Post by Aeris Dawntracker on May 16, 2018 19:12:54 GMT
New to the lands of Kantas, Aeris, Dorian and Sara join local resident adventurers Taffeta and Barden to find missing tritons Mandor and Astura. Underwater dwellers of the sea nearby, these folk have a well-meaning and benevolent reputation, and maintain good relations with the local towns.
After some investigation, the group discovered that the fastest route to the triton village includes passing by the coastal town of Port Ffirst, acquiring diving equipment and either swimming or walking the rest of the way. Harbourmaster Kensington quite helpfully mentions reports of a sahuagin necromancer. The triton village has been repeatedly attacked by both live and undead sharks, and this wizard is the prime suspect.
The party is given “breath-under-water” weed and sets off – the views are majestic and the walk goes by with little effort. Tracing the leads that the missing tritons travelled southeast and using Aeris and Taffeta’s tracking skills, they arrive at a forest that has been submerged. Eerily deserted, only a lone stone structure is found in the centre. Barden the cleric dispels an Alert rune, and uses Nigel, his imp companion, to scout ahead and down a staircase.
A great door finds them at the end of the stairs. Luckily, a magical orb is close by and illuminates the scene for those who cannot see in the dark. This door releases a magical aura, and around it, 6 sides roughly form a circle. Cryptic hints suggest this may require logic to open and provide passage to 6 different destinations. A great deal of orbs hang from chains in the ceiling, each depicting a scene, like a divination orb. Each orb has a hook, and weights can be found on the floor. It takes some time, but the party agrees on what to try – a failure! Lightning bolts shoot out from the stone, damaging everyone in the area.
More careful now, all agree on a different strategy – they map out the possible solutions and try one. A success this time, they roar in approval. They find nothing in the room the first combination led to, then in another, zombie tritons stand guard – they’re quickly dealt with, and upon inspection, they seem to be the missing ones. Emblems are collected as proof, in favour of … less sensitive alternatives. After more tries, they find the necromancer. He’s having tea. Underwater.
With two undead sharks and an undead octopus.
Sara goes in first, places herself in a vantage point, ready to attack. Aeris goes second, quickly shoots the wizard’s staff away before he has a chance to react. Then they all come in, and soon enough the threat is no more, the undead beast turned to dust immediately after his demise. The loot is plentiful and the missing key to the coffer is found – they turn away richer and having completed their quest.
After some investigation, the group discovered that the fastest route to the triton village includes passing by the coastal town of Port Ffirst, acquiring diving equipment and either swimming or walking the rest of the way. Harbourmaster Kensington quite helpfully mentions reports of a sahuagin necromancer. The triton village has been repeatedly attacked by both live and undead sharks, and this wizard is the prime suspect.
The party is given “breath-under-water” weed and sets off – the views are majestic and the walk goes by with little effort. Tracing the leads that the missing tritons travelled southeast and using Aeris and Taffeta’s tracking skills, they arrive at a forest that has been submerged. Eerily deserted, only a lone stone structure is found in the centre. Barden the cleric dispels an Alert rune, and uses Nigel, his imp companion, to scout ahead and down a staircase.
A great door finds them at the end of the stairs. Luckily, a magical orb is close by and illuminates the scene for those who cannot see in the dark. This door releases a magical aura, and around it, 6 sides roughly form a circle. Cryptic hints suggest this may require logic to open and provide passage to 6 different destinations. A great deal of orbs hang from chains in the ceiling, each depicting a scene, like a divination orb. Each orb has a hook, and weights can be found on the floor. It takes some time, but the party agrees on what to try – a failure! Lightning bolts shoot out from the stone, damaging everyone in the area.
More careful now, all agree on a different strategy – they map out the possible solutions and try one. A success this time, they roar in approval. They find nothing in the room the first combination led to, then in another, zombie tritons stand guard – they’re quickly dealt with, and upon inspection, they seem to be the missing ones. Emblems are collected as proof, in favour of … less sensitive alternatives. After more tries, they find the necromancer. He’s having tea. Underwater.
With two undead sharks and an undead octopus.
Sara goes in first, places herself in a vantage point, ready to attack. Aeris goes second, quickly shoots the wizard’s staff away before he has a chance to react. Then they all come in, and soon enough the threat is no more, the undead beast turned to dust immediately after his demise. The loot is plentiful and the missing key to the coffer is found – they turn away richer and having completed their quest.