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Shadow Over Sojenka - An Old-School Campaign

 Welcome to Shadow Over Sojenka, an old-school D&D campaign designed to explore the second oldest dungeon of all, Tonisborg! We will be ...

Saturday, September 30, 2023

Session Report 023.5 - 30 June 1023 Narrative Supplement

 The scribe nearly jumped out of his skin when the torch crashed into the fireplace and bounced onto the hearth. Forgetting his paper and the spilled wine, he bolted for the entry shaft to alert Castile.


Seraphina

Castile and a half-dozen men armed with crossbows burst into the room!

There was a woman in high boots and an emerald green riding jacket standing on the hearth, dusting soot away from the bosom of her jacket. 

She shouted up the chimney, “HOLD ON!” then turned to face the men, her right hand on her hip and her left extended in greeting. The jewel on the pommel of her longsword, sticking up over her shoulder, glinted in the lantern light.

“Hello fellas”, Sera greeted the soldiers with a genuine smile.

“Listen sugar, you never learned not to break a man’s lock?” said Castile. He had drawn Sundenkrieg and the sword was glowing like it was on fire. 

“My name is Seraphina. Who is in charge here?”

“I am. Castile, Bastard of Mithra.” 

“They couldn’t break your lock, but we found this chimney,” Seraphina gave a deep bow, “Nice to meet you.”

“Not so much,” Castile snarled, “What do you want?”

Keeping a rope taught in her left hand, Sera looked Castile in the eye, “I am with some fellows who have been asking about a band of mercenaries traveling back and forth this way.”

The woman gave two hard tugs on the rope and stepped backward into the fireplace. Bracing her feet against the back wall, she called out over her shoulder, “I’ll tell them there are only ghosts down here! Come see me in Samichi.”

With that she started walking up the back wall. As she disappeared up the chimney, Castile heard her call out, “You owe me dinner, young man!”





Castile

Castile moved carefully forward, his men still had five crossbows trained on the fireplace. Seeing a bare steel dagger in the fireplace, he moved closer.

“It’s not magic, nor was she a sorcerer,” the glowing sword Sundenkrieg whispered, suddenly deciding to speak, “but she did carry some magic.”

“You couldn’t have mentioned this sooner?” Castile spat, exasperated.

“You weren’t in danger,” the sword replied, as Castile bent to pick up the dagger, It was fine quality steel, with an elaborate “S” worked into the leather of the grip. The garnet on the pommel matched the stone on Seraphina's longsword.

Castile whirled on his toes, “You men keep a watch on this fireplace. Capture anyone who comes down that chimney!”

Then, shouting at the young man who had just appeared in the doorway, “Scribe! Go prepare two pigeons for Kastav!”

Castile stalked out of the cantina, slamming Sundenkreig back into its scabbard. He returned to the entry shaft and the rest of his garrison. He gave instructions for a crew to begin to prepare the hoists. It would be dark in a couple of hours and he wanted to follow these ‘fellows’.

At the top of the shaft, Castile released the iron bar that held the trapdoor closed. The one thing, he reflected, that allowed him to meet a woman, rather than who knows how many soldiers. He lifted the trapdoor and eased his way out. Rising into a crouch he quickly peered in every direction. The sounds of the summer evening were all around, crickets and songbirds.

Castile motioned for the rest to follow, dispatching two of them to go check the trapdoor in the building off to the south. That one doesn’t have a bar, he thought, ruefully.

While they ran off Castile and the others began to scout the area. The sun was down behind the Serpentine and darkness was rapidly falling under a sky full of dark clouds moving in from the south. Castile noticed that something had been scratched on the surface of the trap door, an odd star-like symbol:

Deciding to consider it later, he got back to the task at hand.

“Quickly, we’ll lose them if it starts raining!”

Castile followed the trampled grass north. The intruders were not being careful. There appeared to be about a dozen men or so, on foot, from the amount of trampling they did. Returning from their errand the two crossbowmen reported the second hatch was secure. They all began to run.

A quarter mile from the ruined village they found a spot where a wagon had stood for some time. Now the tracks to the north were easier to follow, even in the failing light. The crushed grass led north, then east, around the woods that closed off the end of Ghost Town Vale.

They followed the trail around to the spot where the mill stream exited the wood. Here there were obvious signs of a crossing. The stream was only 12 feet wide and maybe three feet deep, but the bank was deep. It had obviously taken some effort to get the wagon across, as the banks on either side were torn up and partially collapsed. Castile saw the track of another horse, in addition to the draft horse pulling the wagon.

Castile crossed the stream, sinking up to his shins in the soft sand. The water came up over his waist. He clambered up the other side, to see the wagon tracks parallel the stream eastward.

A steady rain began to fall. Castile slid back down the bank, back into the creek, and waded across once more. “Let’s go back,” he said to the men, “they’re getting rained on too. I imagine they’ll follow the water all the way back to Samichi.”

‘Besides,’ he thought, ‘She said she would be in Samichi.’

Castile and the men double-timed it back to the tower. He had notes to write for Kastav.


Friday, September 29, 2023

Session Report 023 - 29 June 1023

 

Introduction


29 June 1023, Imperial Calendar


Only two players tonight, the other two were out sick, or had to care for sick toddlers. Because they didn’t want to brave the Barrow Mound without them, the two present decided to head back to Samichi and do some rumor mongering. They also purchased some supplies and found a half-dozen ex-soldiers killing time in the Capricorn’s Nest, Samichi’s only tavern.


Focused on the soldiers, Three-Fifths didn’t notice that a merchant sitting at the end of the room, alone at a table, was focused on him.

One thing Three-Fifths learned was that a couple of weeks ago a mercenary company came through town in a mummer’s parade, with a dozen goblins in bondage. They marched through like they were a conquering army. 

Three-Fifths played on that a bit, looking for an angle to get them interested in joining them on a trip out past the Borderlands.


Three men that had obviously served together were Three-Fifths’s first target. Introducing themselves as Rheinhardt, Gunther and Ulrich, they were fresh out of two years in the governor’s Household Infantry. Which really just meant they did a lot of marching and once in a while head out to the Stabala Forest to kill something that had wandered out of the shadows.


Gunther didn’t think Three-Fifths was making a worthwhile offer and said so, loudly. 


DM Note: I rolled individually for Reaction for each potential recruit. Gunther rolled a 3, and in lieu of a physical attack, I interpreted this roll to mean Gunther not only wasn’t interested, but felt like making a scene. I rolled again for the as-yet-unnoticed NPC, and got a 6. So I decided her somewhat negative attitude would involve getting in between the party and the recruits.


Before things could get out of hand the merchant who had been sitting quietly at the back appeared at Gunther’s side. She smiled at everyone and smoothly took over the negotiations. 


“You are looking for some strong arms and backs to join you in a journey into the Wilderlands, and these men fit the bill. But I will have them treated fairly,” the fashionably-dressed woman spoke with an air of authority. Three-Fifths and the others recognized the tone of an army officer.


With a nod and a wave of his hand, Three-Fifths asked the woman to step aside and speak with him in private. 

“Who are you and why are you getting involved?” Three-Fifths asked.


“My name is Seraphina and you can think of me as an agent for these men. I’ve served in the field, I’ve fought against Goblins and worse, and I won’t have you take advantage,” she stated firmly. Her eyes were deep green and had the look of confidence from hard experience, but a brush of freckles across her nose and cheekbones gave her a touch of youthful charm.

“For 20 gold crowns a month I will lead these men for you, and see that they do their duty.”


Three-Fifths heard Seraphina’s offer and considered the math. It was more than the soldiers should get, but not enough for an officer, too. What is her agenda, he asked himself.

“Whatever,” he said, “As long as they, and you,” he pointed at Seraphina, “do what I ask, when I ask.”


She smiled and nodded her head slightly, “Of course. And now we shall depart to gather our things.”


“Be back here, first light!” Three-Fifths snapped.


Seraphina smiled, inclined her head again, and led her new charges down the street.


30 June


In the morning Seraphina arrived on horseback, a lovely mare. She was accompanied by the men at arms, and the two porters Three-Fifths had hired were driving the party’s new wagon. She had added to the supplies, a barrel of water, a bundle of green branches, rope, and two long-handled bill-hooks. A clay pot with a perforated lid let out a wisp of coal-smoke.

“We may want a smudge pot”, she said, without elaborating.


Three-Fifths and Braun were both taken aback somewhat by her choice of attire, gray riding pants and an emerald green jacket. There was a jewel-hilted longsword at her hip, with a matching dagger on the other side. Both had good-sized garnets in the pommel. The real surprise was that the men were all wearing kerchiefs about their necks, of a matching shade of emerald green.


Braun thought this smacked a bit of one-up-,manship.


“Put these on,” she said as she threw a small burlap bag to Three-Fifths. It contained garlic cloves on a string. Three-Fifths held it up, looking at Seraphina side-eyed. One of the infantrymen, Ulrich, lifted his kerchief and showed that he was wearing one.


“What’s this for?” Three-Fifths asked her.


“Ghost Town is haunted, hadn’t you heard? This is supposed to help.”


Three-Fifths shrugged and put on his garlicky amulet.


The party headed for the river and made the first ferry crossing. They traveled upriver along the bank for about two hours, until they came to the creek that flowed into the Gablun. Here they turned west, toward the Serpentine and Ghost Town. They followed the tributary west, watching for any sign of the troops of horsement that had been making this journey regularly, or so they had heard.


They covered six more miles and walked right up to a small wood, from under whose boughs the tributary flowed. The underbrush here was not so thick, but too thick for the wagon. They decided to ford the creek and after 30 minutes of pushing, pulling, grunting and cursing they made it across the 12 foot wide obstacle. The sandy bottom was softer than they expected, as least for getting the wagon across. Seraphina sat on her horse and watched, just the hint of a smile on her lips.


They followed the edge of the wood north, then around to the west, coming up on some low hills looking over a shallow vale.

At the head of the vale, about a mile away, they spotted the ruins of ghost Town. The creek seemed to originate there, in a man-made structure of some kind.

They left the wagon, porters, Gunther the Reluctant, and a slinger named Otto to guard them at the top of a hill, while the rest went down into town to check it out.


When they arrived at the abandoned town, they could see the water flowed from a stone chase, running under and around a broken water-wheel attached to a broken down millhouse.


The first building they looked into was obviously abandoned and mostly collapsed, as were the next two. The fourth had a dark shadow, with something hidden beneath. Even in the sunlight, the corner of this tumbledown house was obscured in shade. Braun poked at this shadow with a bill-hook (suddenly handy!) and was attacked by something black as night and very fast. Braun stumbled back equally quickly.


He shoved the bill-hook at it and Messer tossed his net on it. Whatever it was, it was black as pitch but solid as flesh, and like flesh it could be cut. And stabbed. And so it was, until it stopped struggling against the net, and against all odds, melted away into the earth.


For whatever reason the shadow-like creature had been crouching, as it were, on a moldering chest that had burst open, spilling gold and silver coins over the floor. Old coins.


The party members scooped these up and carried them, loose, over to the road.


They made their way over to the ruined millhouse, skirting the other buildings. There was a pile of dirt outside the door, and a trial of mud going into the ruin. Following this trail they found a hole had been dug under the pulled up floorboards. A small shovel and crude bucket stood outside the hole.

Braun lit a torch and dropped it down the hole, if fell about 50 feet, then splashed into something at the bottom, and went out. He decided to climb on down the bamboo ladder.

(The ladder was an oddity, as bamboo doesn’t grow anywhere nearby, also the ladder was more narrow than it should have been for human use.)

At the bottom of the shaft he found a low-ceilinged tunnel going SE, freshly dug, and shored up with 4” diameter lengths of bamboo. There was about 2” of water on the floor, which was slippery with mud. With the roof only 5 feet above the floor, they had to crouch a bit.


He unhooked the lantern from his belt, shined it down the tunnel, it went back more than 40 feet. The rest of the group started down the ladder and Braun started easing his way down the tunnel. After 50 feet there was another tunnel crossing this one at a right angle, that led to a small chamber on either side. One was littered with bird feathers and bones, the other had more tools for digging and crude, muddy buckets.


The main tunnel carried on for another 50 feet or so, then ended abruptly. There were still two shovels and a pick stuck in the dirt, and an empty bucket on its side.

 Messer said this looked like a Goblin hole.


They made their way back out and moved to the base of the ruined stone tower. Only three buildings in the town were stone. The tower floor was also stone tile, and had been cleared of rubble. At the south edge there was a metal trapdoor, some 8’ x 8’, with a wooden derrick built above it. Two great block-and-tackle arrangements hung from it.

The trapdoor looked as though it had been recently installed, it was not rusty or weathered. It also had an ornate lock.


Braun banged on the trapdoor, and there was no answer. Messer took out a ring of keys he had picked up, but none fit the opening.  He took out a knife and tried to disable the lock, no no avail. Braun pulled out a bit of wire and tried. He was able to get the lock to turn, but the trapdoor wouldn’t budge. He guessed it might be barred from below.


(Insert DM NOTE 30 JUNE 1023.txt)


Three-Fifths pulled a crowbar from his pack and tried prying the trapdoor open. All he succeeded in doing was chipping away at the stone tiles. While Braun and Three-Fifths were trying to defeat the trapdoor, Messer, Torrent and Seraphina took a look around the base of the tower and its outbuildings. Seraphina spotted some large feathers in a small, narrow building near the tower.


She recognized them as Harpy feathers, and suggested there may be a lair down below. She dropped a torch down the hole, but it soon vanished, whether it went out or landed in more water was unknown.


Since it was her suggestion, she was “voluntold” to descend and check it out. She said she would give one good tug for a signal she was down, another single tug for more slack, and two tugs to be pulled back up.They lowered her down on a long rope, past the ruined grate that had once blocked this vent, and down into darkness.


At a point about 8- feet down, the rope went slack, and they heard her muffled cry, “Hold up! Flue!” There was a shriek of rusted metal and the rope tightened up again. It went slack again soon after, then a single good tug, indicating she was down.


She was down there (wandering about by the feel of the tension coming and going), for a good five minutes before they felt two tugs and started pulling her back up.She arrived at the top none the worse for wear, but a little sooty. She said there wasn’t any harpy lair. Braun asked her if she saw a ghost, she laughed and said, “Yes, I tried to stab it with my knife but that didn’t work and I lost my knife.”


Seraphina shifted her longsword on its belt from her shoulder back to her hip. “Let’s see if the other stone buildings have any secrets worth looking into.” While she and the rest headed south, Three-Fifths stayed behind to scratch a symbol on the metal trapdoor, a four-pointed star with an eye in the center.



The next building they looked at was stone, but had a wooden floor. There was another metal trapdoor here, with a lock just like the first one. They fiddled with it, but couldn’t open it. Braun stamped on the floor, but decided not to push his luck. They moved on to the third stone building, which was a blacksmith’s shop, by the look of the remaining brick forge and a large section of tree trunk, as big as a stump, where an anvil used to sit.


By now they were thinking this trip was a bust, and the weather was turning. Dark clouds were moving from the south, and they didn’t want to travel in the rain. They walked on past the gigantic aloe-like plant waving its fronds about, looking for all the world like it was tasting the air.


They got back to the wagon and backtracked almost all of the way to the river. As it was getting dark and starting to rain, they stopped to make camp.


1 July

The party traveled south along the river in the rain. At the next tributary they crossed into Samichi on the ferry and got a room at the tavern to dry off and rest. It had been a cold and miserable walk. Made more so by Seraphina on horseback, seemingly unbothered by the rain.


2 July

The party returned to Sojenka.


XP LOG 29 June Session

Three-fifths 1 Messer 1 Braun 1 Torrent 1 LOOT 110 GP 160 SP XP TOTAL = 127 XP 32 XP Each Downtime begins 2 July, All PCs are stationed in Samichi, with rooms at the Capricorn's Nest Rooms are 3 CP per night Please also pay your 1% of total XP for character upkeep for July


Downtime begins 2 July.


Friday, September 22, 2023

Session Report 021 - 22 June 2023

 

Introduction

A lot happened in the previous two sessions for the Thursday group, so there is a lot of downtime activity this week.


Due to some family things, and a player being sick, we had two players running three PCs.

Braun the fighter and Charlos the mage are training, 27 May to 2 June.


Torrent

Bulwark

Boris


Pre-session Downtime


Scribbles the Mage does some research on the big wax candles recovered from the shrine.
You can find out information about the candle by studying in the Academy library. Study at least two days then roll your percent chance to know spell.

For each additional day of study and research you may add ten percent to the chance of success up to a maximum of ninety percent.

Only roll one time, at the end of the period of research you feel to be sufficient.


I will take 4 days

94... Not a chance.


The Dungeon Master

That just means there is absolutely nothing in the library about this kind of candle


Funeral Downtime

has a convo with the Keepers about the map and the cave


The Dungeon Master

The Senior does not really know what to make of the map, other than it obviously shows a cave of some sort. But he does know that Brother Rigoberd is a former sailing man, and summons him to help with the log book. Brother Rigoberd is able to explain the lodestone headings and how they give directions - you can follow the course of the ship.

He fetches a sea-chart and the course follows the shore from the west toward the mouth of Paradise Bay. He shows them going ashore at The Moaning Caverns, 15 miles along the coast on the edge of the Great Salt Marsh (he points at a spot almost due south of the end of the Serpentine). He says there is a famous pillar of stone there, riddled with caves that are home to many sea birds. When the wind blows, it goes through these caverns and tunnels, making a haunting, moaning sound.

He believes the Dagonites of the area would likely know more about it, as they are fond of sea-bird eggs.


Were you (Funeral) thinking of having a conversation with the Keepers about reestablishing the seaside temple?

I think I remember you saying something about that but I don't see anything in the discord.


Funeral 

I don't think so yet.  I should like to see what this cave is about.


Barber

On the down time front, I would very much like Barber to start looking into more about what we can learn about the missing Noble woman from the gossip section.


You will start with what he knows, the network of salons and barbers clinics in the area. Someone Pampers this lady and will know more. He will also ask questions of the servants if he can catch their eye, maybe get them to open up by offering them an actual honest to goodness haircut and or bloodletting.


Beggars in the neighborhood, too.


And he will ask questions about these prophets in the crystal necropolis. He'll put Funeral up to asking the scholars at the Temple if they know anything about it. It sounds like a keeper thing


Scribbles, meanwhile, we'll spend the remaining 3 days he has of downtime using Read magic to interpret the grimoire we recovered, and hopefully copying a couple of new spells.


If you let me know what's in there, I will make the appropriate rolls to learn at the beginning of the session.


The Dungeon Master 

Roll a d20 CHA Swaggering TR


Funeral

You will start with what he knows, the network of salons and barbers clinics in the area. Someone Pampers this lady and will know more. He will also ask questions of the servants if he can catch their eye, maybe get them to open up by offering them an actual honest to goodness haircut and or bloodletting.


The Dungeon Master 

Give a +2 bonus to CHA for these tactics


The Keepers reiterate what sounds like an "official position", that the Crystal Necropolis is haunted and possibly beyond the powers of even their Order.

If the Prophets want to go there, then good riddance, they are troublemakers.

The only possible drawback is that Sir Hedwig's wife is thought to have run off with them. He is offering a large reward for her safe return.

Regretfully, the Order is fully occupied fighting Undead in the Catacombs of Tonisborg at this time to pursue any action about her loss.


"After your success in the closed chapel, you may certainly follow up on this if you wish," the Senior tells you. If your adventuring company wanted to seek out Lady Ursula, the Keepers would gladly share the reward with you, in return for supplies and such you may need for the quest.


Barber spends hours traipsing around, in neighborhoods high and low, listening for any word of Ursula.

He discovers that she did indeed abscond with her favorite maid, but more gossips think she ran away with a dashing musician named Carran Vett that she used to go see at The Yellow Bottle in Armorer's Farthing.

Barber follows up on this lead, and discovers that Carran Vett has indeed ended his performances at the 'Bottle. A serving girl named Sanela tells Barber that Vett is a cad and a scoundrel. He wanted to "get her in a family way" (Sanela, that is), offering her pretty words and even a polished opal the size of a quail's egg.

She says she can take you to his "love nest" in the Merchant's Borough (for some coin, of course).


Barber

Worth paying for to be sure!


Barber

Scribbles, meanwhile, we'll spend the remaining 3 days he has of downtime using Read magic to interpret the grimoire we recovered, and hopefully copying a couple of new spells.


The Dungeon Master 

At the beginning of Alexander's Grimoire is an invocation to a god or elemental of fire named Karakala. The spells in the book almost look like prayers or invocations to this deity, certainly asking its protection and a grant of this power.


There is also a list of components for preparing and casting a Summon Fire Elemental ritual, but no text of the ritual is to be found.



2 June 1023

Braun recruits some mercenaries, 10 Lt Inf and a Sgt, whose name is Borislav


3 June 1023

Depart for Shrine of Hades on the coast. Arrive at 2pm. Wait until about 3:30 for Ebb low tide, in order to enter the cave on the cliffside.


The natural sea-cave is smooth and sand-polished. The twisting tunnel leads to a large, sand-covered chamber with one exit and a pool of water. They hear some heavy breathing, and squishing footsteps coming toward them in the dark. 


These turn out to be some kind of drowned zombies, with rusty blades or sharp chunks of coral. A group moves to attack, while a lone creature dives into the pool.





A brisk battle takes place and the drowned men are slain. They have gills on the sides of their necks…


The exit turns out to be a small cave with a strange symbol carved into the rock. Boris copies this symbol down into his notebook.



Unable to proceed any further, the group return to the shoreline. They then travel back to the nearby town of Xathok. They purchase baths in the tavern, but there are no rooms. A merchant offers the hayloft of his stable for them to sleep.


As the evening progresses the group starts trying to make friends and ask some questions about the cave. Boris shows the drawing of the symbol, and the half-dozen Dagonite patrons of the bar get up and leave, making sour expressions on their rubbery faces.



DM NOTE: Player Character Species

Dagonite - Frog-like humanoids live in the damp places of the underworld, or swampy wilderness. They are hairless, with pale blueish or green-tinged skin. In human settlements, they wear clinging garb that they constantly splash with water to protect their skin from drying.



The bartender tells Boris to “put that away”, and to go see the Alchemist Emmerich in the morning.


The next day they seek out this Emmerich, and knock on his door. It is answered by a valet, who walks with a limp. He is wearing a turquoise necklace and a flashy silver ring.


He takes them to the great room of the cottage and shortly they are joined by Master Emmerich. Boris shows him the symbol.


He tells them of the history of the cave, that there is a ruined temple down there, and it was sealed to protect the land-dwellers during the last war with the Deep Ones. He offers to give them 8 potions of water-breathing and four enchanted fish-spears if they will go down in the tunnel and kill the fish monster down there, which is attracting the Drowned Ones, devotees of the fish god. In return he asks for any jewelry or statues to be brought to him, “for they are likely quite evil and dangerous.


They agree. The valet gives them 2 hooded lanterns with Continual Light spells, for use under water.


4 June 1023


The group descends once more into the cave on the cliffside.

They see some sharks, but the sharks leave them alone. Quaffing the potions of Water Breathing, they go under water and make their way through the sea cave. At the top of the vertical tube, they can hear a deep, rhythmic pulsing. They swim down carefully, in small groups, and follow a twisting tube to a large chamber filled with construction materials and partially-completed statuary. Braun is bitten by a giant eel, it nearly takes off his leg!


Into the next chamber where there is a (greek-looking) temple carved into the rock on the NW side. Beyond it is an opening to another, larger chamber, pulsing with a blue-white light. The pulsing can be felt in their chests, now.


Two enormous coelacanth fish swim from the opening, and the party does battle. One of the men at arms is killed.


Moving to the opening, the glow illuminates a beautiful woman swimming toward them, and Boris immediately plugs his ears! The others, that are holding the silver spears given to them by Emmerich, leap forward to attack!


One of the men at arms throws his spear, and it rushes through the water as if in the air. It strikes the woman full in the chest, and she is enveloped in a web of blue electrical sparks. The woman’s form shimmers, then changes, revealing it to be an illusion disguising a large monster, shaped like an eel with a catfish-like head. The others brace their spears for a charge, and the catfish-eel does just that. The spears strike the monster, setting off another cascade of bright blue sparks, burning great holes in its flesh.


The remaining party members feel a kind of compulsion in their heads they are able to shake off (they make their saving throws!) and press the attack.Thanks to Emmerich for the magic spears, they are able to defeat the creature. Sadly, two more men at arms are killed and Boris is wounded.


They wrap bandages around the wounds to keep blood from spilling too much in the water. Then they explore this large cavern. It curves around to the right, with a “wing” bending off tothe SE, and a weird, blue-white light coming from an area in the wall and the NE side. This light comes from an area of the cavern wall that is swirling and frothing, like the stone is turned to liquid. Near this bizarre formation is a nest in the sand, with five eggs, which they smash. Also in the nest are many gold, silver and copper coins, some gems, a seahorse statue, a magical shield, and a turtle shell that hurts the eye to look at.


They take some time to observe the glowing area on the wall, and decide not to investigate further. They gather up their loot and make for the surface. The tide is coming in and they are quite anxious about sharks as they make for the exit.


They return to the surface, where Emmerich is waiting. He is able to end the effects of the water breathing potions and takes them all back to his cottage.

They rest and spend the night.


5 June 1023


Braun and two of the men at arms, Ivan and Adam, are infected with some sort of odd skin problem, but Emmerich is able to cure it with a magic ointment. They stay two more nights to rest and recover. They give the statue and turtle shell to Emmerich.



XP LOG  1 June 2023**


Torrent - 1

Bulwark - 1

Boris - 1

Braun - 1


**Liquid Treasure**

240 CP (2.4 XP)

1400 SP (140 XP)

990 GP (990 XP)


**Loot**

- 4 x amethyst

- 2 x polished coral ornaments

- 3 x pearl

- Coral Seahorse statue with tourmaline eyes

- Wooden shield, bound in bronze (untouched by exposure to salt water)

- Sea Turtle shell engraved with mystic markings that hurt your eyes to look at

- Blue star sapphire (1" in diameter)


1945 XP


**Combat XP** = 1070


Total XP = 4,147


 XP each = 1,037 XP