrath domain, or mock gladiatorial combat in front of the ziggurat. The party knocks down the statue of Azgazi using stone shape and looks around the rest of the plaza finding nothing else of interest.

The party proceed from the plaza towards the shore of the lake, to find that this particular bridge is intact and tries to make their way across. At the island end, there is a bit more damage. Canzee and Friar Bryn lead the way and get hit by four serpentfolk throwing javelins at them. After a brief combat, the serpent folk are repayed with interest.

To the left of the bridge there is a row of small buildings. Friar Bryn makes his way across to the building and enters to find a room full of clay tablets in niches around the wall. Canzee reads one of the tablet, written in Azlanti, and they find that it is the Hall of Records. The party leaves the Hall, with Chumly Wallaby muttering something about learning Azlanti.

We continue on to the plaza in front of this district’s ziggurat. The centre of the plaza was obviously an amphitheatre, now filled with water. Walking along the edge of the water towards the ziggurat, the party is attacked by a Amphisbeana (a two headed snake), which splits into two when hit with a slashing weapon. Two Amphisbeana later, the party moves onto the ziggurat. This ziggurat is covered with scenes of governance and the building of the city, and the party works out that the spire gives +2 on all sense motive checks, and +2 on all will saves when active. To activate the spire takes; 50 allies pledging to the person touching the spire, channel energy from a deity with either nobility of government in their portfolio, or an hour long oratory on the Azlanti laws (25 perform oratory).

The party leaves the ziggurat and goes to the south, only to be attacked by four serpentfolk while wandering the streets. Two fireballs and four crispy serpentfolk later…

We find a glittering red dome, from which comes the smell of rotting meat. Friar Bryn looks in and finds a senate chamber with four serpentfolk playing guard to a choc-headed Rashasa, who changes into Canzee and promptly Lightning Bolts the party, obviously playing on Friar Bryn’s fear of mostly undressed women. The party runs, runs away, and back to the mansion.

Exp: 10,233
Total: 65,782

Paranoid:
Abuto
Chumly Wallaby
Friar Bryn

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Flaming??

Day 141 cont…

Friar Bryn wanders over to look at the sword, and is startled as Canzee walks up behind him. However, as he gets over it, he works out that the sword has been placed in the wall by a Stoneshape spell. Lacking that spell, the party tries a few things to get the sword out, but everyone is reluctant to touch it. So after pulling on it with a rope around the handle, it is decided to leave it where it is for now and come back later to deal with it.

Canzee climbs to the top of the ziggurat to examine the spire. She finds that is is made of obsidian and obviously magical. After touching the Ring of Seven Virtues to the spire, it is worked out that the spire is currently passive, and in that mode gives everyone in the district a +2 to Sense Motive. The spire can be activated with either a prayer session involving many people, an involved prayer ritual at the top of the ziggurat, or channeling energy into the spire. When the spire is activated, all casters are at one extra caster level.

The party decides to go to the building to the south-west to see if we can find the boggard shaman. However, instead we find a large magical, and violent, macaw. It is really nasty, with Chumly Wallaby turning into a drooling mess for a while. Eventually the bird is taken out, and the party searches for the nest. When found it is full of blood-stained remnants of previous victims and some treasure. The party is feeling quite beat up and decides to retreat to the upper temple complex to rest.

Day 142

Next day, the party makes its way to a large building in the north-west. However, as the party approaches the building they get the heebie jebbies and don’t want to go closer. The only exceptions to this feeling is Mwaree and Canzee, who can approach the building, but start to trip over their own feet. The party decides to come back to this building later and proceed onwards to the next ziggurat.

While walking through an overgrown area, some of the party notices about ten vegepygmies, who promptly attack, even after being greeted by Canzee. They are dispatched reasonably easily. The party continues up the hill towards the district’s ziggurat. This ziggurat is covered with rust covered stuff. Investigation reveals that the rust coloured stuff is mold. However, as the party gets that close, a dozen vegepygmies attack the party from the moldy ziggurat. After most of the first wave dies, another twenty three attack, including a larger leader type, and after they are mostly dispatched another thirteen appear. After a couple of the party are infected by the mold and feel sick, the vegepygmies are finally defeated. The party works out that the ziggurat is covered by Russet Mold, which will make investigation of the ziggurat difficult.

Day 143

On returning to the ziggurat after resting in the upper temple district again, Canzee flys up and touches the Ring to the part of the spire that is not covered by mold. This ziggurat grants +2 to perception in its passive mold and, if activated, two hours sleep acts as a full nights sleep. The activation needs a lot of healing to occur (about 100 points of healing at the top of the ziggurat would do it).

The party decides to leave the ziggurat alone for the moment, and proceeds to the Plaza at the front of the ziggurat. The plaza is full of strands of psychedelic spider webs. Canzee thinks it looks like Dream Spider’s webs, but much bigger than any Dream Spider she has ever heard of. In the centre of the Plaza, there are some mounds of web that are wriggling. While the party is looking around, Friar Bryncuts free some web and burns it, while the resultant smoke making him feel less wise. After some discussion, Canzee calls on her spirirual ally, which tries to free one of the bundles, only to free a spider swarm. Chumly Wallaby fireballs the spider swarm, only to free five other spider swarms. The swarms rush the party, only to be dealt with by Kasai’s fireball. However, the fireball then fires up the nearby webs which smoke up and catch the party in the smoke, with general wisdom loss amongst the party. Once the little spiders are dispatched, Mama Spider appears. After Chumly Wallaby hits the spider, she hits him back, doing massive wisdom damage.

After a while the spider shrivels and dies. However, Chumly Wallaby is now paranoid and extremely unwise. He runs from the party and locks himself in a tower. The party follows him and camps around the base of the tower. The next morning, Kasai notices something invisible crawling down the wall. One magic missile and the creature (Chumly Wallaby) says ‘oww’. One Entangle later and Chumly Wallaby gets some wisdom healing.

Day 144-145

The party stays around the tower and heals up. Chumly Wallaby, obviously still suffering from wisdom damage, puts up a Sagavan flag, only to get upset when the Mwangi Expanse natives destroy it.

Day 146

The next day, the party walks down to the lake, and finds that all the bridges to the centre island have been destroyed. The party then walk up to the hill at the top of the district and find a large mansion that is beautifully covered with vines and moss.

Mwaree calls out “hello” and is answered by a voice. A beautiful woman steps forward. She is obviously fey, by the green hair. Egzimora, as she introduces herself, finds the city a beautiful blend of civilisation and jungle. She discusses the city with the party, and they find out that the centre island is occupied by a large uncivilised creature. Every time she sees it, it is a different shape.

She invites the party in for dinner, and if they wish, a bed for the night. The three paranoid ones stay in separate rooms, but the three sane one stay together and post watches. On Canzee’s watch she notices the vines in the room start to wrap around her two companions. She calls out and runs to the door to warn the mad ones, only to find a hag in the corridor….two Scorching Rays later and Canzee staggers back into the room, casts Touch of Slime and then steps back out the door, to give her party time to get themselves organised. She slimes the hag, and takes a Stinking Cloud in return. Mwaree and Kasai arrive and attack the hag, with Kasai finally taking the hag out with a scorching ray. The rest of the part rallies and arrives only to find the hag dead. After searching the mansion the party finds a room of bodies. All the bodies appear to have been tampered with, as if Egzimora was trying to create a plant creature.

Exp: 7 667
Total: 55 549

Paranoid:
Abuto
Chumly Wallaby
Friar Bryn

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Bugs, I hate Bugs...

Day 139

The party decides to scout out the boggard territory, to try and see what the main ziggurat looks like. While scouting through the territory they are ambushed by a group of eight boggards, a leader and seven lesser boggards. After the party has taken down the boggards, Mwaree makes sure of them by going around and slitting their throats.

Canzee then notices another group of boggards in the distance heading towards the party and casts Confusion in their midst. The boggards begin to fight amongst themselves and are eventually dispatched by the party…and each other. The party continues through the city with the remaining boggards giving them a wide berth. The party approaches the ziggurat in the centre of the city, which also has a spire emerging from the top of it, like the ziggurat at the Artizan’s district. This ziggurat has carvings of an agricultural nature. As the party is looking at the ziggurat, the Boggard Chief, with many ‘advisors’ come out of a small hut built on the first level of the ziggurat. The party discusses their wish to examine the ziggurat with the Chief. he refuses, but will relent if the party retrieves the runaway shaman, Ugimmo, and brings him back, in chains if necessary, but not in pieces.

The party is escorted out of this district of the city by a boggard guard patrol towards the troglodyte area.

The party enters into the Temple district over a large bridge, and enter into a colonnaded walkway, with large pillars to either side. The pillars are about 40 foot tall and heavily overgrown. Upon examination, each pillar seems to be to a different religion, with the first two being Desna to the right and Groetus to the left. to investigate if the Desna motif goes all the way to the top, Canzee casts levitate and floats to the top of the right-hand pillar. At the top of the pillar, she is attacked and grabbed by a very large praying mantis. Two more praying mantises come down from the top of other pillars to attack the party on the ground. Eventually, after much heroics, the two ground based mantises are defeated, only to have nine trogodytes attack. meanwhile, Mwaree has been trying to climb the pillar to get to her sister. She finally makes it, but only after Flick freefalls down to her and Canzee casts her fly hex through him. The last mantis is dispatched and Canzee and Mwaree fly/levitate down to the rest of the party, only to have yet another nine troglodytes approach….upon seeing a third set of nine, the party beats a hasty retreat.

The party makes their way back to the Artisan’s district, but Ozand is very upset with us “disturbing the power balance” and refuses us entry to the area. So the party makes a camp on the hill to the south west of the city.

Day 140

The party decides to go around the city and come into the Temple District from the outside. The boggards watch warily as the party makes its way past their area. The party also passes a very nice bridge, but declines its invitation to cross.

On the ridge-line of the basin which the temple districts sit is a curious set of ruins, connected to the district below by a long set of stairs. As the party approaches the stairs we are approached by four ghosts, who ask, in Azlanti, if the Doom has been cleansed from the city. Further questioning reveals that they are referring to the “scaly ones” or serpentfolk. When Canzee, who is talking to them, tells them that the party has only been in the city for three days, the ghosts scream. The scream has an unfortunate effect on Friar Bryn, Abuto, and Chumly Wallaby making them paranoid.

After a nasty fight, the four ghost dissipate, but the paranoia doesn’t. The party is fairly beat up, so decides to rest for the day, with the three paranoid ones picking separate buildings to rest in. The remaining three party members rest in the temple to Pharasma at the top of the stairs.

Day 141

The party continues around the outside of the city and comes to the district from the north. the party heads towards the ziggurat in the centre, but is spotted by a patrol of trogodytes on the way in. The first patrol is burnt to a crisp by Kasai. The second patrol is taken out the hard way.

At the top of the ziggurat, there is a room with three evil auras, as deduced by Mwaree. The party preps, and Canzee starts the combat by casting Confusion, with Kasai close behind with a fireball, taking out some of the lesser enemies. The strongest evil is taken out soon after as the party concentrates their attacks on it. After the battle ends, Mwaree still can sense an evil aura. It seems to be coming from a sword in the wall, an evil artifact of the Assassin God, Achaekek.

Exp: 12,000
Total: 48,882

Paranoid:
Abuto
Chumly Wallaby
Friar Bryn

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All the Beautiful Things...

Day 129

The party investigates the area of the city that they are in. Looking around they find a amazing number of statues from ancient ones in the Azlanti style to ones that look they were completed last week. When the party tries to help with healing the sick, Osmond tells them that, as much as he appreciates them trying to help, their job is to hunt down the creature.

The party goes to the side of the suburb where the creature has been attacking and looks for tracks near the building where the attacks have taken place. They find tracks, and follow them down to a river. Although the tracks go into the water, they don’t seem to come out again. That evening Abuto goes to watch over the area, but nothing occurs.

Day 130

Next day, the party starts seeing if they can evacuate the side of the suburb that the attacks are coming in at. There are only a dozen or so people (mostly artisans) still living in the area, as a lot of the people have already moved. One of the artisans is most upset at being disturbed, and tells the party to bugger off as he is working on a carving for the ‘Radiant Muse’. Back in the centre of the city, the party talks to Osond about the ‘Radiant Muse’. Osond tells them that the Radiant Muse is the people’s protector and she lives in the large Ziggurat with the stone spire. The Ziggurat in question is covered in carvings of a beautiful woman with wings and a snake’s lower body helping the people. The carvings cover a time span of many centuries.

The Party decides to go do a bit of scouting along the portion of the city across the river where they lost the trail, using Detect Evil to attempt to find the lair of the Vampire. The ridge between the two portions of the city gives a good overview of the boggards’ portion of the city. The party notice a mostly submerged Ziggurat in the lake to the south-east with a sickly green glow coming from its doorway. After a while of doing this M’waree indicates there is evil in a building off in the no-mans land between the humans and the boggards. After passing through some empty room, M’waree is attacked by the creature the party has been asked to eliminate. The rest of the party rushes to her aid, and after a tough fight the creature is killed, but not before Canzee, Abuto, Friar Bryn, Chumley and Jeeves have been affected by the Plague. Canzee had planned for this, and took all the Remove disease spells she could. Over the next two days all party members suffering the disease are cured and then all the villagers.
When the party returns triumphally to the human part of the city, Ozond informs them that the Radiant Muse has asked them to an audience.

Day 131

Next morning the party has an audience in the Radiant Muse’s audience chamber in the ziggurat. She tells them that if they wish to remain in her part of the city then they will need to prove themselves by creating something beautiful to present to her. They have five days.

Days 132-136

After a busy five days, the party present her with their handiwork; Kasai made a forged picture from one of the temple carvings, Chumbly made a bow, Friar Bryn created a history book, M’waree performed a sword dance, Abuto created a pot plant garden, and Canzee carved a flute from the thigh bone of the Vampire.

Kasai, Chumley, Friar Bryn and Canzee were judged worthy, however, Abuto and M’waree were told they needed to try harder and were given trainers to help them succeed.

Day 137

The following day, Abuto, with Flick shoulder riding, goes scouting and is attacked by five boggards. Abuto does the smart thing and run, runs away.

When Abuto rturns the party decides to scout in strength and go and look at the ziggurat with the green glow. They borrow a boat from the artisans and paddle out to the sunken ziggurat. The lake water covers all but the top level, with the water about ankle deep on the second top level. The party drags the boat up onto the second top level, and Abuto sneaks up to a small, crudely constructed build that has been built on the top level. It is the doorway of this building that the green glow is coming from. Abuto looks into the room and sees a table with a jar. The jar is the source of the green glow, which coming from a face in the jar. Abuto asks the face its name to which it answers “Tentagast”. She then asks if it a Djinn. It cackles maniacally and then answers “No, but it doesn’t matter, I am free!!!”. In a blaze of light, a Hezrou demon is standing there before a shocked party. The party battles Tentagast, with his favourite tactic throwing party members at their fellows. Eventually, the Demon flees, swearing vengeance.

The party goes back to the artisans. Osond is not incredibly happy with the party’s actions and hopes it doesn’t bring any trouble to his people.

Day 138

Next day the party approaches the boggard area to try and make peaceful contact with them. After a little bit in the area, the party runs into a boggard party who agrees to take us to their leader. They take us to the eastern end of the lake where it is more marsh than lake. At the edge of the marsh, they ask the party to leave their weapons and go out to a clump of reeds about 20 foot into the water. Both Canzee and Friar Byrn think there is something fishy going on, but can’t quite work out what. Canzee offers to go into the swamp first, as the loss of weapons affects her the least. As she gets about 10 foot away from the reeds a Froghemoth emerges her and attacks, she is grabbed by one of its tentacles. Knowing she cannot escape, she lets loose a lightning bolt, accidently hitting on the thing that slows the monster down. The rest of the party wades into battle (see what I did there), and the froghemoth, who is reduced to one attack a round is defeated, but not before Chumly was swallowed. Chumly is cut free, and immediately wants a bath. Friar Bryn relates to the party that he noticed the Boggards bowing to the creature before they backed away. The party realises that they may have slaughtered the boggard God. However, the area is searched and some treasure is found, including some incredibly rare flowers with magical properties. Abuto tries to dig up the entire plant for replanting, but stuffs up, much to her gardener trainer’s disappointment.

Exp: 9,000
Total: 36,882

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Waiting for Judgement

Day 122 cont.

The party searches the room from which the cleric emerged to find a round room with four columns, one column facing the other three across from it. The room is crystal and has a map of the constellations as they were about 10,000 years ago, in the time of the Azlanti. Abuto works out that there is a scale map of the Mwangi Expanse on the floor of the room.

When examining the room, Mwaree notices something odd about one of the walls. The secret panel is removed to reveal a sword hidden in the niche. The sword is “Shatter Spike”, a magical longsword (1) that is particularly good at breaking other weapons (4 to sunder if the wielder has the Improved Sunder feat).

The party works out that there is a niche on each pillar which hold the three gems they found on the cleric’s body. Canzee works out that the moonstone found in the wall carving in the previous enclosure fills out the set. However, there is no instruction manual with the room, so the party decides to explore further down the ziggarat. Abuto takes Flick and Jeeves and goes scouting. She enters through the large entrance on the ground floor, and proceeds to look around. There is a building within the room, and as she rounds the back corner she is attacked by a giant wasp. Jeeves and Flick warn the rest of the party through their communication with their masters, who run in with the rest of the party. The wasp stings Abuto who starts to feel quite clumsy. The party works out it is a fiendish wasp after some of the fire spells slung at it don’t seem to harm it. The party defeats the wasp with Chumly Wallaby striking the final mighty blow. The party discovers that the building in the centre of the room is full of wasp nest. Kasai eagerly offers to burn it out, but the rest of the party, looking around at the mud brick and wood building that they are standing in, declines.

Canzee looks through a doorway near the building and sees a stairway leading to a room part filled with water and holding two more doors. The party decides they wish to check out the other doors on this level first. Through the first door is the courtyard the party had crossed over on the stairwell descending to this level. A door in the opposite wall leads to a small antechamber with three more doors, one in each wall. The one directly in front has a small puddle under it, and the party works out that it is the door to the outside. The door to the right leads to a small room with a set of descending stairs. Canzee goes to look down the stairs, and is attacked by three Mithral cobras. The party eventually prevails and takes the snake constructs bodies with them, as they are made of pure mithral. With the stairs now free the party ventures downwards into a small room with no obvious exit. However, on the wall opposite the stairs there is an ornate carving of a door, with stars in the doorway. It is recognised as a shrine to Desna, and further thought lead to the realisation that it could be an old disused portal. The party comes back upstairs and across to the other door, the party finds another room, filled with wall carvings of humans fighting serpentfolk. The party elects not to enter the room after Canzee detects some poisonous fungus in the corner of the room.

The next room has a set of stairs leading from two doors to join in the centre and proceed downwards. In the lower level of the room there is four statues of faceless humans hovering off their pedestals. Friar Bryn makes his way downstairs towards the statues. However, when the party notices him place his weapons, and even more alarming, Wilson down and proceed with nothing in hand, Mwaree and Canzee go in to grab him. Not looking at the statues they ask what he is doing Friar Bryn replies that he is waiting for judgement. Canzee tells Friar Bryn to follow her, which he does unthinkingly. After many evil thoughts, Canzee tries to suggest things against his nature to break the suggestion. Telling him to stop calling her a Hussy doesn’t work, but telling him to kiss Kasai does. The party decides to investigate that room later if required.

The party then goes to the set of stairs that lead into the flooded room that had been peeped into but not investigated earlier, only to find that the water had hidden two leech swarms. After a Fireball and a couple of Burning Hands, the leeches all die and the party is free to investigate the downstairs room. Through the two doors they find a large room with a shrine to the Azlanti goddess of the Moon and Battle and a map of the moon’s surface….interesting.

Still no closer to knowing how to use the room upstairs the party returns to the room with the poisonous fungus, recognised as Yellow Mold. However, while they are in the room Chumly Wallaby and Jeeves begin to act strangely. Chumly Wallaby acts as if he is sinking in quicksand, until Canzee “saves” him by dragging him out of the room on the end of a stick, where he regains his senses. Jeeves in shivering in fear in the room, and retreats further into the room when Canzee and then Mwaree tries to pick him up. Abuto then goes to pick him and up and is attacked by a strange plant hiding around the corner. The party battles the plant, and works out it was the case of both Chumly Wallaby and Jeeves’s strange behaviors. Jeeves, in particular, seems scarred by his encounter and keeps starting at any sudden sounds. The party look at the carving, and work out that this is a shrine to the demon lord of Sun and Battle, but no further clues to the upstairs room.

Reluctantly, the party returns to the room with the four mysterious statues. Again, Friar Bryn enters the room first, but is struck stock still. Abuto, thinking that maybe the room need you to go willingly, enters the room. Strangely, she is changes size to a person about 6 inches high. The rest of the party go in to help their fallen comrades, with Flick picking Abuto up by the scruff of the neck to get her out and Canzee using the suggestion to keep the party focused on combat as many party members become influenced by the statues. As the statues seem completely immune to magic, all the party ends up with weapons in hand. As the idols are destroyed, each of the surrounding people get a hint on the operation of the upstairs room.

Day 123

At dawn the next day, with the gems in place and the columns in the correct alignment, the party is shown where the city of Saventh Yhi is on the map on the ground. The party goes outside of Tabis to speak to the rest of the expedition. It decided that the party would go ahead to Saventh Yhi, leaving trail markings for the rest of the expedition to follow.

Days 124 to 125

The party travels uneventfully towards Saventh Yhi.

Day 126

As the party approaches where they are expecting to find Saventh Yhi, they see nothing at all, but soon find a well maintained roadway. The roadway soon leads to a rope bridge with stepping stones in the river below. The party decides to take the high road, with Canzee and her ability to fly, going first across the bridge. When Canzee is about half way across the bridge, she is attacked by three Terradons. During the proceeding battle, Kasai is dropped in the river by one of the Terradons, only to find the water has Crocs in it. he sees at least four. After Canzee swoops in and picks up Kasai, he fireballs the two crocs that dared to attack his august person.

The party continues over the bridge and up the roadway, where they finally come to the outlying areas of the city from the North. The first thing the party come to is three cenotes, filled with remarkably clear water. However, when Abuto, who is scouting ahead, enters the area, she is attacked by a ghost. After the ghost is de-incorporalised by Canzee’s spell, the party makes short work of it. The party searches the area and Canzee finds a magical ring, mithral heavy shield and three mithral spear heads and other treasure as well as a battered journal. After detecting that the ring gives the wearer a constant Endure Elements and a +5 to survival in jungles (Ring of Seven Virtues has other powers related to the city of Saventh Yhi), she puts it on then tries, unsuccessfully to hide the fact she has done it. After being pressed by Mwaree, she comes clean, but explains that she is completely paranoid about being lost, and the ring would help her stay on track. The party decide that she can keep it…for now. The journal seems to belong to a former guide to the Pathfinder Society, and the final entry read:

“I led them right into the army ant nests I found near camp, and those stupid Pathfinders never even saw it coming. They just screamed as the ants ate them alive. But I was not about to share the greatest discovery of all time with them – I’m the one who led them here, after all, once we’d left the rest of them behind to be killed by those crazed ape-men. I can hear something moving around outside now, but I’ll start heading back to civilization tomorrow. Saventh Yhi is mine, and I’m taking full credit for discovering it!”

The party decide to go around the city counter clockwise, using a ridge they spied on the way in. However, as soon as the city is out of sight, they are unable to see it again, so they decide to creep around the outskirts with Abuto scouting out ahead. At one point, she gestures the party forward as she has spied two Charau-ki and a large ape. However, the party are not as stealthy as her and they are discovered, with the two charau-ki and their dire ape friend attacking. After the dire ape and one of the charau-ki dies, the other flees shrieking. Obviously the city is occupied.

The party looks around for a safe place to make camp, and spy an island in the centre of a large lake. The rest of the day is spent making a raft, only to find that the island is occupied by charau-ki when Canzee flies over to anchor a rope to pull over the raft. the party decides to use a different island as their temporary base.

Day 127 and 128

The party spends two days working out the inhabitants of the city by fly-overs and circumnavigation. There seems to be six sections on the outside of a large lake in the centre with a large island in the middle of the lake.

The sections are, in clockwise order from the north:

1st: charau-ki and Dire Apes
2nd: Vegepygmies
3rd: Troglodytes
4th: Boggards
5th: Savage Humans
6th: Some other type of monkeys
Centre island: unknown, but could be serpentfolk.

Day 127 – On the way around the city, the party comes across Yogoltha, a hermit serpentfolk who has made a study of the Azlanti city. he is quite willing to talk to us, but is concerned about our intentions. After a bit of discussion, the party leaves him to go our separate ways.

Day 128 – The party, lead by Abuto, comes across some human hunters. After party agrees to give up their weapons, the hunters agree to take the party to their leader, Osond. Osond is very relucant to help the party, but makes a deal that if the party can deal with the creature that brings disease to the village, they will help. The disease is identified as Bubonic plague, and he shows the party around a dozen people and asks for their help to cure them. Canzee and Flick have a little commune over a scroll of Remove Disease that the party has been carrying around, and should be able to deal with some of the worst affected the next day. In the meantime, the party helps with their healing skill. Further questioning of Ozond reveals that the creature is called Vrykolakas and is a type of vampire that comes about once a week. The last time was about two days ago.

exp: 4200

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Flaming Monkeys....
DM Quote: You don't hurt when you are dead

Day 121 cont.

After defeating the snakes, the party decides to not take the exit, but to go back into the tunnel system to investigate the South tunnel. The tunnel ends in a very familiar looking pit, which the party had investigated after dispatching the Decampus. The party climbs out of the tunnel system at that point, and decide to investigate some buildings they see in the distance.

Abuto, with Flick keeping her company, is scouting ahead when she is attacked by 9 rock-throwing Charau-Ki. The Party, warned by Flick, rushes to her aid. During the ensuing battle, Chumly Wallaby falls into one of the surrounding tar-pits, slowly sinking until Canzee pulls him out. One of the Charau_Ki, after being set alight, takes a liking to Abuto, jumping on her and holding tight.

Continuing on the party gets to the tower with the snake-filled basement to find it full of jungle, and not much else. The party leaves the tower and heads towards a large building seen in the distance, avoiding tar pits on the way. At the buildings the party finds several large Boab trees dominating the enclosure. Abuto scouts ahead, past the large boab tree in the enclosure entrance, noticing a large stone block suspended in the tree as a trap on the way through. The party follows in Abuto’s footsteps as to not set of the trap. Further into the enclosure there is another large boab tree, this time without the decoration. Around a corner from the boab tree is a large tar pit with three islands, two connected to the mainland, and to each other by crude wooden bridges and the remains of a tower across the pit. Abuto moves across to the first island and is attacked by four rock-throwing Charau-ki. She jumps across to the third island to attack with the rest of the party helping from a distance, Kasai and Canzee moving onto the walkways to get into effective range. It is then that Kasai notices another four charau-ki in the base of the ruined tower along with three mummies hanging up. He bravely charges the four, but with no fighter backup forthcoming, only Canzee and Friar Bryn helping. They are eventually dispatched, but not before Friar Bryn is squeezed by a giant snake, obviously an animal companion of the charau-ki cleric that Abuto was fighting. Canzee and Kasai eventually dispatch the last of the four, but the cleric is a tougher opponent, with flick going [REDACTED by flick] from the oww oww circles.

After the charau-ki are dispatched the party investigates the rest of the enclosure, finding a very large ancient statue of an elephant in the middle of the enclosure and a more recent frieze of a giant decapitated snake made from blackened bones in a rear alcove. The frieze has a giant moonstone as the eye and there is a small coffer on the ground. Kasai takes the moonstone and the party opens the coffer to find some relics and two magical golden lions.

The three ‘mummies’ in the ruined tower are revealed to be three mwangi men. Upon questioning they say that they were porters for the Apsis Consortium party and were offered as sacrifices so that the Consortium could access an area two days ago. The magic using members of the party find that the moonstone is part of a greater thing and that the pair of Golden Lions are a pair of Figurines of Wondrous Power. The party heals up and rests in the ruined tower.

Day 122

Upon exiting the enclosure the party notices booted tracks heading towards a large Ziggarat in the distance. Approaching the ziggarat, the party finds that most of the tracks stop while a single set goes up the side of the ziggarat. The party decide to use the door at the top, but are attacked by four charau-ki on the second level, with some giant wasps also joining the fight. The first one is blown to bits by Kasai and three wasps and four charau-ki later the second level is clear.

Getting up to the third level, the party finds that the roof has fallen in. Abuto finds tracks of a large ape, and then finds the feet that made them attached to an enraged girillion. Yet another fight on stairs, with two charau-ki joining the fight with the girillion. After the party is fully engaged, another charau-ki emerges from the lower level and attacks the rear of the party, the party realises that this is the bigger threat and after a tough fight, all are defeated.

Unconsciousness/death Tracker (this session/total/total deaths)
Canzee: 0/12/0
Friar Bryn: 1/10/0
Kasai: 0/6/0
Mwaree: 0/6/1
Oparal: 4/21/1 now deceased
Taurus: 0/9/1 now deceased
Abuto: 0/1/0
Chumly 0/0/0
Flick [REDACTED]/[REDACTED]

Exp 4,433 Total 23,682

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All wet....

Day 109 to 111

The river is starting to widen and become shallower, soon the expedition will have to leave the river and assume their overland journey nearing. Three days of river travel later and the party notices some Zenj women bathing in the river. The women introduce themselves as Spirit Dancers and ask what we are doing on the river. We explain that we are going to the Ruins of Tazion.

The women invite the party to dinner and after a lovely dinner of fish, frog legs and wild rice, Zakiyya, the head Spirit Dancer, offers to link the party with their totem animals. Abuto and Canzee readily except, with the rest of the party a bit more suspicious. Mwaree notices that the other Spirit Dancers seem a bit glassy eyed when they are not doing anything and they all defer to Zakiyya. Mwaree draws Canzee to one side to try and convince her that something is not right. Canzee challenges her to detect evil on the spirit dancers nearest her, which does not detect anything evil. Meanwhile Abuto has gone off with one of the other Spirit Dancers, with Kasai trying to follow them. However, Kasai runs into Zakiyya and suddenly seems to be paying close attention to anything she suggests. Abuto’s Spirit Dancer offers her a bowl of blue liquid to drink, which she does, and promptly falls unconscious.

When Zakiyya returns to camp, Mwaree suddenly yells “begone you evil creature” and charges to attack. After a tough battle with Kasai fighting for Zakiyya (a succubus), and both Taurus and Canzee falling, and Friar Bryn constantly distracted by a bit of flesh showing, the group are defeated. Taurus has entered the final sleep, but Canzee was poisoned, and she is unable to be awakened, but is alive. Leaving Canzee and Abuto to awaken naturally the rest of the party search the camp, and bury the Spirit Dancers and Taurus, regretting their deaths. In the search they find three magical amulets (NA +1). Later that evening Canzee awakes, smelling strangely of coconut oil and with Wilson watching over her.

Day 112

The expedition leaves the boats and starts to travel across the plains.

Days 113 to 119

The party travels overland to the Ruins of Tazion, picking up a new member, the magus Chumly Wallaby on the way.

Day 120

The expedition comes to Tazion, which is surrounded by the crumbling remnants of a massive enclosure wall, some 700 feet across. Abuto goes into one of the holes to scout, but gets strung up in a net. The net is made up of spiny vines, so she takes damage whenever she moves. The party manages to cut her down without her taking extra damage. With Abuto trail-breaking, the party enters the city to explore, finding a ring of carved standing stones surrounding a large pit in the centre. Abuto finds tracks of some large apes, while Canzee goes up to one of the stones to examine the carvings. The party notices some monkey like creatures wearing armour and wielding weapons seeming to surround them. Mwaree tries to talk to them, but gets stones chucked at her for her trouble. The monkeys then attack the party, splitting the party into two groups, one on either side of the pit. Halfway through the battle a decampus emerges from the pit, slamming Friar Bryn into unconciousness, who is ably assisted by Canzee and the mighty Flick who lands the final blow which takes out the decampus. Flick feels like a MIGHTY T-Rex once again!!

The monkeys are identified as Charau-Ka, known as demon worshippers of (Tony to supply). The pit is found to be 60ft deep, with the remains of previous victims at the bottom. The party investigates and find some treasure in amongst the bones.

Abuto follows the tracks of the Charau-Ka, which head North-West, along the trail the party encounters another six Charau-Ka, which are easily defeated. The party continues to follow the trail, which splits, going North-West and due West. At the junction there is a small building. Abuto goes in to investigate and finds that there is another level, which seems to turn into a large tunnel after a very narrow section. After squeezing into the tunnel, the party triggers a trap which sees them fighting a huge Water Elemental. The Water Elemental is defeated, leaving the party battered and bruised. The party decides to rest in the tunnel section after the trapped section.

Day 121

The party starts to explore the disused aquaduct system. Further along they come to an intersection, with the North branch completely impassable, the South branch clearable, but the Western branch clear. The party decides to take the easy path. Further along there are signs of a similar trap to the one at the beginning of the system. The party decides to trigger it after a bit of buffing, and so defeat the Water Elemental without the damage they took the first time. Directly behind the trap, the party find a room with snakes slithering all over the place. Abuto tries to calm them using her wild empathy, but her snake charming ability seems to be turned off that day and five of the snakes, a Mwangi ringed python and four violet mambas, attack. After a battle the party prevails, and investigates the room, finding a set of stairs leading upwards.

Unconsciousness/death Tracker (this session/total/total deaths)
Canzee: 1/12/0
Friar Bryn: 1/9/0
Kasai: 0/6/0
Mwaree: 0/6/1
Oparal: 4/21/1 now deceased
Taurus: 0/9/1 now deceased
Abuto: 1/1/0
Chumly 0/0/0

Exp 4249 Total 19249

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Reptiles 1, Rogue 0
Tony is a Epic level Poo Poo Head

Day 81

The party does a bit of shopping, where Oparal manages to vomit on a merchant who offers her a foul-smelling reptile repellant. In the afternoon we get on a boat and start traveling down the River of Lost Tears to the Lake of Vanished Armies (must be said in a very loud tone).

Days 82 and 83

Travel down the river, with the occasional break to chat to the natives who paddle out to our boat to trade with us. During the discussions, they tell us that there is a ‘monster’ in the lake.

Day 84

After arrival at the Lake of Vanished Armies, the party chats with Cheiton and Tempest about the treasure map they had acquired from the shaman. They decide to take a large dugout and go to the map while the main expedition travels on and starts to portage around the rapids in the mouth of the river of Korir.

Half-way to the X on the map, the party is attacked by the ‘monster’, an elasmosaurus. The monster seems to really have it in for Oparal, with her, Canzee and Friar Bryn going down after being attacked. When Oparal gets back up, the monster attacks her again, and Oparal goes down, this time permanently. In her grief, Canzee leaps at the monster, staff held high, she brings it down and the monster is also dead.

The party wraps Oparal in a cloak, and moves on. After reaching the wreck, Friar Bryn strips down to his undies and dives into the wreck to find a locked iron chest. Missing Oparal already, the party is unable to open the chest, so they load the chest into dugout and paddle back to the entrance of the River of Lost Tears, where they bury their friend, who Friar Bryn has discerned, wishes to rest in the arms of her god, where there are no snakes. The party then move on to the River of Korir where they met up with the rest of the expedition. Tempest introduces the party to another guide, Abuto, a tall native woman with a bow and a great big sword.

That night when Abuto and Mwaree are on watch, an arrow comes out of the night and hits Abuto. Five archers attack the party, concentrating on the humans in the party. The archers are eventually defeated.

Day 85 to 87

The party eventually gets the chest opens and find 1000gps worth of gold ingots, potions of cats grace and two lesser restorations, and a m/w adamantite machete (equivalent to a short sword).

After three days of traveling upriver, the party comes across a herd of hippos. Although the party tries to go through the herd without trouble, one large bull attacks the boat. Flick, who has been on the prow being a t-rex, strikes the first blow. Three lizardmen then rise from the water to attack the boat, they all are dispatched with Flick feeling mightier than ever after successfully poisoning a bull hippo – go the might T-rex.

Day 88 to 92

After a further five days travel, the party comes across an area of large trees with bodies at the foot of them. Abuto, Mwaree, Canzee and Taurus jump off the boat to investigate. After the shore party investigate the bodies, noticing large gashes on them, they hear a crashing from behind them and a large gorilla approaches menacingly. After a nasty fight, the gorilla is defeated, only to have a shadow demonic figure step out of the body. The area surrounding the demon immediately goes dark and four crocodiles come out of the water to attack the party. One is immediately dispatched by Kasai, but Abuto is dragged out into the water.

The crocodiles are dispatched reasonably easily, the demon however is another story. After a very nasty fight, where everyone but Abuto and Flick had fallen, Flick takes charge and banishes the demon with the monkey’s head that had been wielded by both Friar Bryn and Kasai, while Abuto, wielding a wand, keeps the rest of the party alive. Searching the bodies, the party finds five sets of m/w studded leather, three m/w spears, five m/w serrated short swords and a ring of sustenance. It is believed this may have been part of a Red Mantis advanced scout party.

Day 93 to 100

Travel is uneventful.

Day 101

The vegetation on the bank edge becomes broken as if something large had pushed through them. Abuto alights from the boat and examines the area, finding the tracks of a normal sized humanoid and a large sized cawled humanoid. Abuto, Kasai, and Taurus, with Flick in tow, stealthily follow the tracks into the jungle. Along the way they come across a boar that has been killed in such a way that its entrails seem to have been used for divination. They continue following the tracks until they come across a large clearing full of anthills, with a large cairn in the centre of the clearing. The cairn has been breached and there is a troll standing still in the entrance. Deciding that discretion is the better part of valour, they get Flick to contact Canzee and ask the rest of the party to come forward. The rest of the party comes up to where the scouting party is hiding, just in time to see a creature emerge from the cairn. It is a humanoid wearing a carved mask, with human hands as decoration. The party is noticed (since the paladin “insisted” on standing in the middle of the path) by the emerging creature and the troll approaches. The party notices a distinct deadness…OMG, a zombie troll. Battle ensues, and the zombie troll manages to take down Mwaree, much to Canzee’s horror, first her BFF, then her sister. However, Friar Bryn happens to have the means to raise Mwaree up his sleeve. While Friar Bryn is raising Mwaree, the rest of the party searches the cairn. It looks like the cairn has been searched recently, and as it looks like the body used to have a spear and a mask, the party can guess it was very recently. The party then search the body of the human and find a magical mask (Mask of Terror goes to Taurus, spear (1 goes to Friar Bryn) and amulet (1 NA goes to Canzee). While Mwaree is resting, Abuto seals the cairn back up.

Days 102 to 108

One evening on the seventh day, the party are camping overnight at the edge of the river when the party hears a bell. While the rest of the party are uneffected, Kasai and Friar Bryn start to move towards the jungle, only halting when someone grapples them. Three spriggans then attack the rest of the party and are dispatched after causing some hurt. A search of the bodies reveals three m/w daggers, three m/w small halberds and a Bell of Loco (3 charges).

Exp: 2,684 Total Exp: 15,000

Unconsciousness/death Tracker (this session/total/total deaths)
Canzee: 2/11/0
Friar Bryn: 2/8/0
Kasai: 1/6/0
Mwaree: 1/6/1
Oparal: 4/21/1 now deceased
Taurus: 1/9/0
Abuto: 0/0/0 – yet to find a reptile to cause her problems LOL

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And don't trust little girls....
but big ones are OK

Day 68

The next morning the party examines the contents of the chest that they had retrieved from the mine.It contains 500gp and a scroll case containing a deed to the mine. There is also a will leaving the mine and its contents to Athyra Crinhouse, which the party works out is the young girl with the dinosaur. Kasai asks her if she wants or needs the money, which she says she does not – no use in the wilderness, Mwaree is not pleased with his questioning as she feels he is attempting to swindle Athyra. The party then re-enter the mine to continue clearing it out.

After we travel a way past the areas we had already cleared, most of the party can hear a tapping noise coming from up ahead. After a while it goes silent. Further along, Oparal, who is in the lead, looks up and notices three wights on the ceiling, just as they throw the recently released salt lumps at her. Combat ensues, with Taurus being quite surprised that the rogue is still standing at the end of it.

Further into the mine complex, the party enters a large cavern. The cavern is filled with a large underground lake with an island in the middle of it, with a bridge leading to it. In the centre of the island is a glowing blue egg-shaped orb, about the height of a man. There are shards of the egg around it and a largish hole in one side. Mwaree does her detect evil thing and senses two auras near the egg. The egg radiates necromantic magic.

Canzee goes across the bridge to investigate followed by Mwaree and Friar Bryn. After looking at the ‘egg’ from a distance, the group is no closer to an idea as to what it is. Friar Bryn approaches the break in the ‘egg’ to see if he can see into it, only to have two wights that had been hiding inside the ‘egg’ attack him. He feels a loss of competency from their strikes. The party then comes to his aid, and after a hard battle, prevail over the wights. After the fight, the party decide they should destroy the ‘egg’, but find that everything they try is unsuccessful, with the exception of Canzee‘s Ear Piecing Scream, which does sonic damage. After one spell’s worth of damage (all Canzee has prepared), the party retreats back to the old abandoned campsite to rest up and stock up on sonic spells.

day 69

The party returns to the “Egg of Evil” all stocked up with sonic spells, however, it shatters on the first Ear Piercing Scream from Canzee and no longer radiates magic. Hooray, the egg is dead. The party then examine the two wights killed the previous day and find a locket, which is evidence that they are Athyra’s parents. The party buries the bodies, and in the process find that the pick wielded by the larger wights is magical (+1 heavy pick).

Further through the mine, the party finds a well-made metal door, which, when opened, leads to the outside. So the party made it through…yippee!!! However, to make sure the mine is totally safe for the non-combatants to follow, the party decide they should check out the side-branch they passed. At the end of the side passage , they find a strange contraption. As Canzee, Mwaree and Oparal approach the device to try and work out what it is, three wights attach them. After destroying the last of the wights, and clearing the mine, the party works out that the strange contraption is a crushing machine, and as Kasai is looking in it, he sees a small leather pouch in the machine. After it is extracted and opened, it is revealed to contain five diamonds.

The party then goes back to the main camp and collects Nkechi and the porters. Athyra offers to guide us to the next river, about 4 days travel away.

Days 70 and 71

Travel along until we hit the main trade route, and we tag along behind a large caravan, which is not unhappy with our presence. That evening, the party notices a lot a buzz around a caravan to the side of the camp. Looking over, they find it is a cock fight and Oparal bets five gp on a cock called Muddy Lizzy, which then proceeds to lose. However, when the three men come over to collect their winnings, the bet has suddenly escalated to seven gp, which Oparal refuses to pay. After some attempts to intimidate her, the bully boys start a fight. After the three thugs are bashed, vomited on by a swarm and the boss is threatened by Mwaree, they take the five gp, but the party is no longer as popular with the caravan.

Days 72 and 73

The party leaves early the day, and travels for the next two days. Near evening on the second day they see a wisp of smoke on the horizon and come to a village, just before the village, Athyra leaves the party, but not before Canzee and Mwaree invite her to come and live in their home village of Tabis. She seems a bit hesitant of the distance, but Canzee and Mwaree offer to pick her up on their way home.

After we have bid farewell to Athyra, we enter the village to an extremely friendly welcome, with offer of a feast in our honour. Oparal senses that there is something not quite right. When the party enter the village, Friar Bryn notices one person that does not seem to be overjoyed to see us, as one old woman goes into her hut and closes the door. He leaves the rest of the party and approaches the hut to try and find out the issue, but there is no answer to his knocks or calls.

After a lovely feast the party goes to bed in the hut provided for their use, with Canzee wearing a lovely nightgown that Friar Bryn has given her (a nun’s habit). She is very fond of men that buy her pressies.

The old woman who Friar Bryn was trying to talk to comes to the hut and wishes to talk to us. She explains that the village is cursed and the spirits have offered no help, but as it depends on the trade route for its livelihood she doesn’t want to ask for help as it may mean caravans avoid it. She doesn’t agree with this, and asks the party for assistance. A Chemosit has been taking people from the village once a night for the last fortnight. The shaman can ‘mark’ our hut so that the Chemosit is drawn to it. The party agrees to help and the hut is marked. The party prepares with Oparal, with Flick keeping an eye on her, on the roof of the party’s hut, Kasai and Taurus hiding behind neighboring huts and Canzee, Friar Bryn and Mwaree inside the party’s hut to initally fight the Chemosit when it comes. However, the plan falls apart when, one, there are two Chemosits, and two, they decide to climb the hut after Oparal. After a tough fight in which Oparal goes down…twice, the Chemosits are defeated.

The tribe treats the party as heroes and they are presented with a treasure map for a wreck in the river mouth near the lake of missing armies (or something like that) and a magical shrunken monkey’s head.

Days 74 and 75

The party travels onwards, and on the second day out from the village, come across a strange plain with long mounds running all over it. Nkechi suggests that the mounds could mean there are Ankhegs around, but if the group moves carefully, they should make it through with no problems. Good advice, until Taurus doesn’t watch where he is walking and falls in one of the Ankheg tunnels. After three Ankhegs attack and are defeated, Taurus is finally pulled back up to the surface.

Days 76 to 79

As the party approach the city of Kalabuto, they notice a strange sight, a tree covered in hanging skeletons with other skeletons at its base. Although Mwaree doesn’t detect any evil, they leave it alone. Nkechi tells the party that these trees are used by some of the native Sargavans to warn off the colonials.

Day 80

As soon as the party enters the city of Kalabuto, they are accosted by a young girl selling little rag dolls. Some of the party give her the coppers for the little dolls, but Oparal gives her a gold, and askes if she knows of a good inn. The little girl gives the party directions to The Shrunken Head, which ironically, is the inn we are meeting our contact, Cheiton, at. The party notices the little girl shadowing us, and Nkechi tells the party that it is quite common for children to be used as the eyes and ears of criminal gangs within the city. The party goes to the inn, where we find Cheiton, who is our guide for our next leg to the Ruins of Tazian. He invite us all back to his place for dinner, where we can speak of the trip with some privacy.

While having dinner, some of the party hear a noise upstairs. After confirming with Cheiton that no-one else is in the house, Oparal tries to sneak out of the house to investigate, but gets a Glyph of Warding in the face when she opens the front door. The party is then attacked by four rogues, which are eventually dispatched.

Exp: 2,833 Total exp:12,316

Unconsciousness Tracker (this session/total)
Canzee: 0/9
Friar Bryn: 0/6
Kasai: 0/5
Mwaree: 0/5
Oparal: 2/19
Taurus: 0/8

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Boat!....no! ship!...no! boat!

Day 54

After resting up overnight from the very busy day the previous day, the party goes down to the harbour and gets on a boat (not ship) to take the party along the coast to pick up Tempest. Tempest lives in a cave on a set of sea caves with a shelf of shallow water at the base. The boat drops the party off at the edge of the rock shelf, and the party starts to walk. This, however, quickly becomes problematic as the waves start to wash people away. The first wave knocks both Oparal and Canzee off their feet. Canzee is grabbed by her older sister, Mwaree, but Oparal starts to be swept away. Next wave both Friar Bryn and Taurus also get knocked down. Eventually after much coconuts being thrown and Flick being a rope courier, the party makes it to shore.

At the shore, the party finds a path up the cliff and start to climb. About half way up, there is a conch shell on a post. When the shell is blown, Tempest comes out of the cave and wants to know what we want. After a bit of chit-chat he asks the party to complete two challenges before he will contemplate guiding us.

The first challenge is to retrieve a black pearl from the oyster beds around the headland to the North. The party (with the exception of Kasai, who has suddenly developed a fear of water) makes their way back along the cliff face with the use of rope and pitons to avoid being swept away. It doesn’t, however, stop two large crabs from attacking. The crabs wade into battle. They are eventually dispatched, after both Mwaree and Oparal have been grabbed and dragged away.

As the party rounds the headland it finds a village in the bay. The village headman comes out to greet the party, and the party negotiates the use of pearling gear and a boat in exchange for any non-black pearls they find, and the bodies of the two large crabs. They are served for dinner, feeding the whole village.

Day 55

Next day, Taurus goes pearl diving. After two dives he notices a beautiful woman in the water who appears to be drowning. Being an adventurer and therefore innately suspicious, he comes to the surface to tell the rest of the party, who work out it is a Kelpie. Taurus decides to continue diving, but to just ignore the Kelpie. It turns out she doesn’t like that very much and attacks him. Flick, who has been Taurus‘s dive buddy warns the rest of the party and then goes to Taurus’s rescue. After much wild swinging and rope pulling, with Taurus going unconscious halfway through, the Kelpie is finally dispatched. The party patches up Taurus and eventually get their black pearl.

Day 56

The party returns to Tempest, and picks up Kasai on the way through. The second challenge is to collect a feather from the storm bird, about a day’s travel away.

Day 57

The party comes to a promontory with a large nest at the top. On climbing up the very steep slope the party find a very large nest containing 5 eggs. As we are only interested in a feather, Kasai casts unseen servant and sends it to the nest to pick up the feather he noticed when he peeked into the nest. The party notices a speck in the distance getting larger very quickly, as the storm bird comes in at speed. As the party had got the feather they needed, they allowed themselves to be “driven” away.

At the bottom of the hill they come across some tribesmen who accuse the party of harming the sacred bird. After being calmed down by a very persuasive Mwaree, they send a runner up the hill to check on our story. When the runner returns with the facts, they let us go unharmed.

Day 58

The party travels back to Tempest, and hands him the storm bird’s feather. Tempest then uses the Storm Bird’s feather and the Black Pearl for a ritual to undergo a vision quest to contact Gozreh. As we enter the vision, Taurus fights against it and drops out of the vision, though feels very unwell from the smoke in the cave. The rest of the party turn into different animals within the vision:

Canzee: Buffalo
Friar Bryn: Goat
Kasai: Hippo
Mwaree: Lizard
Oparal: Dinosaur
Tempest: Crab

While we are in the vision world we are attacked by a really big snake. After much head-butting, goring and biting the snake is defeated. The vision quest ends and we come back to our bodies in the cave. Tempest looks visibly shaken and upset, as the snake has intruded on his God’s world. He insists on coming with us.

Day 59

The party and Tempest (who wishes to be called by his real name, Nkechi) travel back to Eledar. That afternoon we have a council at the Pathfinder Society’s headquarters. The decision is made that the party and tempest (with some porters), will trail break for the rest of the expedition, which will follow at a slower pace.

Day 60

And we are off….

Nkechi suggests that the party heads across the plains towards the Bantu Hills. He thinks that some time could be saved by using some of the salt mines that go through the hills to go through, not over them.

Day 61-65

Traveling…

Day 66

As the party travels across the plains with the Bantu Hills in the distance, they notice they are being followed. Taurus decides to hide at the side of the trail while the rest of the party travels on. He does not notice anything following them, that is, until there is a girl and dinosaur at either side of him. In very broken common she asks him to leave, and when he goes to leave in the opposite direction to where she is pointing, she gets very agitated. Taurus intimidates her and she steps away, but seeing his mistress frightened, the dinosaur attacks. Taurus goes unconscious and Canzee, who speaks the native tongue, is able to calm the girl down and find out what she wants, although she is distracted by Flick announcing to the other dinosaur that he, Flick, is a T-rex in a loud and proud tone. After promising that they are not their to hunt on her range, she is quite friendly, though becomes very frightened when the party speaks of going through the old salt mines. Her story is coaxed out of her and she tells the party (well, the ones who speak Polygot, who translate for the others), that ‘evil spirits’ came from the mine and killed her entire family and village. She does accompany us to the mining camp (her village), but will not go in. After some investigation, Oparal finds a moldy old mining log mentioning that the mining owner had tunneled through to an old abandoned mine, where he had found a ‘blue orb’. Later, the mining camp was attacked by some sort of wight.

The party decides that they will take no non-combatants into the mine and leaves the porters and the girl in a camp about half an hour from the mine’s entrance.

Day 67

Next morning the party enters the mine. After some travel we come to a large lake. Oparal walks up to the lake seeking to find a path around it, and it attacked by a crystal ooze from the water. The ooze is eventually defeated, but not before Oparal is paralyzed.

Further into the mine, the party comes to an alcove with an abandoned campsite, with a donkey skeleton for a bit of ambiance. While the rest of the party is searching the campsite, Mwaree’s beeper goes off, indicating evil approaching the party from the water.. Three wights emerge from the water, and after a fight, in which Oparal goes unconscious, the wights are defeated.

As they are only about an hour into the mine, the party decide to go to the outside base camp to rest.

XP: 1,366, total XP: 9,483

Unconsciousness Tracker (this session/total)
Canzee: 0/9
Friar Bryn: 0/6
Kasai: 0/5
Mwaree: 0/5
Oparal: 2/17
Taurus: 1/8

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