012 – Prism Theater – Should Be Sleeping

We found the shipwreck in three pieces. As we swam toward it, Zeno decided to question a fish. He is a very strange and interesting paladin. It was in this way we learned that there were many things inside the wreck, our size, but not moving around on legs as we were. We soon found the fish’s words to be true, as the wreck was filled with the corpses of the sailors.

We headed first to the Captain’s Quarters. There we found him, a magical sword at his side and a gem held in his hands. When Za’lynn touched the gem, a wave emanated from it, rippling through the water. A thing like that has never been a good sign.

It did not take long before 7 sahuagin and 2 sharks showed up. The sahauagin were tricky enough to fight. Once our blood hit the water, their already unsettling eyes took on a frenzied glaze and their attacks struck with a greater accuracy. However, we also had to contend with a cleric among them. She paralyzed Zeno, and troubled us all with a spiritual weapon. Zeno did his best to pursue the sea witch, but it was too much for him. Several times. But he never stayed down!

Despite the annoyance of wet fur and angry fish, Jade remained on point and tore into the sea frog fish people, as well as their sharks. I helped in what small ways I could, mostly just finishing up weakened foes. In time, we were victorious. We are learning more and more how to work effectively as a team.

We took a rest once the creatures were dispatched, taking the time to identify the items we found which turned out to be a magical scimitar, a gem of brightness, a scroll of purify food and drink, and 3 potions of greater healing.

In the hold we found much more than some barrels of wine. There were:

  • ingots of cobalt blue glass
  • ingots of a variety of colors of glass
  • ingots of steel
  • ingots of mithril (15) and adamantine (5)

This was more than Requiem planned on finding. They have offered, as further compensation, to supply us with a list of locations where they believe there are treasures to be found, but the risk level is too high for them.

I am feeling very good about the connections and friends we are making around the town. Though I still need to understand more about what is going on in our waters.

003, 004, 005 – Basement of the Mistside temple – Finally catching my breath

We arrived at the pirate cove, entering the cave via rowboat. Halfway into the cave, we spotted a dark blue circle beneath the waters. Twenty feet across, the shaft descended into darkness. Avoiding this strange feature, we took to the solid shore within the cave.

More disturbing than a mystery shaft, here we found the image of a kraken carefully carved into stone. The stone had been brought here, and the cave carved out to hold it. The kraken seemed to be a cultish symbol of worship and veneration. It is an old water, primordial force. Around this point when we realized that much of what we took to be sand around the base of the stone to actually be pulverized bone. Obvious evidence of sacrifice.

A secret door, leading into a narrow passageway was found. Zeno moved in first, soon followed by a flash of light as an alarm spell was triggered. As we entered the room at the end of the passageway, 6 seaspawn and a single cultist were gathered around a kraken statue. They were all dripping wet, and the seaspawn pooled into a sickening puddle of chum.

During the scuffle, the cultist called on the kraken to protect him. Out of the ditch of seawater that separated his perch from the rest of the room, he summoned a wall of dark tentacles. I could hear the sound of grinding stone from behind the wall, though I could see nothing through the mass of writhing darkness.

The remaining seaspawn surged forward, attacking quickly with their claws. Zeno went down, but just for a moment. As we dropped the last seaspawn, the wall of tentacles fell revealing the absence of the cultist. We searched the area, finding the ditch was actually a swim path, one end leading back into the grotto and the other out to sea. At the bottom, we also found a chest containing a luck stone.

We searched the kraken statue closely, finding yet another hidden passage. This short passage led to a small room holding only a teleportation circle that stood on desecrated ground. I studied the sigils of the circle, able to ascertain that the destination was somewhere within a 50 mile radius.

We covered our tracks that led to the teleportation circle, attempting to make it look as if we had simple found the luck stone and then left.

Returning to the city, we decided to let the cultist situation lie for a moment and instead turned to pursue speaking with Casta about taking care of Requiem’s warlock problem. At The Blossom we met Kyra, the middle-aged, dark haired bartender. She directed us to the second floor.

In addition to Casta there was a half-elf male – Ashran – reading a book about druidic orders. Casta explained to us that House Cargalane owned a manor house that is now occupied by a member of The Burning Oblivion (a mostly secretive organization, infernalists, heavy handed and controlling). The warlock has an unknown number of allies, including an invisible something that moves alongside him.

After some debate, we decided to take the job. We were offered 500gp for the job, with 250gp on completion, or no money, but we could claim up to 5 items from the manse. (Please refer to Zeno’s first rule) We settled on 5 healing potions in advance, and we would pick 5 items, with Requiem having a single veto on the items.

We traveled to the manor house, deciding to scout it out as much as possible first. Jade and I stealthed in. In front of the house stood 4 braziers of conjuration magic. The house itself was in disrepair and didn’t seem terribly secure. A garden and gazebo stood out back. There was also a backdoor and a bulkhead that lead to some sort of basement.

Jade and I reported back to the group, and we decided to move in as a group. Jade unlatched a window and we climbed inside, deeming it best to avoid the braziers out front. There were some less than steathly moments, and we soon attracted the attention of a tiefling and his imp. It was a tough fight, with Jade proving to be so effective that much of the violence from the infernal pair was focused on her.

After Zeno hit the imp with his silver mace, it turned invisible and tried to escape. I used my best cantrip to staple the imp’s corpse to the door. The imp’s master soon went down as well.

Upstairs, we found another set of braziers. We inadvertently set these off, releasing mud mephits. They restrained people, making fighting them difficult, but not impossible to fight. After we took them out, we explored the rest of the upstairs, finding a bedroom and a lab. There was a silver dust circle in the lab, as well as a table with all sorts of vials.

In the basement, we found an alchemy lab. There was some horrible things growing down there, but would be useful in making potions to make one resistant to poison. Casta seemed pleased with our finds. As payment, we each took something expensive from the manse, though Za’lynn took a dagger we found on the tiefling. It turned out to be a pact blade, which it seems Za wants to pursue making use of it.

Well, I’m going to get back to using my vast and impressive intellect to study and understand the intricacies of magic. Which I understand is a path only available to a certain few of us.

Zeno’s Code

  1. Never take the first deal
  2. tbd
  3. Punch up, not down
  4. Open mind not closed fist

Action Items:

  • research wand of everlasting tacos

002 – At Mistside Cross – Settling in at Da-Rin

The ship docked at the Mistside Cross, the former Thessalian section of Da-Rin, and I went in search of answers. Za’lynn accompanied me to assist with both his knowledge and imposing visage. I was lucky enough to find a priest of Athena at the universal temple who offered us use of the library there. Sadly, the place is mostly in disarray. Lydros, the Priest of Athena, after hearing what I was looking for, suggested that I might want to speak with Ellenmore the Old, the owner of a nearby sage shop. 

After making what we could of the information in the ruined library, I was able to ascertain that nothing of what we had encountered so far was in the pre-Arkyn texts. Though there was nothing directly on the conch, I did find a few entries that begin to make me wonder if the elemental nature of the conch is somehow linked with the Titans. This will take further investigation.

As Za’lynn and I searched through documents, Jade, Tyanna, and Zeno went in search of a drink. Arestes, the bartender at The Voiceless Fish, was full of information about the horrible things we’d seen on the ship. The deep ones, it seems, are a new problem in the last 10 years. It is assumed that they are some byproduct of the island explosion. 

The creatures do not seem to get along with sahaugin or lizard folk. They are often seen with sea spawn, the creatures that appear as drowned men with the sea beginning to claim their form. They maraud and raid, never straying far from the water as drying out seems to cause them to wither and desecate. Their tactics are not complex, simple shock and awe.  

Arestes also offered more general understanding of the area. The Old Fashioned Blossom is a higher class tavern, and if you plan to do anything illicit there one should either keep it secret or be very upfront about it. It is the haunt of The Requiem of Nobles, a very intense gang. They focus on obtaining wealth from the ruins of the nobility. 

That night, we attended the Beggar’s Feast at the church. It’s held once a week, everyone bringing what they can so all can share. It was a lovely time, with everyone eating and socializing. An old timer there told us that the sea creatures mostly appear at night, mostly. When they do, a song echoes from the ocean. It’s been a couple of weeks since their last appearance.

After the feast broke up, Jade walked over to meet the severe looking dwarven woman who stood at the edge of things. Casta turned out to be a member of The Requiem of Nobles. She wore her copper hair in a loose braid, fine vest over her leather armor, boots polished with jewelry worn in plain sight. She offered some professional courtesies and a job. 

A warlock lives in a manor house in some disputed territory in the NNW section. We can be paid for our time and turn over the loot rights, or we can arrange for a share of what is found.

The next morning, with plans to head out toward the pirate cove, we stopped by the Sage’s place to get a read on the conch. He promised to look further into things (both sea creatures and conch) and let us know if he found anything. Currently, he could only offer that it would surely open only a small portal, like a window, and was therefore likely designed for a specific location and/or reason. 

Da-Rin regions: 

  • The Stormside section of the city holds a church of Poseidon. 
  • Whitespire is the tower in the very center of the city. The clergy of Arkyn resides there. I will need to visit there eventually to see what they know about both these new creatures, and what happened here 25 years ago. 
  • Waveside is the home of a large cemetery. Make sure to stop by Mad Felicia’s and pay respects when visiting that section. She considers herself a caretaker of the dead and exploring her domain without her blessing is not advised. 

Action Items: 

  • Assist in recovering the church’s library
  • Is the conch linked to a Titan
  • Mending cantrip that adds fashion
  • Dehydration spell
  • Visit Whitespire
  • Recon with Sage