Archive for the 'Vol. 15: Firewatch Hermitage' Category

Rewards Earned

  • Experience Points: 675
  • Treasure: gold tortoise-shaped paperweight (100 gp); set of ivory false teeth (150 gp); salve in a copper flask; ring of freedom of movement; flask containing viscous magical liquid; 3 potions; immovable rod; folding boat; bag of holding (type I); 3 magical pressure capsules; continual flame torch; several nets; 500 feet of weighted hemp rope; Archais’s journal; 2500 gp; brass mug (350 gp); black silk glove containing numerous emeralds (2500 gp)

While making a final sweep of the monastery grounds, the party was attacked by a pair of massive crustaceans similar to the chuul that nearly swallowed Balama back in Rana Mor. This time around, the creatures burst up from the water on either side of a beached rowboat and quickly incapacitated Spike and Chow, much to the dismay of the other group members.

Richard used his divine power to negate the effects of the chuul’s paralytic tentacles on Spike, but the creature struck Spike again almost immediately. The priest then attempted to destroy the beast, but instead became the next target for the creature’s tentacles and chitinous mandibles.

Balama expended most of her offensive magical capability on the creatures, but she succeeded only in hurting them enough to make them flee back into the water with the paralyzed rogue and priest still in tow. Thus spent, she changed tactics and attempted to levitate Chow’s form out of the water enough to prevent him from drowning. Carmina slew that particular chuul with a good hit from her crossbow, and Isaac used some fancy ropework to lasso Chow and drag him back to shore without strangling him.

Meanwhile, the paralytic effect on Spike dissipated enough for the ship captain to swig a potion of flying and take off after the chuul that was dragging Richard to the depths. Balama summoned several mirror images of herself, used a dimensional door to place the numerous Balamas close to the chuul’s last known location, and then transformed herself into a mermaid in order to hasten her own pursuit.

When she caught up with the creature half a minute later, Balama used one of her few remaining spells to attempt to diminish the chuul’s cognitive capacity, perhaps to make it flee with greater alacrity. Unfortunately for the mage, the change seemed to transform the chuul from an injured beast into a frenzied killing machine, as it released Richard’s form and turned on the numerous mermaids that had suddenly come into range. It had just finished off the final image of Balama when Spike arrived. His rapier made quick work of the chuul, but not quickly enough to save Richard or Balama.

Cursing his foul run of luck, Spike hauled his friends’ inert forms to the surface and flew with them back to the monastery. Still under the effects of the fly potion, he settled his companions on the shore and took off to search for the chuuls’ lair.

The rest of the party prepared Richard and Balama for the journey back to Mavinar, and then investigated the shore more closely. They saw now that the rowboat they had noticed the previous night was riding low in the water for a couple of reasons. First, the hull had been smashed on the rocky shore. Second, a large fishing net, seemingly full, was tied to the back of the boat. When they hauled the net up, the group was horrified but unsurprised to see that the net contained the remains of a dozen hermitage residents. The humans, half-elves, and lone dwarf seemed to be newly dead, but the bodies at the bottom of the net were already chewed and slashed, presumably by the chuuls.

After consulting with Kumar, the leader of the Rangsten monks, and Janore, the priestess of Shalimyr, the group decided that, given the circumstances, ceremonially burning the remains on a funeral pyre would be preferable to the traditional burial at sea or leaving the bodies atop the island’s hills for nature to reclaim.

As they set about preparing the pyre, the group noted a seagull perched on the shore a few paces away. Noticing that the bird seemed to eye them with a bit more pointed interest than was usual for such a creature, the group offered it some food. After it gobbled down the tidbit, the bird dipped its head in a distinct imitation of a human bow. The bird repeated the gesture when one of the party asked it, “Can you understand us?” When Spike returned with the bit of treasure he had found in a nearby sea cave, the group followed the strangely communicative bird up to the abandoned quarters near the top of the hermitage’s western tower.

A more concentrated search of the room uncovered a hidden compartment in the stone wall. While removing the various boxes, bottles, and bags from the compartment, Chow happened to notice a false panel at the top of the compartment. He removed the panel to reveal a leather backpack containing a waterlogged journal. A few minutes’ reading and consultation with the seagull revealed that the bird, whose name was Virgil, had been the familiar of Archais, the garrison wizard who had lived at the Firewatch keep when the installation was first built, fifty years ago. Astounded at the bird’s age, the party continued communicating with Virgil, verifying that Archais was indeed dead, and that his spellbook was not in the keep.

Virgil then gave the group several helpful pointers regarding the equipment they found in the wall compartment, most of which related to Achais’s hobby of exploring shipwrecks. Indeed, Archais had written the names and presumed locations of three dozen ships inside the front cover of the journal. A couple of shipwrecks appeared to be relatively close to the Serpent’s Teeth archipelago where Freeport was located, and there was also mention of the Flying Cloud, the war galley that the sea hag Black Molly had sought near the fishing village of Poisson.

Most of the journal related Archais’s exploits in the Ashindari military and his expeditions to various wrecks, but the last several entries detailed the construction of the Firewatch Island fortification. Given the war-like nature of the Crescent Empire across the bay from the Spice Coast, the Ashindari government feared an eventual seaborne attack or even a full-scale invasion. Thus, they created the keep on Firewatch Island to act as an early warning measure. Unfortunately, necessary materials had been diverted to elsewhere in Ashinda prior to completion of the keep’s wall, so the garrison leaders feared exposure to attack from the sea on the southern approach. Their fears seemed to be realized when Virgil reported a “war galley fully loaded with soldiers and monstrous slaves” approaching from the northeast.

According to the journal, the garrison’s chaplain, a follower of Zaha (the Matyanist face of Shalimyr), beseeched the Stormlord for aid. Whether true divine intervention or mere fortunate happenstance, a sudden, fierce storm blew in and sent the Tammeraut to the sea floor with all hands aboard. The ensuing celebrations were short-lived, however, as Archais suspected that the ship had sunk near Dagon’s Maw, an “ill-starred undersea chasm” a few miles to the north of Firewatch Island. The wizard feared that the ship may have breached the wards laid on the rift by sea elves in the distant past, and, according to his final journal entry a week later, planned to set off to inspect the wreckage and the rift. Further “conversation” with Virgil revealed that Archais never made it to the Maw. Late in the night before the planned expedition, a mass of reanimated drowned sailors and soldiers had attacked the island, leaving no one alive. Virgil confirmed that the creatures were at least the same sort as those that the party had fought the previous night, and may even be the same drowned ones from a half-century ago.

Uneasy, the party mulled over their options. After some discussion, they decided to finish canvassing the former keep, lay the slain hermits to rest atop their pyre, drop off their passengers (the Mavinari investigator and his assistants, Kathkallan, the three monks, and Janore) in Ashinda, attempt to procure diamonds in order to raise Balama and Richard, and return to investigate Dagon’s Maw. When asked, Virgil agreed to accompany the Primrose and the Sea Wind for the time being.

A couple of hours later, Janore and Kumar delivered their benedictions for the dead and lit the pyre. The rest of the group transported their fallen comrades onto the ships, warning the respective crews that Richard and Balama had been greivously injured and required quick attention in town. With that, the ships set sail for Ashinda.

Within another few hours, the city came into view. However, the city was the only the second thing the lookouts noted. From the center of the city rose an immense, twisted tree whose upper branches seemed to brush the clouds far above Ashinda. Spyglasses revealed smashed buildings, raging fires, and numerous pitched battles between the city guard and squads of orcs and trolls. As the party watched, the tree seemed to expand and reach higher into the sky. A foul, diseased jungle had sprung into existence around the base of the tree, and seemed itself to be spreading while the ships approached.

When asked, the Mavinari investigator talked the situation over with his assistants and asked to be put ashore with them so that they could assess the situation and make a report to Governor Johar. After coming to an agreement with his officers and the rest of the party about heading back west to Mavinar, Spike gave orders for volunteers from his crew to take one of the ship’s boats to the docks and return immediately after dropping off the Mavinari contingent. He also agreed to take a written report and a copy of the investigative team’s last wishes to the governor in Mavinar.

With that, the Primrose and the Sea Wind set sail for Mavinar.

Rewards Earned

  • Experience Points: 2150
  • Treasure: +1 light crossbow; +1 breastplate; potion of cure moderate wounds; potion of cure serious wounds; potion of fly; divine scroll (CL 3rd): aid, bull’s strength; silver holy symbol of Shalimyr; two blocks of amber (50 gp each); Quaal’s feather token (bird); divine scroll (CL 7th): cure critical wounds, flaming sphere, speak with animals, bull’s strength, cure light wounds

The ships circled the island while Balama made herself invisible and flew over the hermitage. Finding no one moving, Richard and Spike ordered their ships anchored at an angle so as to have a pair of broadsides covering the north side of the island.

(Quick version: the group circumvented a pair of assassin vines, talked their way out of a fight with a pair of sea hag sisters, checked out the kitchen and larder, found a frightened priestess of Shalimyr and a pair of diseased hermits, talked the priestess into accompanying them to the ships, ran for the dock as the sun set, fought off two dozen sea zombies, got back to the ships, and sailed around for the rest of the night.

The next day, they checked out all the rooms in the hermitage, verified that Aaron the hermit had been killed by the winged creature in the belfry, verified that the two diseased hermits had been ripped to pieces, and destroyed the stag-headed eagle-bodied creature in the belfry.)

Rewards Earned

  • Experience Points: 800
  • Treasure: None to speak of

True to his word, Mantatlus contacted Richard again the next morning with a brief magical message: “Never mind. Divinations inconclusive. Keep the books. Spells expensive, but less than bribing the Boatman. May keep an eye out, and would expect likewise. Mantatlus.” After a quick discussion with his comrades, Richard responded to the mage with an agreement to break off any hostilities between Mantatlus and Four Gulls. Richard then sent a message to Governor Johar in Mavinar, who thanked the group and informed them that Anteashara was no longer available to use as a bargaining chip. After communing briefly with one of Harrimast’s heavenly host, the group decided not to pursue Mantatlus for the time being. With that issue settled, the Primrose and the Sea Wind turned around and headed toward the hermitage on Firewatch Island.

A bit after midnight, one of the crewmen stationed on the port side of Sea Wind’s sterncastle heard something scrabbling below him on the hull and sounded the alarm. About the same time, numerous crew members broke and fled to the starboard side of the ship or into the water. Within seconds, the lantern sea serpent about which the group had been warned slithered onto the deck and clawed its way through several of the ship’s crew.

Richard, hearing the commotion above and guessing at its cause, used the magical bowl the group had retrieved from the sea witch, Black Molly, to summon a water elemental to combat the creature. The priest ran onto the deck just in time to catch a lightning bolt from the serpent’s mouth, along with nearly a dozen of his crewmen. Richard ordered the crew to steer toward the Primrose, and then called holy fire upon the serpent as the elemental bashed it. In return, the creature grabbed the priest and began to squeeze him in its coils.

Meanwhile, the alarm on the Sea Wind and the subsequent light show had attracted the attention of the Primrose’s crew. Chow gave orders for the ship to turn about and head for the Sea Wind. Now awake, Balama endowed Spike with the magical ability to fly, and the two took off toward Richard’s ship.

A few tense moments later, the water elemental had smacked the serpent enough to gain its undivided unattention. As a result, a nearly unconscious Richard dropped into the water just as Spike and Balama arrived. Spike snagged Richard and deposited him on deck, while Balama peppered the serpent with magic missiles. Suddenly much less comfortable with its condition, the sea serpent splashed into the water. Much to the captains’ consternation, instead of diving immediately into the depths, the creature headed back to the waters where the Sea Wind’s crew had jumped overboard. Trying to ignore the distant screams, the crew and officers of the two ships tended to their wounded and fallen comrades.

After a night of mourning, the crews buried their comrades at sea, and Richard said a benediction for the deceased. Assigning the remaining crew members as evenly as possible between the Primrose and the Sea Wind, Spike and Richard gave orders to set sail toward Firewatch Island.

The ships arrived at the island in the late afternoon. As they approached, a bell in the hermitage tower tolled five times, and a large winged figure swooped into the belfry from above. Unsure of the bell’s portent, the ships continued toward the island.