Identifying the Iron Keys

Ozzie sits down in his room and begins the arcane ritual to see if he can find out any more about the iron Key, a symbol of the fabled group the Ebon Key. He recalls the conversation he had with Trinklar in the Blight Swamp, and her warning that the Ebon Key seek artefacts and weak points with which to bring Beings from the Beyond back.

The mere fact that the heroes have been traced and tracked to Ravenscarp by the Ebon Key is concerning and worrying.

So to find out who is behind this latest gang of thugs

Ozzie holds onto the key and completes the ritual, by asking five questions.

His first question:

image 1. the point where the key is handed over to the people who attacked ozzie and his friends, in particular can I see the face of the person and their surroundings… are they recognisable?

An image appears in Ozzie’s mind, A dark area, lit only by flickering flames. Various brown robed and hooded individuals stand around while a man kneels in front of them.
It is clear that there is some talking, then a red robed individual hands the key to the kneeling man.

image 2 where the key was forged… the next image appears to the wizard

Open air, it looks like Raven-Scarp from the architecture and vegetation. A busy plaza filled with people buying and selling and making. The bulk of the produce seems to be metal work, including arms and armour.
A fair haired, moustached individual in checked pants is handing a bunch of keys over to a large, dark haired individual, this person is dressed in a blood stained apron.
Between them an anvil stands, like a counter.

Image 3. The area where the key is transferred from the pocket or bag of the dark haired individual in the blood stained apron
This is an indoor area, perhaps an inn or tavern? There is little you can see to help identify it.

Image 4. the point where the robed individual who hands the key to the kneeling man collects the key for the transfer to the kneeling man. is the robed individual the dark haired man? and where is it collected or put into something to be taken to the ritual?
It seems as if the robed individual is the dark haired man you saw collecting the keys. He puts them into a pouch in a nondescript indoor area, possibly a tavern?


Switch turns up with a pet monkey, dressed as a wizard…. Remarkably like Ozzie’s.

A Thyatian detachment of soldiers march into the square straight towards the heroes, despite them moving to one side to let them past.

A ranking officer comes to the front and extends an invitation to us to dine at the fortress General Leiah Akbir, who is the magistrate for the town.

She is from the desert land of Ylaruam. Ozzie recalls that the place has long been fought over by Althatia and Thyatis, around 100 yrs ago a leader arose who drove out the Thyatians. He left to become an immortal. Because they are so keen on divine powers, Wizards need to be licences.

The heroes move to stay in the Golden Grape Inn.

Kathka asks what the sage drinks, which is glantrian brandy….

Varius only died last week… Apparently of natural causes .

There is a local games happening tomorrow evening sponsored by Arteris, a local merchant. She is hoping to become the Aedile for the circus area. This is sort of the magistrate and police force for the local area. Varius was the previous Aedile, possibly poisoned. Also standing is Marcus Tulis the younger.

The monkey steals several gps from Switch’s pockets and tip the bath house attendants generously. Switch doesn’t notice.

As the party head towards the fortress, Tol notices that there are half a dozen people behind us and in front of us.

A tall redhead woman says yes you have an appointment with the veiled lady. Ozzie tries to intimidate them but fails miserably.

There is a quick battle, but the heroes quickly overcome the thugs, after some questioning we discover that they are believers of the Beyond. Captain Tulius arrests the remainder.

The room is very Thyation with Ylaruam styling around the sides. There are a few members of the military and members othe aristocracy, only one hinterlander, who is the chief of the Ravens clan. His name is

We are introduced to our hostess, she wears a holy symbol of Tarastia – the immortal responsible for justice.

The clash with the Alphatians appears to be building again we discover.

During the evening the heroes discover that there is a huge amount of rivalry and the opportunity to get an expedition sponsored. We discover that Arterius is there.

There is an aggressive policy with clearing the jungle.

The party are introduced into three merchants

Lucius Tiberius Flavius…. The quieter of the three traders, trades as far from the Savage Coast.

Theodocios Quintus

Portia Valaria Tertia

Piracy it turns out is a cost of doing business, the Minradian princes are the kings of the sea and are rarely bothered by pirates, which mean that Theodocios may eventually turn to using them.

Captain Torsk enters and passes a note the Magistrate. It turns out that every single attacker had a blackened iron key on their person. The Ebon Key.

There is a portal in the fort, whichever is heavily guarded.

There have been other assaults on visitors.

Take a guide and people to carry stuff, military experts.

She who speaks with the dead

Palloc and Rallus take the masks to she who speaks with the dead. She is pleased to see the return of them and will get them taken to the final resting place.
The Pride of Dymrak is nearly ready to sail.

That night there is a big feast in honour of the heroes. They are now seen as great heroes by the village. Mighty tales are told of their exploits.

The next day the heroes set sail for Ravenscarpe. There is a more positive feeling amongst the crew and we make good progress.

A day out of the xxxx islands the look out spots an undersea bow wave coming towards. It turns out that they are Kna, who ask if they have anything to trade.

Moss Shindlewood is lowered down and is very happy to trade with the Kna, they trade herbs and spices for various goods. Eric Chandler does some trade.

We are warned that devil fish are more troublesome, best thing is to stay away from them as they can suck the life out of you. They have a variety of powers and are able to use magic, some may attack at night or from underwater.

The Kna are particululary Intested in Obsidion. We discover there are some Obsidion cities at the far west of the Sea of Dread…. Which roughly lines up with the map. The Kna don’t go there as there is a huge vortex of water and powerful horrible magic.

The party sails on and days pass, and we see land approaching… Ravenscarpe!
A customs galley rows out to greet us, where we meet Lucius the customs officer who has a look around here.

Docking at the town reminds the party of Thyatis, the streets are straight and a bit cleaner. Slavery is still the way of life here. Many of the slaves are outlanders and red headed. It looks to be a civilised place.

Lucius tells us that we are likely to be celebrities for a couple of days and word will be out that we have arrived.

The Great Hall
Won't you join us as dinner?

It occurs to Ozzie that the trading post was set up 20-30 years to soon because Ravenscarpe wasn’t established. Now there is a Thyatian outpost and this cove would be very viable.

Beyond the double doors and into the feasting room. In there are the smart ghouls. On the two sides of the room are 2 masks which don’t appear to fit with the rest of the room.

The doors open and a volley of crossbow bolts greet the heroes, the front row is dazed by the volley, Tol utters a war cry and returns fire, as Switch stumbles into the room. Memnnon calls on his deity to protect the party from these could creatures,

Ozzie lays down a vision of rotting meat to draw in the zombies, but some resist. And he becomes a potential pin cushion

The voice that invited us in had a slightly archaic.

The moping up continues as Kathka cleaves through the ghouls.

Another ghoul scuttles in and rapidly crosses the battlefield to get into Ozzie’s face! For its troubles it gets an arrow from the bow meister, Tol, as a small ball of fury rushes into help out his arcane colleague, plunging his sword into its back.

The fast mover is dispatched by Kathka. The rest of the ghouls have disappeared into the next chamber. A crossbow bolt races out of the darkness and sinks itself into Memnnon’s side.

Further up the room appears to be a throne room.on the throne is a darkness, behind which is another of these masks.

Toll races towards the wall and basically flies up the wall, drawing he now and firing suppressing shots at the enemy.

Ozzie teleports up behind Tol and takes out a few of the bad guys, he also discovers that in the darkness is a powerful undead creature. Who suddenly appears in the guise of young girl in the midst of the party and dominates Switch.

Another fast mover appears from around the corner and takes withering fire from Tol’s splintering shot.

Switch tries to stab the wizard, who teleports away from the vicious blade of the ungrateful hairy halfling.

Ozzie unleashes his prismatic beams to no great effect. Kathka releases the dancing sword to get the girl. The girl teleports next to Ozzie, who asks her, her name. Which is Alaster and her mummy. She tries to bite Ozzie but misses, whilst the other three come and try to bite the hapless wizard. One of who, sinks its teeth into his rump, dazing him.

Switch backstabs the fast mover for 58 points of damage, Ozzie teleports away from danger but remains bloodied. The dancing sword swings into action and strikes a mighty blow against the fast mover.

The little girl teleports in pursuit of Ozzie and strikers him savagely, causing greviously bodily harm, once again Ozzie’s robes run red. The fast mover dies from the power of Memnnon’s consecrated ground.

Tol gives a cry of exhalation, this reinvigorates Ozzie, as Switch sneaks around and stabs the girl. Ozzie rearranges the battlefield and teleports the girl away with Switch in pursuit. Kathka’s dancing sword sashes up to the girl and strikes her.

She teleports away and after the cleric, biting him and immobilising him, his infernal wrath burns her undead soul.

Tol drops all his weapons, as Switch smoothly shifts across the battlefield and with a mighty blow fells the undead girl.

Tol investigates the throne…. Which is actually a rather fine chair, which has some nice sapphires set into it.

Memnnon and Ozzie investigate the masks which they decide are the cause of the curse, or tied into the curse.

Switch and Tol investigate the chair. He prises out the first sapphire, the second sapphire and reckons they are worth about 5000gp each.
The girl has a small wooden doll.. Kathka remarks he also saw a wooden duck.

Referring to the journal, it is suspected that the carvings may have been stolen from the locals.. Ozzie calls up one of the canoe boys who is not happy to be seeing the masks here. He tells us they should be in the final resting place. This is only known by she who speaks with the ancestors.

The party spends the rest of the day clearing up the bodies and burning them with the rotting wood.

Tol goes for a swim and finds the remains of bones and bits of sunken ship. It’s clear that ships have been lured or bought in here semi regularly..

The party overnights at the bay, the party wakes to find they had pleasant restful dreams, although none of them can be recalled.

The Temple of Proteus

As Ghouls pour from the doorway, Tol pumps arrows into the Ghoul Priest, ignoring the Ghoul at his feet, which strikes savagely at him. Memnon invokes a mass cure light wounds to keep the party fighting. Kathra and Switch splats one Ghoul and as Switch advances to support the Tiefling things go badly wrong for him (with a Natural 1 followed by an Action Point and a second Natural 1!!).Ozzie’s Winged Horde has more success, felling the priest and weakening the Ghouls enough that seconds later, all have been slain.

One room off the main chamber appears to have been a dormitory, with the blue and green robes of followers of Proteus. There are other, green and gold, robes of followers of Asterius (patron saint of trade and thieves). A wooden altar dedicated to Proteus is also in the room, but it has been defiled and is thick with dried blood.

Another room contained stores, but there is now little of interest save a few candles, which the party take with them.

A final doorway is locked and inscribed with a glyph of warding. Switch takes care of the lock and Kathra utters the word “Asterius” which opens the door safely. Inside are human remains, a journal and another altar. It appears that the deceased locked himself in the room to avoid the chaos outside and died of thirst.
His journal makes for grim reading;
_*The journal of Belias Septimus Kamonikas.*
“My name is Belias Septimus Kamonikas. I was born in Thyatis, the second youngest of eight children. Seeing little chance of inheriting my parents’ vintners I took learning form the priests of Asterius. Over the years I have worked my way up and my efforts have been rewarded. I have been chosen to accompany Alaster’s expedition to establish a trading colony in the Thanegioth Archipelago. I assist a Hattian of passionate disposition, Sterner; I may have to temper his zeal with Asterius’ wisdom. We come to trade, not to conquer.”

A.C. 951: Belias starts by relating his excitement at being chosen to accompany Alaster on her expedition to the Island of Sisiwas. He is to be one of the colony’s holy men and spiritual advisors.
A.C. 952/3: Belias recounts the founding of the colony, called Fort Rivencliff. The site seems ideal with a deep water channel for ocean going ships and virtually unclimbable cliffs protecting it from the land. However, they will have to rely on the sea and the friendly islanders for provisions as there is no effective farming land in the cove.
A.C. 955: The colony now consists of a couple of wooden docks with warehouse, watch tower and accommodation for sailors. The colonists have begun carving out cliff dwellings.
Ships occasionally stop at the colony to re-supply whilst sailing the Sea of Dread; a good sign for the future.
A.C. 958: Belias celebrates the completion of his temple and the grand chamber of Alaster and her family. A feast is held in the great chamber, newly decorated with native carvings found by young explorers from the colony.
A.C. 960: Relations with the natives have deteriorated. Belias is unsure why, but mentions ‘inappropriate behaviour’ from some sailors who have been visiting the villages as well as the fort.
A.C. 966: Belias mentions that things are not going as well as they would have liked. Fewer ships are calling, due partly to unpredictable currents around the southern tip of the island that they failed to notice when settling here.
A.C. 970: The colony celebrates the birth of Alaster’s daughter, Arathi.
A.C. 982: Conditions within the colony have deteriorated. Storms have kept prevented anyone arriving or leaving by sea, even to fish, for over a month. Food supplies are running low and the colonists have been forced to try and eat the tough vegetation growing on the cliffs. Disease is killing off the old and vulnerable.
A.C. 982: At the height of the storm a ship is driven onto the rocks at the mouth of the cove. Alaster and her daughter order as many of the sailors to be brought ashore, along with the bodies of any who have drowned.
A.C. 982: Some form of rebellion has split the colonists, with a small group remaining with Belias in the temple while the rest retire to the great chamber. Belias has ‘suspicions’ where the other group are finding food, though doesn’t say what.

“The curse has spread here. I suspected Critias when he offered to take Oswa’s body and commit her to the waves. There they were, gathered around and fighting over her remains. I have shut myself in here, but I can hear them trying the door.”

The altar contains hidden compartments, with a large platinum piece (worth 7,500 gp) and an icon of Asterius made of ivory, precious stones and metals (also worth 7,500 gp). There is also a Holy Symbol of (TBC) which Memnon takes.

By consulting the journal, Memnon concludes that if there is a curse, it was most likely brought about by an object or something that was done – whatever it is, the Cleric feels he’ll recognise it when he sees it.

Locking the body safely in the room with a key found in its robes, the adventurers return to the cliff face and begin to ascend stairs leading up to the double doors spotted earlier. Tol spies half a dozen humanoid shapes at the top, which he thinks are Undead.

They begin to rain down bolts, one of which strikes Memnon, who is dazed by necrotic filth encrusting it. Ozzie blinds most of the assailants with a prismatic burst, Tol picks one off and Ozzie slays the rest with a wall of fire.

Cautiously moving through the doorway, the heroes find themselves in a large feasting chamber, with wooden masks on the walls and several more Ghouls, less savage looking and evidently more articulate; as one of hem welcomes the adventurers to dinner…

The Big Doors

The next day the party sails down to the big doors. Memnnon identifies that the doors are dedicated to the immortal Proteius, and other underea dwelling immortals. The door is slightly ajar.

Memnnon further identifies that the door also honours Asterius, trade and merchants and thieves. It is assumed to be the door to a temple. Memnnon opens the double doors wide and is momentarily startled as the temple lights up with the opening of the doors.

The room is spacious and quite obviously for ritual puposes. The inhabitants are quite clearly not followers of Protieus . More ghouls!


Ozzie teleports the ghouls closer. The high priest ghoul casts a cloud of darkness and disppears before appearing between Ozzie and Memnnon. The creature strikes at Memnnon, but he dodges it and teleports away using the power of his escape tattoo. A second strike misses the slightly traumatised wizard.

The ghouls move to feed on the party. One makes the mistake of trying to eat Memnnon and is burned to a crisp from his infernal wrath. Ozzie kills several of the zombies, but misses the high priest, which disappears and reappears to try and bite Memnnon. The smell of the undead starts to affect the party’s ability to strike at the enemy.

Tol runs up onto the altar and fires wildly at the prone high priest.

The battle rages around the temple, many of the party are repeatedly dazed by the high priest. The ghoulish high priest takes huge chunks out of the Teifling, blood flows freely from the cleric. Tol shoots the ghoul and exhalts his deity to heal the bleeding cleric.

The siren's song

Tol checks out the wreck that sits in the bay. Before he dives in he can see something swimming around inside the wreck.

Kathka gets a net and drops it over the other side so the creature can’t escape. Ozzie’s teleport fails to bring the Siren onto the decking. She pops up out of the water and says you only needed to ask and spits at the wizard. He easily repeals the spittle.

Her siren call is again imploring Tol to join her in the water. He summons howling winds, which slides the creature to the side of the jetty and then shoots her.

Tol’s sprints across the jetty and dives on top the siren, stabbing her, the rest of the party pile in with spells and steel sinking into her. She turns and tries to get amorous with Switch, but misses so she pushes Switch away from her. She then starts to slip through the titan’s fist and disappears under the deck.

Tol shoulders his bow , draws Acekris and dives in after the wounded siren who he finds under the jetty. He stabs her with his sword. Switch also swims after her and stabs her again.. Ozzie’s Hammerfall Step teleports the siren up onto the deck, which kills her.

The vessel is a Karemekian and Tol does an extensive search of the vessel. Tol discovers that holes have been gouged into the side through claws and teeth. Inside he finds very little, except for Kathka’s hammers.

The party retire to the pantry to rest for the night.

The night passes uneventfully.

All along the Watchtower
The night of the fours

The party lands onto the jetty and is set upon by zombie rats. The door to the shed opens with a creak and a sulphurous smell followed by a ghoul lopes out and slashes Memnnon with its claws.

More of the foul creatures stream out behind the first. Memnnon calls down his deity’s solar wrath , however it explodes in his eyes and stuns him. Tol lays down suppressing bowfire to keep Memnnon safe. His barrage quickly removes two of the ghouls.

Kathka heads over and misses the ghoul, but shatters the door, meaning we can’t shut the door. She sees half a dozen shapes heading towards her out of the gloom

Ozzie notices the water swirling behind him and a Lacedon comes up out of the water, Ozzie waves his dagger impotently at it, before teleporting away to avoid it’s fetid and retching odour.

Kathka releases his dancing long sword which hangs in the air seeking a new target. The Lacedon heads off after the teleporting wizard and gets a stab in the back for its troubles and is pursued by the struggling halfling. Ozzie again teleports away from the Lacedon and just avoids falling through the rotting timbers at the edge of the dock. He turns and throws a colour orb into the face of the Lacedon which really doesn’t like the radiant damage. image.jpeg

Tol moves over next to Ozzie and is saved from stepping onto the rotten planks by a quick warning from Ozzie., but not quick enough as Tol tries to recover his footing and falls over.

The Lacedon turns and in its dazed torpor cannot resist the prone figure of Tol – it leaps onto top of him and sinks its claws into the half elf’s side. However our brave elven hero gives it a solid kick sending the creature through the rotten timbers and into the water. Switch hauls the half elf to his feet as Ozzie teleports to the top of the cliff and sees a horde of rats swarming towards Kathka and Memnnon. He slows down the undead horde with a storm pillar, killing one of the hapless creatures

Kathka and Memnnon, obvlious to the descending horde of rats are still valiantly preventing ghouls from coming out of the shed. Memnnon inspiring the lady dwarf with his cries of valour and allegiance to his diety

A door open and close in the distance. A few moments later Ozzie sees another ghoul in a vaguely nautical uniform appears behind the rats, possibly having come from the Watch tower.

Over on the other side of the jetty, the Lacedon climbs out of the sea to take a whack from Tol before grabbing the half elf. Switch scuttles around behind the monster which also grabs him as it tries to go past.

Ozzi breaks this ghouls grasp by teleporting it and his colleagues across the battlefield and setting them up for the kill. Tol takes advantage of this and slashing with ackeris takes the foul smelling creature down. Meanwhile Ozzie teleports across the top of the cliff and throws a prismatic burst at the rats and the naval ghoul, blinding two of them and the ghoul. Memnnon follows the radiant burst with a mental onslaught.

Ozzie is assailed by rats from the caves and Memnnon is sniffed out by the Lacedon and attacked.

Ozzie teleports his ratty adversaries away and moves down the top path, in time to see Memnnon transform into diabolic form. He is assailed by the stench of the naval ghoul which puts him off his spell casting.

Kathka continues to lock down the ghouls in the building. Switch rolls around the ghoul ad. Gets in the way, despite the wizard shouting at him to get out of the way.

Meanwhile there is a crash from inside the hut as the floor gives way. Dropping one of the ghouls into the sea, whilst the other steps forward and tries to take chunks out of the dwarf.

Switch is grabbed and eaten by the harbourmaster ghoul,. The beast kills him with its claws, and his limp body is picked up and the harbour master begins to feeding his body as it heads back to its lair.

Ozzie teleports to Switch’s rescue, confronting the departing ghoul and intimidating him to put the halfling down, before pushing the foul creature into the sea. Memnnon invokes his diety’s healing power and revives the hapless halfling who comes around at the wizard’s feet and staring up at him admiration says ’ did you save me again?’ Before leaping up and charging back into the melee.

Kathka finishes off the last two ghouls. Switch is looking haggard and decidly unwell. He is moving oddly, his arms are stretching further than they should and his skin. There is a sort of possession inside the halfling. Suddenly the halfling changes into a beast from the beyond. Ozzie can see Switch’s features within the creature.. The creature lashes out at random, missing Ozzie..

Tol is overcome with indecision and does nothing, as he wonders what to do. Memnnon charges over to try and bring the halfling back, as does the dwarf. Ozzie tells the party to not too close.

Memnnon calls down the black wrath of hell on the creature from the beyond., before moving away. Ozzie changes the battlefield in the creature’s mind, so it can’t see outside of the area. However the creature still flails out trying to hit something. Tol shoots the creature which explodes in burst of purple light, before collapsing into a single point and disappearing. Switch collapses. Memnnon rushes in and administers a healing check. The halfling comes round.

The tower is not in great shape, when the heroes explore it. Inside a ladder rises up to the next level.

On the ground floor there are some charts which name the island Sisua. They appear to accurately chart the reefs around this side of the island.

The elf climbs the ladder to the next floor. There are arrow slits and the remains of a hammock and a large chest which is likely to hold clothes and an iron box.. The large chest is locked.

Tol continues on up the ladder to the next floor which has a closed trapdoor. He opens it out onto to the top of the tower.

Tol threatens to drop the iron box down a storey, however Ozzie diseases from doing this on the probability of it going straight through the floor and into the sea. Switch is sent up to pick the locks of the iron box. Inside there are two crystal spheres bound wrapped in a brass mesh. They look to be about the right size to go into the tripod at the top. Switch picks the lock of the other chest to find nothing. Tol takes the balls up to the tripod at the top, puts the balls in and a yellow whitish light is emitted. The light doesn’t go out when removed.

The tripod and the orbs are quite difficult to make and quite expensive.. It’s an effective way of creating a light all night.

The heroes head up to see what is up there. Kathka pushes the door open to find a cave and a zombie which Ozzie dazes it before it can attack. Kathka’s blow finishes it off. The cave appears to be a family dwelling. The quality of this accommodation is not as grand.

Ozzie considers what has happened here. It possibly may be a divine curse or something just as sinister.

Heading over to the next cave and they find two more zombies who stumble across to attack Kathka. The heroes trade blows and spells. And finish them off.

The old Thyatian trading post

The party agrees to go and explore the old Thyatian trading post and see why it was abandoned.

The next morning we visit She who speaks with the Ancestors. Memnnon and Ozzie go with the chieftain.

As they we are introduced both natives make a sign of the evil eye against mentioning this area. We are taken into the long room which is very dark, no light is allowed other than the a very low light. As we enter we hear very shuffling and can see withered bodies. Memmnnon believes them to zombies.

We get three questions…. Ozzie and Memmnnon confer

What did they last contact the village about?

They last contacted us for more food

Why did you refuse to help?

They and those that visited them behaved very badly when they visited the villages.

How many lived there when you last knew.

There were about a100 remaining at the trading post.

The trading post is located in a sheltered cove, complete surrounded by cliffs.
We sail on and we come to the entrance to the cove rocks can be seen rising out of the water. On the rocks we discover the remains of a vessel. Which isn’t’ very old. For there to be that much left of it, it can’t be more than a year old.

Tol doesn’t notice anything in the cove, but does notice something moving at the top of the cliffs. The vessel looks like it has run aground on the rocks.

Tol swims over to the wreck of the vessel. When he is half way over there a harpy appears and singing at Tol who is swayed by her siren song and starts swimming more strongly towards the wreck.

Switch sees the danger and let’s lose with his bow, hitting the creature on the cliff.

Kathka stuffs cloth and pieces into her ears to prevent her being dominated by the sirens. A beautiful seagreen skinned woman surfaces nearby Tol.

Switch is beguiled by the singing and drops his arrow, whilst Tol escapes the domination of the Harpy’s singing and is attacked by said harpy, who screeches as she attacks.

The second harpy flys out towards the canoes of the party.

The beautiful seagreen woman disappears from sight under the waves, possibly heading towards the canoes.

Harpy’s are thought to enslave men and are not adverse to eating men, if we ar deafened we are immune to a lot of their attacks.. Ozzie teleports the closest harpy to within range of Switches weapons., which proves beneficial as he stabs and damages it greviously.

Tol is rocked by the ugly shriek and then dives under the waves after the most beautiful creature he has ever seen. He sees movement over by the wreck, but isn’t sure of what it is but swims after the shape, who when he gets closer is still incredibly beautiful. He just wants to get .closer, he sees she is being inviting but isn’t convinced of its best interest.

The bloodied harpy shrieks with rage at Switch, Ozzie and Pallock, missing the heroes but Pallock grabs hold of his ears as blood pours out of them from the crushing of his ear drum. This sound is now continuous and very painful.

Kathka drops her hammer on her foot, as Tol’s new watery friend swims up and snogs Tol, which is very pleasant, except Tol feels his soul is departing his body.

Memnnon heals Pallock and then stabs the harpy with his lance of faith, as Switch stabs the harpy again.

Under the water Tol grapples with the woman and she continues to suck his face, but ties to swim away..

Switch slices a wing off the harpy as the other flies in and shouts at Ozzie., nearly knocking him over the side. He covers and teleports her to within range of Switch’s deadly attacks, which don’t fail as he sinks his sword into the creature’s side.

Tol pops up out of the water onto one of the rocks, escaping the kiss of the sea creature, but not her positions spittle when the vengeful creature pops up after him.

The harpy screams at the party, Ozzie teleports away to escape the scream. Memnnon screams back…. Right into Kathka’s ear as the harpy flies up and away from the swirling blades of the Halfling..

Ozzie crushes the fleeing harpy with his titan’s fist.

The party’s attention turns to Tol’s slippery girlfriend, who he tries to shoot whilst blinded, whilst the Dryad again spits at Tol before vanishing.

Ozzie believes the creature to be a Neiryad, and keeps an eye out for it, as the boats come up to. Tol calls out that he believes he has frightened off.

The harpy takes another hit from the party and tries to flee, however Ozzie has other ideas. A huge titanic fist materialises around the harpy and crushes it, dropping a lifeless body into the ocean.

Tol swims around the wreck looking for clues. Most of it looks like it has been deliberately removed, however Tol’s eagle vision notices a silver box caught under a rock, he diverts Switch and pulls the box out.of the water. There are faint tracery decoration on the side of the box, of decorative arts in Thyatis about 100 years ago.

Switch opens the box, which is in remarkably good condition, inside are 4 slightly turquoise pearls worth 1500 GPS each (6000gps) and two little crystal vials. The box is enchanted to protect from impact and ageing. The box on its own is worth about 2000gps. The potions are both vitality. Switch and Ozzie get one each.

The party sails into the bay, which is surrounded by cliffs soaring into the sky, there is a stiff current. It is warm and humid. There is the sound of water rushing around the corner.

On one side is a structure which looks like a guard tower and another wooden building and on the other another wooden building. There appear to be asset of carved steps and a path going around the corner of the bay.

Arne the corner the cliff has been carved out and has an impressive set of doors inset in there. There is ritualistic feel to the doors. There is a small river coming over into the bay.

Tol’s gets a bit hot and goes for another swim, on the premise to check that it’s safe for the boats.

There are bits of wrecked vessels in the harbour. Ozzie notices that on the path up there are holes and doorways set into the cliff. But Ozzie notices nobody watching back.

The party sail into the abondoned wooden jetty. It all appears to have been abondoned. Tol slips over the side and swims under the jetty….. Where he is surprised by an undead aquatic creature which tears into him and is grabbed, and then ties to bite out of the hapless half elf.

Ozzie teleports to the wharf and is beset upon by undead rats, he tries to teleport them into the sea, but the smell overcomes him and he is bitten by two of the rats, his repelling shield pushes one away.

The boats reach the jetty and the rest of the heroes swarm onto the jetty, switch and Kathka lay into the rats, left and right, killing one and bloodying another.

Tol wriggles free from the amphibious ghoul and tries to escape, but as he swims away it takes his legs and rakes them, leaving a pool of blood in the water. He climbs up onto the jetty and tells his colleagues that everything is dead and under the jetty.

Another Laceadon (aquatic ghoul) comes through a trap door next to Switch who stabs it as it comes through.

Ozzie shouts urrgh ‘rats!’ And his wizardly push kills two of the rats and sends another along way down the jetty.

More ghouls come out of the boatshed and Memnnon’s solar wrath stuns three of the bad guys and kills another rat.

Tol fires wildly into the melee before leaping onto the stairs.

Switch lets the Laceadon past him, much to Ozzie’s chargrin, and it lunges at Ozzie, who dodges out of the way. Switch realising his mistake turns and backstabs the monster.

Ozizie, in his usual arrogant manner, sets about casting an enormous and powerful spell using al his years of research and training to smash the undead horde into pieces. The colours swirl and light starts to eminate from his old wizened fingers. He screams his incantation and … Phhhhhhttttt

Nothing happens. Nothing at all.

Stunned he stands in ridged disbelief as the zombies start to rend chunks from his body. “Why ….. Why …” He thinks.

Then the party swing into action, all working their asses off, to save the clothie as normal. Healing spells fly in and everyone concentrates on defeating the creature Ozzie is clearly incapable of beating himself. He should be more humble….

Switch sinks another backstabs in the ghoul trying to dine on Ozzie. Ozzie pushes one of the rats away and then teleports away from the other one.

Memnnon swats the ghouls on either side of him and casts a radiant burn against the more powerful ghoul.

2 Undead gerbils swarm up the walls to Tol, he fires repeatedly at them egging them on to go after him as he draws them away from the beleaguered halfling.

Switch dispatches one of the ghouls, which writhes and swells before exploding covering the halfling and the dwarf with necrotic zombie guts.

More undead ghouls shamble out of the crab shed. Memnnon steps and misses the large ghoul, which in turn takes a couple of chunks out of the cleric, tossing a piece to one of his undead colleagues who swallows it in one go and grins at his ghoulish master.

Tol now has mastered you of the stairs and lays down covering fire around Kathka and Switch. This frees Switch to land a flurry of blows against the Laceadon.

Ozzie teleports away from the undead and pushes the three ones nearest him along the jetty, pushing the largest one into the water before firing out bolts of radiant light killing two of the undead and hurting the other.

The Laceadon is prevented from hitting Memnnon by Kathka who blocks the monster’s strike and in the back swing takes it under the chin, killing it. Switch tries to shoot the rat chasing Tol, however he slips on Kathka’s blood and falls over, pulled through the open trapdoor by the rather heavy bag of holding, which he holds onto grimly.

It’s like shooting rats on a cliff!

There comes the sound of splashing and shouting as the other ghoul, has swum under the jetty and found Switch, who it proceeds to try and eat.him. They trade blows, whilst Ozzie peers down the trapdoor to try and see the creature. Which he does and rescues the hapless halfling by teleporting the creature back to the jetty and puts it between Memnon and Kathka

Switches bounces back up the ladder with the sword between his teeth, aims for the ghoul, but again slips on the dwarf’s blood and falls back through the still open trapdoor, dragged down by the now sodden bag of holding.

Memnnon drops his guard and his head, calling upon his deity manifesting his wrath and exuding radiant energy which finishes off the ghoul.

Tol examines the various doors in the cliffs and on the stairs, finding nothing of interest. Kathka investigates the crabbing shed. It is in pretty bad shape, smells awful. But there is evidence that it has been used to hack up meat in the last few months. Tol identifies that some of the bones are human. Speculation is that this was probably the remainder of the shipwrecked crew.

The party heads up the stairs to the first door which is locked. Switch picks the lock and a hefty push opens the door, assisted by Kathka.

Inside are lots of boxes and crates covered in taupalin. The is a slight acrid smell, which Tol identified as vinegar. The room has been carved out and is obviously a door.

Mage hand removes the taupalin and it appears that all the barrels have been breached and the crates emptied. This appears to be the pantry. The crates come from various trading nations. Kathka ascertains that the pantry was dug out by the original.

The heroes instruct the villagers to use the pantry as a defensive position if they are attacked again.

Heading onwards and upwards. The party explores the hovels at the top of the stairs the party goes door to door looking for information as to what happened. The rooms are accommodation for 30-40 people. Looking across the bay is similar on the other side.

Nothing is found except for 200gps of minor coins.

The party jumps back in the boats and heads over to the other docks with the security tower.

As they get closer, the party can see that there are shapes shuffling around inside. They decide to dock on the far side. Ozzie heroically volunteers not to be first onto the jetty this time.

Tactile maps

The party takes a drawing and rubbing of the map. During the rubbing of the map, Kathka accidentally brushes one of the gemstones and is momentarily bemused to hear it asking a question of her. She is being asked to identify something. Suddenly Kathka takes a psychic shock for not replying. And then in her mind she makes out the name Azaht’h Which Ozzie identifies as a proper name, logically a place.

Ozzie doesn’t get any feeling that this is a portal tool, but a teaching tool for the cities.

Switch suddenly wonders aloud as to whether the lands have suffered some sort of movement and don’t resemble the world as we know it but before continental drift.

Memnnon impulsively touches the big red ruby and get a feeling that he is being questioned, he says Yehog, and the maps eminates feeling of pleasure and Memnnon gains a healing surge. This appears to be the capital of the empire.

Tol touches the green Jewel on the southern continent. He also gets the querying thought and takes 9 points of damage and learns that the area is called Ishtur’koth.
Tol then runs his finger along the red border and receives a slight feeling of satisfaction. Outside of the border there is a feeling of its not quite so nice.

Switch puts the map into the bag of holding and Memnnon and Ozzie create Tenser’s floating disc to carry the treasure through to the lost library portal.

We head back to go through the locked door and get rid of the tentacular monstrosity.

Ozzie prepares his beguiling strands to push the tentacles back down the grid. Switch picks the lock and discovers that the door is also magically locked. After his initial success he fumbles and snaps his thrives tools and resets the door and it triggers. Ozzie casts knock on the door and then cracks the lock. It opens into a circular room, with chubby holes and covered in scrolls.

The arcane power in the room allows easier casting of arcane and religious rituals. This is too much for Ozzie and he wanders in, pulls out a scroll, nearly cutting his hands on it, it is metallic, but thin and flexible. And the writing is in outer realm in a bright blue pigment, appearing to be chant or invocation. The writing appears to be something that might happen in a religious ceremony. Memnnon’s feeling is that it would appear to be a devotion to Arkha’l.

Kathka can’t identify the metal, but Memnnon gets a tingle for two of the scrolls and carefully pulls them out. Ozzie reads them, these contain a ritual to banish a servant of great power. It permanently banishes the being but needs a “being such as thine own self to guard the way.” This means a being of the same race, and a resurrect will remove the guard.

There are around 500 scrolls in the room, which it is agreed should be transferred through to the library.

The Mage hand removes the gold trinkets from the mummified bodies around the tentacular monstrosity’s 6 sets of pectoral, armbands and coronets and armbands… Each set is worth 5000 gp each. They are ancient and oddly proportioned..

The party agrees to collapse the entrance, as Ozzie collects up the treasure and pushes it through to the portal in the library.

We collapse the entrance to the Obsidion city.

We take the bodies back out to the young man outside who is pathetically grateful to see that we have survived. We carry the bodies back to the village.

On return we are instructed to leave the bodies in the house of the dead. Where the old hag deals with them.

Next morning. We present the map to the village chief and say we’re not entirely sure as to whether the monster is guarding the maps and so may come after this.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.