Sat 5th Nov 2022 09:21

Entry #15 - exploring the island

by Aleksey Dotsk the seer

We leave the towner and are greeted by the groundskeeper.
While investigating a building, we start to feel a breeze without a breeze. Jean Marie goes back up after we tell him about this and he also senses some kind of spirit. I decide to make a Ouija board and we find out that Grim is the one who caused the lighthouse light to go out. The spirit continues to say that he is underground and that we need to find a code in order to get underground. Surprisingly, it also asks us to stop stealing! I had found a holy symbol and gave it to Jean Marie, so Jean Marie fortunately returns it . The spirit tells us to find justice for Egan, and drops us a hint of WT, which Jean Marie thinks may stand for West Tower. I had forgotten all about the other tower!
 
We head over there and sure enough, utilizing Franklin's sketch, and Odd's keys, we get in and locate a room with stairs leading down to a basement with a ring on the floor with hand symbols. I detected magic on the stairs and this circle we see before us. Draxon, for some reason, proceeds to place his hands on these hand prints and gets shocked. Looking around I do see runes about the room. Utilizing my knowledge of the arcane, I learn that this is some kind of portal that is still active; if we can figure out how to trigger it. Not finding much more, we proceed to the east tower.
 
Filled with broken furniture, we find stairs down under an old rug. This leads to a room with a heavy table with candles, also in the room is a life size granite statute. There are books scattered about the room, among them is Egon's journal. After perusing it, it sounds like he learned about the temple tales from Grim.
 
Heading back to the spirit, we confirm the passcode we found in Grim's journal, and Draxon volunteers to stand in the circle and say the password. Behold, a passage way opens up to a small room about 8' down with no stairs. Jumping down we see muddy tracks going down a corridor. Taking a closer look, we think it's from 8 humanoids, 1 very large. Through an open door down the corridor is a swarm of crawling hands coming towards us! I quickly cast AID and Draxon goes berserk! Odd casts some new vine spell and Franklin breaks out some fire arrows. We make short work of these hands, and oddly enough we see some new ability of Draxon's to blink in and out of existence along the battlefield. Quite useful!

Continue reading...

  1. Entry #1: Our journey further into The Cave of the Foulwater Goblin Tribe
  2. Entry #2: In and out of the lair...
  3. Entry #3: Out of fire and to the Inn - blasted guards
  4. Entry #4: Respite in Phlan
  5. Entry #5: Jean-marie the dead-riser
  6. Entry #6 - a riot begins
  7. Entry 0.5 - the party forms then splits
  8. The battle of Phlan continues
  9. Entry #7: the riot escalates
  10. Entry #8: Jailbreak attempt
  11. Entry #9: confined to a nice jail cell - jailbreak#2?
  12. Entry #10: Down the well - ruins in labyrinth
  13. Entry #11 - out of the tunnels - finally rest!
  14. Entry #12 - finding the Harper agent
  15. Entry #13 - Evening entertainment (i.e. barfight)
  16. Entry #14 - to the lighthouse
  17. Entry #15 - exploring the island
  18. Entry #16: into the depths of the island
  19. Entry #17 -Down into the dark bowels of Toril
  20. Entry #18 Battle at jade totem
  21. Entry #19: Solving Igon's murder
  22. Entry #20 - Grim's guilt assured - attack from the sea!
  23. Entry #21: the relentless attack from the sea
  24. Entry #22: escape from Sokol Keep
  25. Entry #23 - Escape to Melvaunt
  26. Entry #24 - the trade bazaar
  27. Entry #25 - Trade bazaar continued...
  28. Entry #26 - Regrouping at the Inn, then going separate ways
  29. Entry #27 - 1st attempt at securing the purse
  30. Entry #28 - Next morning, next pursuit for the purse
  31. Quest list
  32. Entry #29 - Jean Marie's gold is recovered (partially)
  33. Entry #30 - To the pub, an orb breaks
  34. Entry #31 - Lightning!
  35. Entry #33 - What to do with Tret
  36. Items for "sale" from Church of Gond
  37. Entry #34 - Illusndra & the church of Ghond
  38. Entry #35 - search for the cult
  39. Entry 36 - Battle with the Leucrotta
  40. Entry 37 - Decent into the Sunless Citadel the sunken tower
  41. Entry #38 - further into the Citadel
  42. Entry #39 - Fel's luck, discovery of ancient chamber
  43. Entry #40: The Chamber of Secrets and Perils
  44. Entry #41 (session L) - Retreating from the Kobolds
  45. Entry #42 (Session LI) - Negotiations with the Goblin Chiefton
  46. Entry #43 (session LII) - planning for battle
  47. Entry #44 (Session LIII) - Battle with the Kobolds
  48. Entry 45 - 2.7 Session LV - Discussion with Goblin Chief
  49. Entry 46 - Diplomacy with Goblin Shaman (session LVI)
  50. Entry 47: Liberation of the Kobolds (session LVII)
  51. Entry #48 - Descending into the mines - the hunt for Belak
  52. Entry #49 - The Haze and the Goblins’ Secrets (Session LVIII)
  53. The Journal Entry’s title
  54. Entry #50 - The Tendrils of Fate (Session LIX)
  55. Entry #51 – Ashardalon’s Whisper (Session LX)
  56. Chapter 52: Shadows Beneath the Grove (Session LXI)
  57. Chapter 53: The Withering Blight Tree (Session LXII)
  58. Entry 54: The Fall of Durnn and the Liberation of the Kobolds (Session LXIII)
  59. Entry 55: Oaths in the Ruins, and a Kobold’s New Road (Session LXV)