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Black Sails over Leudendorf
Lair of the Pyrohydra
Moab Cys’Varion of the Full Fathom Five
has set himself up as god of his jungle paradise. He uses the Stone of the Heavens and the
Spyglass of Yarash to twist both the flora and fauna
of the island into new forms, shaping an army of purified warriors and casting
aside the mutated remnants.
The adventurers must face Moab and claim the spyglass if they hope
to reach fabled Yarashad...and make the return trip
to Leudendorf.
They stand at the secret entrance to Moab’s sunken forest. Before them lies a many-headed,
fire-breathing beast and other, untold, horrors of the depths. Beyond that is the
pirate captain Moab, and his many loyal captains.
It seems that traversing Hell’s Triangle was just the first of many
impossible challenges barring the way to an island with beaches of golden sand…
Sakari Curtis |
Orlan MacShane |
Dragomir “Draya” Vanev |
Gabriella Fidanza |
Rook (Jonathan “Johnny” Grey) |
|
Human Witch |
Human Druid Barbarian |
Deva Blademaster |
Human Anchorite |
Human Highwayman |
|
AND
Ketham |
Romany Grey |
Tianna |
Elfin Archer |
Human Gypsy |
Elfin Bladesinger |
October 13, 740
Act II, Scene X: Lucien’s Report on the Artifacts of Yarash
Before Orlan leaves the Sea Lion to return to his companions,
Lucien meets with him about his findings of Yarash’s
sextant.
Having left the
Lands of Mist, Lucien shares that he has been able to piece together some
details regarding the artifacts the adventurers seek. This is all information that was laid before
him in the documents he has studied through his many years memorizing
“piratical lore,” but he suspects that the very hand of Harrimast
kept him from realizing what he had seen until this moment, when the Mists are
parted and all is laid bare.
Lucien says that
each of Harrimast’s artifacts serves as a conduit for
a particular aspect of Harrimast’s power in the Lands
of Mist. When Yarash
swept into battle carrying the complement of divine tools, he could bring his
master’s full might down upon his foes.
Without the artifacts, the first mate was merely the most formidable of Harrimast’s many lackeys.
v
Angling the sextant into proper position gave Yarash
easy transit of the world’s oceans—his sails filled even in a doldrums, and his
decks stayed dry in the roughest seas.
v
The hook gave the vile first mate the power to dominate men’s
minds. The mightiest admirals quailed at
the sight of his sails on the horizon, and his cultists endured any torture,
died any death, if it furthered the wicked demigod’s cause.
v
The pistol let Yarash control the
creations of men’s hands, ruining the weapons of his enemies, or warping ships’
planks until the nails flew out like shrapnel.
v
With one peal of the ship’s bell, Yarash
could summon, create, and control the undead, raising skeletons from the
seafloor or zombies from butchered corpses on an adversary’s decks.
v
And peering through the spyglass allowed Yarash
to travel through the Mists—flashing out of nowhere to slaughter a ship’s crew,
and then vanishing while the water flowed red and hot with fresh blood.
Lucien suspects that
the adventurers will not be able to muster the same degree of power that the
demigod himself managed, but the power of these things dwarfs any mortal
device. Each device has straightforward
abilities, such as using the sextant to travel through rough seas without
difficulty. Pushing for more extreme
variations, such as attempting to still a wild storm, would require more effort
on the part of the bearer.
Those who attempt to
use one of the artifacts call upon Harrimast’s own
might, and the god of the sea will judge their conviction and will. The god of pirates and derring-do rewards
those who risk all, who laugh in the face of destruction. Timidity and half-measures are punished. Each use will be judged separately, and the
degree of success of failure will be determined by the level of conviction in
the heart and mind of the bearer.
Act II, Scene X: Lair of the Many-Headed, Fire-Breathing Creature
Ketham and Romany set out
to return to the Sea Lion to update
Captain Caladon on the current goings-on on the
island. They will provide additional
support with Tianna when Orlan returns with Malikier.
When the druid
rejoins his companions, they enter the cavern.
Although the cave mouth is only five feet wide, it is nearly ten feet
high. The ground is hard here, so no
obvious tracks lead into or out of the cave and the air exiting the cave
carries a nauseating stink that almost chokes the adventurers.
As the adventurers begin
their descent into the earth, they ties bands of cloth about their mouths and
noses to combat the stench. Kari gives
her “favor” to Draya, tying a perfumed band to Draya’s staff.
Just inside the
entrance, the adventurers come upon two choices. The main tunnel, still around ten feet high,
continues straight into the earth, while a much narrower tunnel branches off to
one side. Down the side passage, the
adventurers hear a high-pitched squeaking noise. The numerous holes in the cavern walls and
floor draw their attention. They see
rats scurrying in and out of them. They
will have to walk carefully if they proceed in this direction to avoid stepping
on the animals. Orlan
senses that these creatures are frightened, but there are clearly thousands of
rats here, and the creatures could easily turn desperate if they feel cornered.
The rest of the
adventurers remain in the main passage, and they are alerted to the sounds of
something large attracted by their light sources. They brace themselves for the thunderous
arrival of a large, two-headed giant bringing to bear a pair of great clubs. While Kari continues to watch the
rat-infested passage, her warrior companions do battle with the giant. The creature’s great reach gives it an
advantage, but Rook’s pistols—explosive in the cavern—do more than balance the
scales. After moments, the ettin falls.
But the battle is
not over. Rather, the ettin’s mate and their angry child remain. The two giants chase after the fallen male,
bearing their own clubs and spears. The
adventurers meet these ettins as they did the first,
slaying the three of them.
Not sure which way
to go to follow the Chief’s directions, the adventurers decide to investigate
the ettin lair before they risk provoking the
rats. A short, winding corridor leads to
a watery chamber. The passageway opens
abruptly into a large cavern.
Stalagmites are scattered about the chamber’s floor, casting strange
shadows on the walls. At the northeast
end of the cavern, they can just make out a small underground lake. The stench they smelled from just outside
comes from this chamber. The strong,
foul odor seems suspended in the air like a green vapor.
The adventurers
enter the lair to investigate the bedding of the slain giants, among the pile
of rags and other oddments that served as their sleeping mats. Nothing of value turns up. With no apparent route deeper into the earth,
the adventurers return to the rat warren, the only place that seems to promise
the Chief’s secret entrance into Moab’s lair.
With torches at the
ready, they follow the narrow, honeycombed passage deeper into the earth. At one point, a passage branches off at a
sharp angle, but they reason that a fleeing man (as the Chief described himself
after escaping the fire-breathing monster) would not stop to take turns. He would keep running in a straight path as
much as possible. Continuing, they come
to a spot where the tunnel turns and arcs back the way they came, but before
them is a secluded cul-de-sac, a ten-foot wide cavern. Hundreds of holes line the walls, and they
hear strange squeaking and scratching noises coming from unseen spaces behind
the face of the rock.
Orlan warns that this is
a nest of countless rats, and the adventurers would do well not to enter the cul-de-sac,
for doing so would most certainly make the swarms feel threatened and provoke a
violent response.
The adventurers
concur with the druid. They continue to
follow the passage as it arcs back the way they came, developing a creeping
suspicion that they are about to make a full circuit with the passage that
branched away from them earlier. It’s
true, and eventually they confirm this suspicion, but first they find a second
chamber off the main tunnel.
As they enter this
cavern, a welcome breath of fresh air greets them. It comes from a five-foot-diameter hole near
the back wall of the room. The
adventurers instantly realize that the shaft is the long tunnel that the Chief
described in his tale of his escape from the fortress’ dungeon. It stretches beyond the reach of the
adventurers’ light sources, and there is no sign of a ladder, rope or any other
means to climb the shaft. The adventurers
posit that the Chief, a very large man, could have easily braced himself across
the five-foot wide shaft and crab-walked his way to the top of the chimney.
The group quickly
begins to discuss how they should proceed.
They determine that the pit is about a hundred feet deep. Draya offers to
descend ahead of the others and scout the region at the bottom of the
shaft. He uses the fifty feet of rope
that the group still carries, and then unties himself and climbs the remaining
fifty feet free hand. What he did not
expect was that the shaft ends in the ceiling of a chamber, with the floor some
ten feet below. With care, Draya drops into the floor.
Moments later, his presence brings close to a dozen pit vipers from
their lairs in the cavern walls.
When the battle
begins, Orlan changes shape and dives to Draya’s aid.
Together, the knight of staves and the druid battle the vipers, killing
most and driving off those that remain.
Above, the other adventurers rush to find a way to join their companions
below. The dilemma of the hundred-foot
shaft is compounded by Gabriella’s full plate armor. She and Rook begin to dash through the caves
to return to the ettins’ remains. They hope to tie together another fifty feet
of makeshift rope from the dead giant’s torn clothing.
Kari is left behind
with Malikier, Orlan’s
mountain lion. Standing there in the
shadowed cavern, the witch is reminded that Malikier
is every bit a wild animal, its instincts kept in check by its respect for Orlan. Uttering a
spell of flight—which she fully intends to use to traverse the shaft after Rook
and Gabriella return—she rises nearer the ceiling, a
bit further from the lion’s easy reach.
Some time goes by
before the hastily made length of cloth rope is ready. Rook, with aid from Kari, lowers Gabriella to
the bottom of the shaft. Then the
highwayman follows and Kari floats down under the power of her spell. The group, reunited, take
stock of their new surroundings. A
narrow tunnel leads deeper into the earth, and beyond it flows
an underground river. The fast-moving
waters of the fifteen-foot flow block their path ahead. On the other side, a twenty-foot wide passage
narrows as it stretches into darkness.
A burst of firelight
illuminates a serpentine form for just a moment. Then a draconic creature with close to a
dozen heads slithers into view on the far side of the river. It splashes into the water, bursts of fire
jetting from its mouths as it swims against the current with ease. Draya tries to take
the battle to the dragon, but the creature’s many heads bloody him and drive him
away. Eager for
another taste of flesh, the dragon crosses the distance to where the others
stand, waiting.
The battle is tense,
but the adventurers make the many heads their primary focus. The dragon heals body-wounds very quickly,
within minutes of sustaining injury there, but each battered head drops into
the underground river, creating more of a drag on its body. With several heads beaten into submission,
the dragon allows itself to be pulled away, withdrawing into the depths of the
water.
Watching it go, Kari
remarks that she hopes it doesn’t have another entrance to the caverns a little
further downstream.
The adventurers
cross the river and enter the lair of the many-headed, fire-breathing
monster. The narrow passage opens into a
massive, twenty-foot-high chamber with stalactites covering the ceiling. Thirty feet away, near the center of the
room, rock formations block the adventurers’ view of the remainder of the
cavern.
Moments after they
enter the cave, they hear a cacophony of roars.
Small bursts of flame illuminate the distant cavern ceiling. It becomes clear that Kari’s concerns a few
minutes ago were prophetic. The dragon
has hauled its wounded bulk from the underground river, returning to its lair
through a southern entrance. Enraged at
the adventurers’ intrusion, it slithers forward, intent on taking its
vengeance.
The adventurers move
to meet the dragon, instinctively taking up positions that allow them to use
the terrain, and their ranged weapons, to their advantage. The dragon is ferocious, but now that its
foes are prepared, it cannot stand for long.
Its remaining heads are disabled in short order, and soon after, its
body ceases moving.
With the dragon
slain, the adventurers enter its lair and explore a bit. Draya pokes through
the discarded clothing and other garbage—most likely the remains of the men
Moab sent to pursue the Chief. The Blind
Potter finds no coins, but three things of greater value: A pair of potion
vials, and also a scroll with an arcane spell penned upon it.
Less hopeful,
though, is the realization that Moab certainly did become aware of the Chief’s
escape from the fortress’ dungeon. The
passage beyond the dragon’s lair has collapsed, making it difficult to continue
on in that direction.
Not ready to give
up, the adventurers consider their options.
It is possible, though unlikely, that this is not the entrance that the
Chief described. And, even if it is the
right passage, the adventurers believe they might be able to bypass the
blockage and still creep into the dungeons unnoticed.
Kari offers to use
her spell of flight to see whether there is anything else downstream. Before she leaves, Draya
begins to organize his companions to move the collapsed earth and rubble.
“Are you ready to be big, manly men?”
-Draya
“Oh, I don’t want to
miss that…”
-Kari
Kari shakes her head
and flies off, but little physical work is done in her absence. The adventurers consider magical ways to move
the rocks. Orlan
suggests that he could raise the water level from the underground river. That would make the rocks easier to
move. But, the adventurers would just
find themselves up to their necks in river water and still trying to move tons
of rock downstream. The key to their
plan comes when Rook suggests using the sextant. According to Lucien, the sextant can create
turbulence in water, make storms or even whirlpools in
the right hands. The others agree that
the two ideas, together, might just be enough to do what they need.
Rook whistles and
Kari hears it. She returns to the
others.
Orlan prays to Sylvanus to
raise the water in the cavern, submerging the newly collapsed rocks. When the water has reached its desired
height, the adventurers watch as Rook holds the sextant aloft and calls upon
the power of Harrimast to stir the waters, commanding
it to push the rocks into the current and downstream. Harrimast judges
the highwayman’s conviction and finds him worthy, though it is a near thing,
and Rook can sense the strain of using the artifact.
The blockage stirs, then tumbles out into the current of the underground river,
carried away by the natural flow.
Orlan allows the water to
drain away, exposing the debris-strewn, but now quite passable tunnel into the
dungeon of Moab’s fortress.
Draya presents his
findings from the dragon’s larder.
·
Kari intones a spell to read the writing on the scroll; she finds that
it bears the first-circle spell burning
hands.
·
The first potion is in a sealed leather tube. The watery fluid inside is fluorescent-yellow
with an odor of shrimp. A careful taste
test promises a flavor of mushrooms.
There is no physical sensation to tasting it. Suggestions: Shrinking or swimming effects.
·
The second potion is in a sealed, dusty-rose glass jar. The thin fluid inside is also
fluorescent-yellow but with an odor of wood.
A careful taste test promises a flavor of tart-cherry. Skin tingles when tasted, as if all hairs are
standing up. Suggestions: Protection
from electricity.
The adventurers
press on, walking for several hours through the tunnel that led the Chief to
his freedom on the surface. One by one,
their existing dweomers cease to function.
They stop to rest and eat, and soon after find themselves at a section
of collapsed wall. Though the tunnel
continues on, they have certainly come to their destination. The cave-in exposed the interior of a dungeon
cell, with manacles on the walls and a small, uncomfortable cot. The iron door has a closed shutter at eye
level. They have found the dungeon of
Moab Cys’Varion.
Act II, Scene XI: Dungeons of the Drow
Before proceeding,
the adventurers take stock of their situation.
They find that the iron door is locked and barred from the far side, a
precaution Moab’s men certainly took to ensure that no offensive—no matter how
unlikely—could be mounted from this direction.
Working open the shutter, they peer out on a dimly lit cell block. The corridor is lined with doors spaced every
five feet or so. Each door has a small,
shuttered window in it. Farther down the
hall, the corridor turns to the right.
They are safe here
for the moment. A brief discussion
follows concerning rest. They have
walked for hours, but it is still relatively early in the afternoon. They could stop here, unknown to the enemy,
and eke out some rest and replenish their spells and prayers. They quickly decide that they are able to
press on. The goal is subterfuge her,
and they still have most of their dweomers at their command. The warriors are not so tired as to need more
than a breather.
Resolved, the
adventurers open the shuttered window in the cell door once again. Orlan becomes a
cobra and is fed through the grate. Looking
back, he confirms that the door is locked and sealed with an iron bar. At his companion’s request, he moves about a
bit, exploring what lies beyond the cell.
Two of the cell doors,
he notes, have weeping people beyond them.
As a snake, he is unable to determine more beyond the sealed portals.
When he rounds the
corner, though, he quickly slithers up to a guard chamber. This fifteen-foot square room has an exit in
the center of each of its four walls.
Two are blocked by an iron portcullis, while two portcullises hang
overhead in the remaining exits. Two
guards sit at a table in the middle of the room, playing cards. As Orlan studies
them, he realizes that something is amiss—The men have
eyes, literally, in the backs of their heads.
If he had not approached in the form of a snake, then the men would
certainly have spotted him, because between the two of them they are capable of
watching all four exits simultaneously.
Clearly, these are
two more of Moab’s genetic “supersoldiers,” with
which he plans to invade the Lands of Mist.
Like the archers the adventurers fought outside the Crystal Lake village—and
like the hosts of others the Chief warned the adventurers to avoid—they are the
elite, genetically enhanced by Moab to be the equal of any ten normal men. The key to dungeon cells is not on either man’s
belt. It hangs on a nail in one corner
of the room, next to the entrance where Orlan lies.
Orlan resolves to get the
key, and to potentially remove the threat of the guards, as well. What follows, sadly, is a harrowing descent
into chaos. Orlan
summons a swarm of rats onto the card table where the two men are playing. The men cry out in alarm, and then grab
torches to defend themselves against the maddened rodents.
“RATS! RATS!
RATS! RATS! RATS! RATS!”
-Surprised Guardsman
Orlan is able to get the
keys from the guard room, and before long the adventurers are in the cell
block, but the frightened guards’ alarm has brought a quartet of maniacal
dwarves with wide hair and insane eyes.
When the rats are scattered, the full might of these four dwarves and
the two guards is visited upon the adventurers.
The dwarves fire poisoned crossbow bolts,
slicked with venom that burns the muscles of its prey. The diminutive creatures also invoke blasts
of raw sound and conjure spheres of darkness to blind the adventurers.
The darkness also
serves to make the arrival of a much larger, far deadlier defender of the
dungeon. It is an enormous creature,
with two heads, four arms and four legs.
It is wields a pair of forge hammers simultaneously in its lower arms,
while its upper wield an enormous greathammer with a
ten-foot reach. This is by far the
largest and most intimidating of Moab’s mutants the adventurers have seen so
far, and what is worse is that it strikes first from darkness, battering both Draya and Orlan before anyone
knows the true nature of the threat.
The adventurers are
put on the defensive, but they fight determinedly. The forger falls, as do both of the cellblock
guards. No longer laughing, the mad
dwarves retreat the direction that they came, dropping the portcullis behind
them even though the latch is on the adventurers’ side of the portal. For a moment—and only the moment—the cellblock
falls silent. Gabriella continues to
offer healing, though she admits that the majority of her prayers are now
expended. Worse, the dwarven
venom causes Draya to topple, losing consciousness.
A terrible
predicament lies before them. If they
turn back, then they will never again be able to return to the fortress using
this path. The fortress lies deep under
Crystal Lake and is covered by a bubble of impenetrable force; if the
adventurers lose this entrance, how will they ever return? Worse, Moab will not allow this slight to go
unnoticed. He has amassed an army of
mutant supersoldiers, and he will most assuredly hunt
them across the surface of the island.
And yet, Draya can go no farther, and Gabriella is about to carry
him to the relative safety of the tunnels connecting to the dragon’s lair. What can whose who remain do to find Moab and
take his spyglass, now that the fortress has been set on alert, and forces are
assuredly on the way to crush them?