Into the Mwangi Expanse, a Serpent Skull campaign.

Out of the Past

Day 192

After a restful night in the pudgy tree fairy meadow, we set off to the next place on Abuto’s treasure map. We find a room with smashed statues and display cabinets inside force cages.

Abuto does a lap of the room and discovers 4 secret doors. We pick one and it leads on to a series of natural rock tunnels and caverns. 4 Froggy things emerge from the lake in one of the caverns. Abuto tries to talk to them. Canzee identifies them as Hydrodeamons. Kasai tries out some chain lightning. Abuto, Canzee and Mwaree get spat on which sends them all to sleep.

Flick is sent to tail slap the sleepy ones. And Trae gets greased to remove him from a rolled up tongue. Flick gets to the Friar and dances on his face. Canzee is jealous.
Much fighting ensues and the froggy ones learn it’s not easy to pick up someone who has been greased.

After killing 3 of them it suddenly goes dark and we can hear the sploshing sounds as the frog retreats to the water.

After the light returns we map out much of the cavern system, the return to the corridor with smashed statues to open the door at the far end. It gives onto the serpent throne room complete with crystal alter. Oh and 3 Urdenhan and one big tentacely thing. (An Astrodaemon)

More fighting. We win. We find the Urdenhan Cleric’s holy symbol to Trellmarrixion.
Time to search and loot the room.

Time to rest. As we enter the Pudgy tree fairy meadow Canzee feels like she has left something behind – but all our party are accounted for. After jumping in and out of the meadow several times to test the feeling, Friar Brynn requests a rest so that he can change his spells.

Day 193

Friar Brynn tries to Commune with Sarenrae. After many carefully worded questions we find that it is an unknown friend that has been left behind.

We wander around some more and come to a room with a woman being run through by a Cyclops all held in a stasis field. Canzee thinks this is the source of her feeling of leaving someone behind. Canzee casts legend lore on the cyclops. The cyclops is Aveshai once the right hand of Savith who according to lore disappeared before the final battle.

Day 194

Now that Canzee has another spell she performs legend lore on the woman. She was leading one of Savith’s armies but turned out to be a Serpent Folk spy and traitor.

Friar Brynn dispels the stasis field. As it comes down the woman slides down the blade dead, a small disk falls from her hand. As Mwaree tries to pick up the disk Aveshai yells at her so Mwaree leaves it be.

Aveshai converses with Canzee in Azlanti, and she tries to explain to him that much time has passed since he was enchanted – about 11 thousand years.

We bring him into the Meadow, Mwaree being one of the last carefully picks up the disk with some material, wraps it up and places it in her pack.

In the meadow we bring Aveshai up to date with current times and he tells tales to us. He explains how the Spires are supposed to work, by being activated all at the same time. Once having done so they will drill down to destroy the counterpart temples below.

Time to teleport back to base, taking Aveshai with us.

We take Aveshai to the tomb of Savith, a place only Canzee could previously enter, and then not all the way. However now in Aveshai’s company we can all enter right thru to the tomb. He takes a look at the main sarcophagus then goes to the smaller one, which holds Savith’s broken sword.

He believes he may be able to mend the sword but only one person in our party will be able to use it. He looks directly at Canzee – and Flick immediately starts posturing as if he were the one chosen.

Much talk about campaign strategies. We talk to all the different peoples on the surface and convince them to agree to help us (ie join the army).

The Spires are to be activated before the army heads underground

exp. 102,400
Total: 623567
Next: 635,000
(note to players – bring a 15th level character as well)

Into the Hunter's Maze

Day 190

After a good night’s rest, the party returns to the cliff at the north of the city, where they had defeated Ratboy. At the top of the ramp there is a small plateau, which is surrounded by cliffs. In the centre of the cliff-face opposite the ramp up, there are two colossal serpent-folk statues flanking a circular passageway, which has glowing sigils and runes along its length. To the east of the main passage there is a large alcove with an enclosure. In the enclosure there is a number of morlocks looking very blank-faced. Most of the party go over to have a look.

There is another tunnel flanked by two serpent-folk statues opposite the morlock pen. Canzee wanders over to have a look and to mind the party’s back. She notices that the runes and sigils seem to indicate serpent-folk hunting. Kasai uses this information to work out the password to the gate. He gets one of the morlocks to follow him out of the pen. The morlock follows any commands given to it. Closer examination of the gate shows that there is a symbol of persuasion built into the structure of the gate. Canzee destroys the symbol by using her green slime ability. The destruction of the symbol releases the morlocks from their persuaded status. Some of them immediately bolt away, but some stick around and get direction as to the safer way to get to their home.

After much discussion, Abuto and Flick go for a scout up the centre tunnel. As they get past the doors, the doors close, crushing the log placed there to hold them, and the Symbol of Fear is triggered. Both Abuto and Flick are panicked and run down the corridor. Canzee casts Teleport on Flick, but doesn’t realise that he had left Abuto’s shoulder, so only gets Flick, not Abuto with the Teleport.

After a bit of buffing against Fear for those who need it (a putting a panicked Flick into a sack), the party makes its way down the corridor to Abuto who is cowering against a closed and locked door. The party waits for both Abuto and Flick to come to themselves, and then Friar Bryn uses his Chime of Opening to open the obviously barred door.

Upon opening the door, bothMwaree and Trae warn the party of five sources of evil at the top of the stairs. Kasai volunteers to go for an invisible scout. At the top of the stairs he finds a largish room with seven life sized statues of serpent-folk warriors at parade rest standing on plinths. There are two larger statues of robed serpent-folk flanking a set of stairs leading down at the end of the room. There are also stairs leading down at either side of the room. There are five Urdefhans randomly patrolling the room. Unluckily, one spies the rest of the party down by the door, and combat starts. After the party finds out that sneak attack really hurts, the five urdefhans are defeated. the party then decides to explore the maze, using the left hand rule. However, Abuto then remembers that she has an interesting spell that makes a treasure map from the skin off a creature’s back, revealing what it considers the three most valuable things in the area.

She casts the spell using one of the Urdefhans, and the party heads towards a circular room revealed by the map. Upon approaching the room, the party is attacked by two meladaemons. After a couple of Horrid Wiltings, lots of lightning bolts and other nastiness, the two are defeated. In the room there appears to be a portal to another plane, Abbadon, not a nice place for a holiday. The party decides to leave in alone and rest in Canzee’s Pudgy Tree Fairy Wonderland.

Day 191

The following morning we are off to the second place on Abuto’s Treasure Map. This room also has a set of stairs leading down in each wall, but has four statues in the room, each pointing t a large inscribed circle in the centre of the room. There are six Urdenhans in the room. After a bit of a skirmish they run away. four down the rear stair and one to each side. The party waits for a while, alert to an attack, while Canzee is working out that this place is a teleportation circle, both to and from somewhere. While she is doing this the two Urdenhan who uses the side stairs attack from the rear of the party. However, Friar Bryn and Kasai have been waiting for just this thing and the party makes short work of them. At this time, the other four Urdenhan come back up the rear stairs. Canzee, Mwaree and Trae come into the room to engage them. At that point they all run away and set off the circle, which has been set to explode….owww…

The party then cleans up the four Urdenhans, starting with the one who set off the trap. Then off to the Pudgy Tree Fairy Wonderland again.

exp. 37767
Total: 521,167
Next: 635,000

And then there was a Protoshogoth

The Gods (and Godesses have smiled upon us) Immediate Upgrade to Level 14 (445000xp)
I wonder what lies ahead.
Mwaree takes over from our normal scribe.

Day 188
Battle with Urdefhan
Canzee wants us (Mwaree and Kasai) to attack her – she has some weird new spell she wants to try. Canzee gets hit Kasai and immediately swaps places with one of the Urdefhan. Oh well it’s here now let’s hit it. Kasai does scorching ray, then Mwaree hits it. 1 down. Canzee keeps swapping places every time someone hits her. Confusing !!!
Is Abutu BLEEDING ?? Much rule discussion ensues. No she is not – no thanks to Trey. Much more rule discussion about what Abutu can do with her arrows. Mwaree says keep it simple Hit – Kill.
Why is there talk about pudgy tree fairies and flick operating an ipad. Abutu kills one Yeah!! Trey continues to soak up damage. Friar Bryn remembers he is also an alchemist and starts throwing bombs. 3 left (Urdefhan that is) and they commit suicide by exploding on us causing a few more points of damage.
A total of 5 Urdefhan have been killed – loot the bodies!!
Can we get to the ramp without being attacked again?
Haemaphobic Vampire? Needles – now a Fairy Dragon, is acting as a drone flying above the escarpment.
After much cajoling by the GM we take a look at the LOG in the Pond. The log is simply a log, however it’s friend the Protoshogoth is a problem. It swallows TreyMwaree tries to liberate him – Oh dear now – now Mwaree is also swallowed, and regretting using her fancy new spell on Trey. Abutu is confused – now her intelligent bow is trying to take over. Friar Brynn has conjured a water elemental that turns into a water vortex and slams Proto. Trey says “We almost made it to the end of the campaign and then there was a Protoshogoth.
OK, the intelligent bow HAS taken over Abutu. Will we notice, will it do a better job? Who cares we want Abutu back. Friar Brynn decides not to hit Abutu who while confused did a massive amount of damage to him. Instead he attempts to dispel the confusion – can he dispel it? No Dispel. (No 5 Alive) Abutu gets to act normally – the entire party yells SHOOT IT.
Yay she killed it. Oops Abutu is still confused. Who will she hit now “Scatter” is the cry. Canzee holds her just to be safe. Abutu claims she is still confused as she has no idea of what was going on and why she was held. Situation Normal.
Canzee has now got the log from the pond and is inviting people to sit with her. Mwaree wants to leave – we’ve used too much healing. Canzee is convinced to teleport people back to safety as opposed to her new you beaut spells that provides a beautiful glade with pudgy tree fairies to serve you. Unfortunately this leaves a ring of mushrooms to be seen by anyone around.

Day 189
After resting we teleport back. Is there a log in the water? No thank Sarenrae. But there are evil auras above the escarpment. Tactics and planning ensue to attack the creatures. – basically let the spell casters attempt to obliterate them first. Are we going up or down or round and round loving the spin we’re in – oops drifted into song. Getting on to the log – now I see my sister’s (Canzee) wisdom – she’ll levitate the log up and up we’ll all go. Gee where did that huge earth elemental come from? Has Friar Brynn been playing in the dirt again? I get distracted – What do you mean Friar Brynn has cast Flame Strike. Oh it was a pathetic one, no wonder I didn’t notice. Friar corrects me – he did a huge amount of damage – it just didn’t have any effect. Mwaree steps in whacks it and it dies. (Oh did I mention we were attacking more Urdefhan?) The Urdefhan tries to fatigue the Earth elemental who laughs and says Nice try but no effect. I wonder if the earth elemental is a cousin of Wilson. – No it must have been summoned by Wilson as Wilson has been looking uncharacteristically silent – not even a disconcerting look.
Kasai casts a pit type spell – unfortunately the Urdefhan under which it was cast, can actually hover. Melodeman (now called rat boy) who is hovering has lots of immunities, and resistances – Mwaree can’t get within melee distance without getting sucked into the pit.
Abutu takes advantage of Mwaree’s Aura of Faith to shoot the Melodemon with good aligned arrows. Unfortunately Ratboy is now surrounded by fire, making it difficult for us to see him. Enter the log elevator going up – shoes – stockings – Ratboy. Exit the Earth elemental just as the paladins arrive. Ufortunately Mwaree has just realised that she left her sister (Canzee) unprotected – hope she’ll be ok.
HORRID WILTING – is as it’s name suggests – taking Kasai, Abutu, Canzee, Friar, Flick and Needles for heaps of damage. Friar HEAL pleeeeease. Flick finally asks for help when directly asked and Needles uses a CLW wand on him.
Friar convinces Ratboy that whenever he does a violent act he takes 3d6 non-lethal damage. One hopes he doesn’t try to be serene. – Oh he was just faking it Pity that.
The paladins remove 2 more Urdefhan. Now about ratboy 25’ in the air 20’ wall of flame around him, and a pit trap under him – this is a job for the ranged specialists. Abutu is exhausted, Mwaree has a wand of Lessor Restoration, Problem Abutu is 20’ in the air – Needles to the rescue acting as rapid delivery. Ratboy moves next to Canzee, She is now fatigued and takes damage “Noooooooo” comes from Mwaree. All that effort to get a wand of lessor restoration to Abutu and what does she do – kills ratboy.
Time to get the loot. One wand of Ray of exhaustion – nasty effect – much better in our hands.

Exp 38,400

I am Tentagard

Day 185

Next day the party decides to try to enter the head of the temple-snake. To get past the Forbiddance spell, Canzee flys over invisible and casts Break Enchantment on the Forbidance spell, on the second try it works. Flick did a great Biggles impression with helmet, goggles and scarf.

The party comes over ZZZzzzzz writer falls asleep.

Day 186
Fought some stuff… Rested one night, fought Tentagard (186).

Day 187
Rested another night and teleported in to grab Eando

Exp 66,987

Still creeping

Day 181

The next day the party decides to go into the serpent folk area to find the devil vampire general and try to find Eando Kline. Kasai flies while invisible with Flick around the Temple in the lake & another temple in a forest like fungus area. He spies a couple of possible entry points on this quick scout & reports them to the party. The party walks around the edge of the lake along the edge of the cliff. When walking through the fungus forest, the party is ambushed by 6 gugs. The gugs do a lot a damage, and Friar Bryn casts Wall of Fire to protect the party from the damage. The gugs, after taking damage from the wall, and from Kasai, who sneaks outside the wall as an earth elemental, retreat.

Once the party gets to the serpent folk area, they decide to look at one of the temples in the fungus forest. It is very similar to the building that the demon vampire king was in. And has a set of stairs leading down, which is blocked half way down.

The party rests in one of the empty buildings at the lakeshore watching the main serpent building in the lake’s centre.

Day 182

The next day the party teleports to the main island, arriving at a large whole in the side of the snake shaped building which Kasai had spotted & the party agreed might be a good entry point. Entering the building the party proceeds in an upwards anti-clockwise direction. Along the corridor they find a room full of debris, including bones, Abuto goes in to scout, only to find the room’s inhabitants, 8 gugs. The party has an easier time of these gugs as they are funnelled into the doorway and encounter a wall of fire and a hungry pit…nom nom nom.

Next doorway along the corridor has a double stone door, which upon opening reveals 11 serpentfolk. After a very very tough fight later, the party grabs a couple of important bodies teleports out to rest. RUN AWAY RUN AWAY bravely of course

Day 183

This day Kasai and Canzee go for an invisible flying scout. Checking out the city, it all looks in good repair. Kasai wishes to rest to get back the spells he used.

Day 184

The party decide to go back into the snake building, this time through the hole in the head of the snake. The teleport seems to fail, leading to the conclusion that there is a Forbiddance on that part of the building. Deciding that discretion is the better part of valour, they check out the tail of the snake, finding a portcullis sealed passage way.

Day 185

Next day Canzee teleports the party into the passageway behind the portcullis. They encounter 6 guards, kill 4, and when their 3 friends turn up, bug out. Right before Friar Bryn collapses.

Exp. 37,533
Total 293,910

Comment from Tony after some discussion re xp: your current Total XP is 293 910 and we will take it from there. I can live with you having gained 481XP from somewhere. It is a world of magic after all.


Day 180

The party makes its way through the city and a voice calls out from one of the roof tops that ‘surface dwellers, I want to talk to you’. The party looks around, but cannot see the source of the voice. The source of the voice is revealed to be a female drow in white leather armour. She introduces herself as Vedavrex. And hopes that the party can help her release her companion, a male drow. As the party indicates that they are also looking for a companion, she asks if they would consider a alliance for the purpose of releasing their friends.

She takes the party across the roof to a hole in the roof. There are 6 demon vampires in the room below. With the application of a poppet hex, a confusion spell and a serenity spell, they handily defeat each other, with only one needing to be despatched by Abuto.

The party opens a door after being warned by M’waree that there are 6 evil auras behind the door. Behind the door there are 4 demon vampires and 2 piscodemons. They are reasonably easily despatched. The party continues along the corridor and opens another door into a wide curving hall. Although the door appears empty to begin with, as they proceed down the hallway 3 piscodemons appear at the end of the hallway. They attack on sight. The party eventually dispatches them, with the fight made harder by one of the demons, summoning 4 smaller hydrodemons.

The door that was being guarded by the demons.

Beyond the door was a throne room with the King of Demon Vampires there. Rather than engaging the party with weapons, spells, or even just teeth, he engaged them in conversation instead. He spoke of working with Endo Kline to remove the Serpent Folk from this subterranian city but had asked Kline to prove that he was a capable war leader by going off and killing a general who had betrayed the king. Kilne has not returned. The king makes the same offer to the party who agree.

The party then looks around and realises that the drow who had accompanied them is missing. The party, accompanied by the king, goes to the dungeon to find the drow’s ‘friend’ lying in a pool of his own blood with a slit throat.

Exp 9,333
Total 256,377

Flick and Associates

Day 177

We travel off with our new friend, Trae, in tow. The party decides to go off and look at the large round building to the west of the mansion in an attempt to keep the morlocks on side. The party comes through the entry of the building and finds a large room with a pit in the centre of it. Entering the building very cautiously the party is ambushed from four cloakers from the ceiling. Kasai is engulfed and the cloaker tries to run off with him, until Canzee tells them to drop him, with one of her poppets in hand. The party prevails.

The party looks into the pit and finds a stairway leading down, however, the stairway is choked with rubble, and is completely impassable.

The party then goes to investigate the scrub of fungus in the centre of the city. The morlocks had warned the party that something comes out of the ground when anyone goes into the area. The party walks into the rubble area and are attacked by two elder earth elementals, they hit really hard and are eventually defeated. There is an old destroyed temple in the centre of the area, it looks like it was dedicated to one of the serpentfolk’s gods. It appears to have been rededicated to a gnome god, Nivi ..blah balh

The party returns to the morlocks and reports that the area is clear. The party is requested to go to the vampires and free Eando Kline. They rest the night, and off they go.

Day 178

As the party walks along the shore of the lake they are attacked by four vampires on dire bats. The bats drop their loads off and then try and fly off, however they are all quickly dispatched.

Further along the shore, there is 6 more ulfenans, they attack.on sight, even though the party tries to talk to them. They are also quickly dispatched.

The party makes it way into one of the islets off the shore, they come across an area that looks like the graveyard, when the party enters a mummy rises up from one of the graves and asks them to leave in Azlanti…although the party responds that they are leaving, it and its three friends attack. The party defeats them, but not before abuto is paralysed.

The party finds some magical armour and weapons in the graves. Beyond the graveyard is a island with a large building. Flying in and out of the building are many ulfenans on giant bats. The party decides to leave that area alone for now. Near the entrance to this large islet is a mansion that seems intact. Glinting in the window is a light, when investigated by Kasai, is revealed to be Dancing Lights. The party circumnavigated the building and decides to go through the back door. The back door leads into a small room with a spirilla staircase leading upwards, the party moves through. And into another room, which is empty.

As Abuto moved into the room, checking for traps she paused and listened, detecting party noises in another of the rooms. However, upon entering this room, it was as empty as the other places they’d traversed so far in this place. Still, party noises continued and a bright light shone brightly in the centre of the room.

It was as Abuto closed on this light, she was suddenly struck by a spell and Driders became visible to the other members of the party. They then disappear again. Canzee breaks the invisibility, but they are still on the ceiling and keep lightning bolting the party. Canzee manages to beguile one of the Driders into drinking a potion of inflict serious wounds. They eventually die.

The party rest in the mansion overnight.

Exp. 24,000
Total. 247,044

The Adventures of Flick...and the rest

Day 176

Now that they have all the gems they need, the party manages to persuade Canzee to return to the underground complex where she died. The party returns to the room where the worked out they need the crystals they have been collecting. Canzee doesn’t wish to enter the room, so peels off her skin and sends it in to investigate the room. Flick completely freaks out , even when the skin returns and is put back on. Canzee works out that the mural has places for the gems, marked with the same Azlanti runes that are on the gems. She places the gems into the places so labelled and the painted doorway in the mural becomes a real doorway. The party goes through the doorway and into a corridor. At the end of the corridor there is a large natural cavern.

Mwaree, acting on some very clever instinct, looks up, straight into the eight eyes of a massive spider on the ceiling. The party attacks the spider, only to have it joined by an equally massive spider friend. After being webbed and poisoned, the party finally defeats the two spiders.

Looking around the cavern, the party finds a magical warhammer amongst the shrouded bodies. Investigating the bodies reveals that they are mostly morlocks. The party then finds that one of the morlocks is only unconscious, not dead. He is healed to consciousness and explains that he was sent to the surface to get help from “the ancestors”. The morlock, Thekola, wants to take the party to see his high priestess, but explains that there has been a coup lead by one of the morlock warlords. It also leads through an area of “devil vampires”.

The party agrees to go to see the high priestess, but puts some contingency plans in place. Not wanting to have the surface world invaded by an army of serpentfolk and “devil vampires”, Canzee goes back through the doorway and organises with Julivar that she will open the doorway once a week. She also grabs some more clothes for herself and Abuto who are feeling the cold, and then returns to the party.

The party follows Thekola towards his people. On the way through, the party comes across a guard post manned by “devil vampires” . The devil vampires attack the party, and the party engages them, only to find that they can self destruct. Chumley ends up covered in little chunks of devil vampire. M’waree ends up giving him a bath using create water.

The party approaches what Thekola calls home, a large walled area with a set of large gates flanked by two Azlanti warrior statues. Thekola tells the party that the statues won’t attack him and moves forward. Abuto goes with him, only to find that the immunity to the statues does not extend to her. She falls back, but the statues follow her and start to attack the party. Kasai casts grease at one, which promptly falls over and can’t seem to get up. Canzee, acting on some instinct, directs the golems to return to their positions in Azlanti. The golems promptly follow her demand. Canzee….golem whisperer!!

Thekola leads the party through the gate and into the city. When the party is in the city he skirts the city walls, obviously trying to keep out of sight as much as possible. Thekola and the party approach a large mansion. On the large promenade stairs leading up to the mansion are three morlocks, obviously on guard, and not Thekola’s friends. After a discussion with Thekola the party attacks, only to find themselves in a fight with morlocks being controlled by intellect devourers.

After the three morlocks and their intellect devourers riders are defeated, the party quickly retreats to the mansion. As they retreat through the mansions doors they are attacked by the morlock warlord and two alchemical golems who where in the foyer of the mansion. The warlord and his intellect devourer rider is defeated, along with the two golems. Thekola leads the party through a door from the foyer where they find the morlock high priestess, a group of morlocks, and unusually, a half elf.

The half elf introduces himself as Trey, a pathfinder from Eando Kline ’s ill fated expedition.

exp: 18,133
Total: 223,044

Have you cast your smell yet??

Day 174 cont.

The Gorilla King greets the party and invites them to feast. During the feast he indicates that he considers the party to be the leaders of the city, and that he considers the city to be within his area of control. He offers the party the chance to win control of the city in a series of three contests…after the feast.

The dinner menu is …mm…exotic. The first course is a choice of warm monkey brains or eyeball and onion soup. The second course is under-cooked hippo in a blood and sweat sauce with a side dish of pan fries maggots in honey. Dessert is sliced vege-pygmy with a cinnamon and roasted coffee bean glaze. Some of the party are able to cope with the exotic cuisine, but some have a hard time.

At the end of the meal, the contests begin.

The first of the three contests is a test of strength. The Gorilla King’s slaves bring out two faggots made from human femurs. The Gorilla King easily snaps one faggot. However, Abuto, despite the magical assistance of the party is unable to snap her bundle of bones.

The second contest is a test of storytelling. Kasai, with the able assistance of Flick and Needles, tells a hilarious story of the defeat of the demon by the magnificent Flick. The Gorilla King gracious concedes defeat without even trying to tell a story.

The third and final contest is a trial by combat, with Mwaree stepping into the circle to face the Gorilla King. She is ably buffed by the rest of the party and the Gorilla King surrenders after a couple of rounds.

Although he is obviously not happy, the Gorilla King keeps to his word and leaves with his people ….for now.

Day 175

Next day the party decodes to investigate the series of towers near the base camp, which they were unable to stand to go near last time they neared them. The same thing happens with Canzee the only one able to walk up to the doors, and the rest of the party repulsed by the towers. After some consultation the party decides to allow Canzee to go into investigate the towers, with Flick staying behind to help communicate with the party.

The large stone double doors open at Canzee‘s touch, she enters into a large corridor which ends in a chamber with coloured bas-reliefs showing what appears to be a chronological story of Savith, who lead an Azlanti army to the underground city of Ilmurea and defeated the Serpent God, Yderius, soon thereafter dying from poison. The reliefs show her being laid to rest in a building very much like the one Canzee is standing in. Canzee then casts detect magic and immediately falls unconscious, and has a vision of standing at the shores of the lake that Saventh Yhi stands on. She turns and finds a huge Azlanti army behind her chanting “Savith, Savith, Savith” at her. She wakes and touches the last panel of the bas relief, and feels as if she is dying from poison, with her last sight of a white light. Canzee then touches each of the panels in turn, experiencing the trip to the underground city of Ilumerea and the defeat of Yderius before the illness and death from poison. Upon wakening, Canzee tries the door leading from this room, but, unlike the front doors, it does not open to her touch. She then leaves and reports her findings back to the party, and also let Gelik Aberwhinge know.
The party then decides to investigate some of the last vaults, starting with the one that the party found the Maka-yika. When the party opens the doors at the end of the draw, they are attached by a group of six monkenees. The Monkenees die really easily, and there is nothing of interest in the room. Further down the corridor, the party enters a corridor full of muck and murk. Abuto casts her Detect Snares and Pits smell on Kasai’s urging. Just as well as there are three pit traps with punji sticks to catch you if you fall in, just below the foot of water that floods the room. The pit traps are easily avoided by the party by using Mwaree’s ring of water-walking to walk on top of the water.

Down the corridor, the party comes to a room with two side rooms. A group of five boggards attack the party. As the boggards attack, a char-ra appears at the back and starts casting spells. However, he is soon a frog, care of Canzee’s Baleful Polymorph. The boggards are soon despatched, including the one with Mwaree stuck to its tongue. In the next room the party finds a statue that Canzee recognises as Savith. The statue appears as magical to Detect Magic, which is worked out to be a Glyph of Warding. In trying to avoid the glyph, Abuto manages to trip over a trip-wire, which tips over the statue, which hits the floor and….sets off the glyph. After the damage is all healed up, Canzee repairs the statue and convinces the party to help her put it back into place.

Further into the complex the party encounters two Girillions, who die very quickly, mainly from arrows. The corridor appears to be a dead end, but Kasai soon finds a secret door at the end. When opening the door Abuto is attacked by the Karva Bush Devil (some sort of Flesh Golem). The golem is eventually defeated, but is very difficult to defeat. The next chamber appears to be empty and is some sort of bed-chamber. Abuto checks under the bed and doesn’t find any creatures, but does find a secret door. The party checks out all the chests in the room and finds some treasure. Abuto then pushes the bed out of the way and opens the secret door into a very strange chamber. The chamber has brains stored in crystal prisms attached by wires to some other strange device. As the party moves into the room to check out the device they are attacked by a Derhii that was hidden from sight around the corner. The party falls back into the bedroom to try and draw it out. It does not take the bait.

As Abuto enters the room, a roper attacks her from behind the door. The rest of the party enters the room and concentrates fire on the Derhii to start with, it goes down reasonably quickly, but an Intellect devourer is revealed, and forces Abuto to attack her own party. The roper, who is vulnerable to fire is taken down by the spell-casters, especially Kasai, the fire specialist. The intellect devourer cast Black Tentacles, which captures the whole party, except Mwaree, who was next to it and Canzee who is skittering around as an army ant swarm. Chumly Wallaby finally escapes from the Black Tentacles and retreats to the bedroom where he feels safe, only to have the intellect devourer dimension door into the same room. In retaliation, Chumly Wallaby casts Black Tentacles. After the party is reunited in the bedroom the Intellect Devourer is finally defeated.

exp: 34,000
Total: 204,911

An out-of-body experience...

Day 173

The party decides to tackle the underwater sinkhole in the boggard’s area. The first thing the party does is activate the spire in the area. Then down the first hole, to water level. Canzee goes into leech swarm form, leaving her bones on the ground and enters the water to attack the Dire Piranhas!!, bringing them to the top of the water where the rest of the party can attack them. After she is defeated in leech form, her flesh re-knits on her bones, as Friar Bryn throws a Steam Ball at the piranha swarm, Kasai follows up with a Lightning Ball. The piranha swarm retreats back into the centre of the water. Canzee casts Rain of Frogs to draw them back to the top, where the party takes them out. however, while this is happening Kasai starts babbling, a familiar sound to those who can cast Confusion, and ominous considering the source. Canzee is able to dispel the spell, but is soon babbling herself. Three Nisps then show their heads above the water. One is attacked by a water elemental called in by Friar Bryn, but is only distracted for a round. After Canzee ineffectually attacks Friar Bryn and Abuto is affected by hold person, the Nisps are defeated. The area is now empty and the party finds some crystals with the Azlanti rune for abundance.

On the way back to base camp, some Derhii drop out of the sky and warn the party that the Gorilla King is coming and all hairless apes must leave the city. Needless to say, Aberwhinge is very impressed with that piece of news when the party reports back to him. The party spends the rest of the day helping to fortify the camp.

Day 174

The following day, the party investigates the opening in the side of the islet near the centre island. The party enters the opening and finds a hewn cavern with a deep pool of water. As the party tries to pass the pool and go deeper into the complex, Abuto is grabbed and swallowed by a Giant Flytrap in the pool. Friar Bryn and M’waree soon join her. Abuto manages to escape, but Friar Bryn is almost dissolved before the party manages to defoliate the pool.

The party leaves the room and goes up a set of stairs. At the top of the stairs, Kasai pokes at a pile of mud, only to find it is a dead adventurer, a very dead adventurer.
The party moves further into the complex, up the stairs and into a very muddy corridor with alcoves on either sides. As they enter the corridor, four mephits pop out of the alcoves and attack!! After affecting an area with Cloud Kill, they are defeated.

Next room is a large chamber with a very mucky floor. Intuitionally, Abuto casts Detect Snares and Pits and works out that the entire centre of the room is a quick-sand filled pit. Another four mephitis jump out from the quick-sand. Friar Bryn and Wilson cast Wall of Fire across the room. Suddenly, a Shaitan appears and throws a ball of mud at Friar Bryn, who drops Wilson in surprise (or he is greased). A hard battle later the party defeats the mephits and the shaitan.

The party goes down the corridor on the opposite side of the room and into a large, colonnaded, muddy room with a silver-watered fountain at the far end. As the party looks into the room a large mud elemental attacks. The mud elemental is slowed down within a Icy Prison cast by Kasai. It still however, hits very hard and pummels the party. It eventually dies through the application of small pointy sticks.

The fountain at the end of the room is extremely cool (does all sorts of magic TW to fill in please), but there is no sign of the magical crystals the party was hoping to find. Back to the quicksand filled hole, with Canzee turning into a swarm of mud crabs and investigating the quicksand, an old skeleton is found, with some gems, jewelry and the next crystals.

On the way back to base camp nine Derhii fly from the sky and “invite” the party to a feast with the Gorilla King. An offer the party is unable to refuse.

exp: 13,933
Total: 170,911


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