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13 - 11/6

After a night of safety in the mysterious mermaids cave, the group decided to venture into the swamp in search of the barrow mound. After fighting off a few giant frogs, the group found the mysterious shack that lay deep in the swamp. Inside was an undead man named Richard, that appeared to have retained his intelligence. He lamented his condition but seemed to make the best of it, and offered some suggested courses of action to the party on his theories gathered over his years of torment.   Still guessing that returning the artifact was the best option, after another trek through the marsh the group found the old barrow mound. Outside were broken tools of dwarven construction that appeared to open the way forward. Inside were a couple will-o-wisps and a wight as well as a fair bit of treasure behind the hidden room, but no evidence of the resting place of the artifact. In fact the styling and iconography of the artifact did not match the style as the tomb, hinting that the source must be from something else. Running out of ideas, the group made the long venture back to Kennmouth and awaited sunset, where they hoped to sail out and meet the ghostly ship.   As night fell, the group scrambled into the boat and made their way out into the harbor. The church bells rang out, signaling the rise of the undead, and on the shore they began to pool by the waters edge in search of the artifact. A mysterious small rowboat rose from the very depths of the ocean itself, and a ghostly fisherman seemed to be searching for something. Tifa handed him the artifact, hoping he would return it to its resting place, and the ghostly apparition sank into the water. Back at shore, the restless dead slept once more.   With the curse ended, the mermaid joyfully thanked the heroes and informed them of a hidden treasure location in the church, and swamp out to sea. The group decided to check on Richard, but unfortunately with the artifact gone, his spirit had departed to the afterlife. Their mission complete, the group rested, and began the long journey back to Saltmarsh.

Important Characters

 
Ira - Sorcerer, Half-elf, she has worked with Zelem in the past and occasionally accompanies the group on adventurers.  
Tifa - Monk, Human, friend to Zelem and Ira. She occasionally goes on jobs in an effort to support herself as well as the children she looks after.  
Nessali - The self-important Yuan-ti snake child seems to be food motivated, and has joined the group on their new-bound journey.  
Sidryn - A human investigator who seemed to take an interest in Morrigans and Zelems affairs. He joined up with Ira and Tifa to depart to Kennmouth in an effort to cleanse it of whatever curse might have befallen it.  
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Richard - A strange undead man who seems to have retained his intelligence. He laments the state of the town, but gave the group plenty of useful information.  
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Aina - A mysterious fey mermaid, she found herself trapped in Kennmouth after the curse fell. She claimed to be friends with Saint Sidvela who passed many years before. She is unaware of her origins, but knows she is not like other merfolk but is likely from the Feywild. After being freed of the curse, she departed to new lands and bid the party farewell.

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