Just two of the towering black crags remained unexplored, and the company opted for the nearest—just a short hike to the northeast through low brush and swamp weeds. On approaching, however, the party found the land scarred all around, with numerous streaks of scorched earth and blasted vegetation growing in stunted, gnarled fashion. The cause wasn’t immediately clear, but soon enough the first footprints began to appear. Four prehensile toeprints in a broad, reptilian pattern.
This was ominous, but the party
continued, undeterred. Arriving at the towering outcrop, a wide, comfortable
cave entrance beckoned. Not the usual rough, jagged gaps in the rock—but a
symmetrical archway, with smooth walls and finished steps. Yet the passage of time
and animals had begun working their toll on the stonework; rubble detached in
places and the floor was caked in layers of mud. Halfway around the base of the
crag the party located a second entrance, this one but a narrow hole in the ground—filthy,
uneven, and dark.
The party opted for the larger
entrance, which descended quickly into a wide, mostly-straight corridor with a
line of marble tiles decorating the walls. Yet in two places those walls were broken
open by large, irregular gaps—both of which revealed more of the prehensile toe-prints
and the telltale signs of reptilian passage. And then, as the company huddled
to decide its next move, the scaly grey head of an enormous lizard peered out
from one of those holes. It looked angry. And hungry.
The dwarven cleric Brodrath was
first to spot the reptilian threat, and did not hesitate. He hefted the fine
runed cudgel the party had recovered from the last cave and bashed the lizard
across its elongated neck. But this only served to anger the beast, which
reared back its serpentine head and then spewed a torrent of caustic liquid at
the cleric and his colleagues. Brodrath was able to block the worst of the acid
stream with his shield, and the wood elf Vagar dodged much of it as well. But their
companion Ailier Solenight was not so fortunate, as the acid stream smashed
into him with full ferocity.
Undeterred, the party marched deeper
into the rock, following the tiled corridor a brief distance until it opened
into a wide, open dome that reached maybe 18-20 feet high in the middle. Puddles
of greenish, acidic water ate away at the walls in places and tinged the air
with a bitterness that mildly stung with every breath. But the focal point of
the dome was a modest stone house, surrounded by a rectangular pattern of floor
tiles, that stood abandoned in the center. The structure remained largely intact,
its fine stone chimney disappearing into the rock above, the letters “A.I.”
gently embossed on its metal entry door. But its glass windows were broken out
and there were no visible signs of occupancy or recent entry—except by the
lizards that tracked mud through the broken window openings.
With the dwelling’s iron gates
still securely fastened, the broken windows presented the most logical access
points for the company as well, and they entered first into the central bed
chamber. A decaying carpet spread over the floor, littered with debris from the
crumbling stone walls and the broken remains of old wooden furniture. Yet an old
oil portrait hung crookedly on the wall across from the door—though decaying
and smudged heavily with dirt, the image remained sufficiently visible: a robed
figure clutching a wooden staff and wearing a conspicuous jeweled medallion.
Through a narrow hallway the company
came to a second badly damaged room, this one being the site of the broad
central hearth. The exterior walls had given away in several places and spilled
rubble across the floor, the debris mixing there with the rotted remnants of a
blue half-moon rug and several pieces of smashed furniture. Streaks of dried
mud covered much of everything, especially around the smashed double windows.
As the company began to poke around the ruin, however, they suddenly heard a light,
raspy voice from within the chimney.
“You disgusting lycanthropes,”
the voice began, speaking in perfect Low Sekaran. “Just get out of here before
I have to smoke ‘ya.”
“We’re not lycanthropes--,” the dwarf
Jadearch responded. But the voice quickly cut him off.
“Don’t insult my intelligence,”
the voice retorted. “There’s nobody else here but lycanthropes. Begone!”
Undeterred, the company repeated its assurances that they were not lycanthropes, adding they had in fact come to the Rock Marsh precisely to hunt down and kill the marauding lycanthropes. But the voice remained unconvinced, ultimately threatening again to “smoke” the party unless they departed before the count of five.
The being did interrupt the countdown
to answer the party’s inquiry as to the owner of the abandoned house. “You
really don’t know?” the creature chuckled. “Fine. I’ll tell you.” He went on to
explain the house had been the residence of one Asorin Itall, an “asshat wizard”
who “really goes around like that, with that obnoxious medallion and his
precious wooden staff.” Itall apparently abandoned the house one day, for reasons
unknown to the speaker. “He left me here,” the being added. “I hope someone
finds him, comes up behind him, and sticks him just like [inaudible].”
In the course of the explanation,
the being also reflected a rather strange relationship to time. The mage had
been gone only “a matter of minutes” to the speaker—though quite clearly the
departure had occurred months or even years prior, from the looks of his former
abode. The being more than once used the phrase “your time,” meaning to
distinguish human and demi-human time scales from his own. But this was never
fully explained, and the count reached four.
The being mockingly rejected the
party’s offer for help. “I don’t need any ‘help’ from the likes of you,” he
insisted, “even if you weren’t lycanthropes.” The being insisted he could leave
this place if he so chose, and wasn’t particularly concerned about any dangers
presented by the lycanthropes, giant lizards, or other local monsters. Though
he did find the lycanthropes tiresome and revolting. At this the count reached
three.
The tenor of the conversation finally
changed, however, when Jadearch swiftly placed a flask of whiskey at the base
of the hearth. In so doing, the dwarf caught a glimpse of the pinpoint light at
the distant top of the chimney—likely several hundred feet above. But the being,
whether for the darkness or other explanation, was nowhere to be seen.
“Hmm,” the being muttered, in
seeming recognition that the area lycanthropes would never consider a goodwill
offering such as this. And the tension softened slightly further when the party
when mentioned their acquaintance with Sione Bari—the infected son of the farmer,
Savu Bari, who had sent the party on this mission.
“The kid!” the voice
acknowledged. “Yes. I have seen he is not like the others. Though I do not
believe he has yet fully turned. So…perhaps you are not lycanthropes.”
Even so, the nascent rapport with
the unseen interlocutor teetered on a knife edge, and the enchanter Tristan
took a calculated risk. A quick arm motion together with a synchronized mystical
utterance triggered an almost imperceptible blip in the weave of magic. The friends
spell could well have alienated the chimney being once and for good. But luck
favored the enchanter this day, and the voice from the hearth soon revealed a
sudden, rationally inexplicable fondness for the eleven mage.
“Can you teach me a spell,” the
enchanter Tristan finally asked. The being, perhaps contrary to his ordinary
nature, readily agreed—promising to meet Tristan outside the cave entrance in
ten minutes for the lesson.
The being would make good on the
promise. Exactly ten minutes later, Tristan ascended the cave steps to find a small
(~3 ft.), dark gray human-shaped being seemingly formed of soot, with with vestigial
wings and wrapped with smoke bands of smoke. Whether the being even had a solid
form or not Tristan could not quite tell. But it swiftly taught Tristan the hand
movements and the arcane vocabulary to produce dancing lights. “You’ll
need catalyst for the spell though,” the being cautioned. “Witchwood. A glow
worm. The morning star.” With that, the being shot rapidly into the sky and
arched out of view, behind the rock crag and, it seemed, back into the chimney
below.
Meanwhile, Jadearch and Vagar
poked around the last remaining room in the mage’s abandoned house—this one having
clearly been a workshop or laboratory of some kind. The floor was mostly
covered by a rotting old rug and debris from broken furniture and pottery,
especially a broken shelving unit that had toppled over and rested upon broken
shards of ceramic and terra cotta. Apart from a few random silver coins, there
appeared nothing of interest in the debris pile—until Vagar spotted the end of
a substantially-intact scroll case sticking out of rubble.
Problematically, the same rubble
pile was also occupied by a minor krait, a venomous, navy blue snake about
three feet long with yellow bands along its body. Undeterred, Vagar drew his
dagger and swiftly dispatched the creature, dodging the wounded reptile’s solitary
strike with little difficulty. The scroll case contained two divine spells—one the
party was able to recognize as neutralize poison, the other which
remains a mystery.
Grey Lizard. Many varieties of giant lizards are known to inhabit Sekara Valley. Some, possibly related to the great dragons of legend, have breath weapons. The giant lizard encountered here, known as a Grey Lizard, was about 15' long and brutalized the company with its acid breath (3-12 damage, save for half). You estimated the beast at about 3-4 HD and it was well-armored (AC 5).
Divine Scrolls. While most magic scrolls known to the Valley bear the mystical writings of arcane sages, scrolls bearing divine incantations are sometimes also found. Most are believed to be the work of ancient orders of monks from the northern city of Q’in who worshipped a pantheon of deities foreign to Sekara Valley. Even so, the magic captured in these scrolls appears accessible to any who can decipher the runes—making them quite valuable irrespective of the bearer’s faith.
Minor Krait.
The krait is a common poisonous snake found in wetlands in the region. Every
child raised in the Valley has heard tales of ever larger and more aggressive kraits,
often bearing spectacular banded color schemes. But most kraits are like this
one: no longer than one meter and generally passive—though their poison is said
to pack quite a punch. You estimate this krait at around 1 HD and AC 7.
Asorin Itall. The abandoned stone house the party found inside the lizard cave appears to have belonged to a mage called Asorin Itall. If his chimney-dwelling associate is to be believed, Itall simply left one day and has not returned—though he does seem to have been quite thorough in removing any objects of meaningful value from his home. Any reason why he left, or how long ago this happened, you cannot meaningfully discern. The chimney being also said Itall carries a wooden staff and wears an “obnoxious” jeweled medallion—a fact Itall’s half-deteriorated portrait seems to confirm.
S-Grave. According to the chimney being, the barrow mound you passed with the white-bleached stones arranged in an “S” shape belonged to a “snake priest” that preceded Banipal, the current “snake priest” and apparent leader of the martenwere troupe. How the previous snake priest may have perished, who buried him, or how Banipal came to replace him, the smoke being did not say (and did not seem to know).
Mephit. Anyone
who spends enough time around arcane spellcasters is almost certain to sooner
or later come across a mephit—any of various minor elemental, often winged humanoids
that malevolent beings tend to create and dispatch as messengers or to become servants
of mages and others who dabble in the mystic arts. Though mephits from the core
elemental planes (fire, water, earth, air) are surely the best known, many sages
have speculated that just as many mephits come from elemental demi-planes
such as ash, smoke, and dust.
·
The company defeated an acid-breathing giant
lizard (650 XP) in battle this session, as well as a minor krait (125 XP).
·
The company continued its exploration of the
Rock Marsh, reaching and entering the fourth of the five Rock Marsh caverns (75
XP) and also locating its additional access point (25 XP).
·
The company recovered two clerical spell scrolls
(100 XP) from the abandoned house, identifying one (50 XP) as bearing neutralize
poison.
·
The company had a very successful encounter with
the chimney being. Though its name and precise species remains a mystery, the
company was not only able to avoid a hostile encounter with the creature (60
XP) but also learned the name of Asorin Itall (75 XP), gathered valuable intel
on the remaining martenweres (200 XP), learned the occupant of the S-grave (75
XP), and even persuaded the being to teach Tristan Pureheart a new spell (125
XP).
The total 1,510 XP award from the
session will be divided into eight shares of 189 XP each, and distributed as
follows:
Jadearch (2
shares), 378 XP
Brodrath (1
share), 189 XP
Tristan
Pureheart (2 shares), 378 XP
Vagar (2 shares), 189 XP
Ailier Solenight
(1 shares), 189 XP