Kanisura's Ruined Temple Played 7/16/2022 Report

General Summary

Time to use the key found inside of the fountain and find out what is on the other side of the portal they found in crypt.   As they step through the portal they step into an entryway of sorts. The area has marble paving stone path way to an Italian style columned entryway with 3 stars to a set of beaten bronze doors. There are marble walls on either side but there are spots where the wall has crumbled and plants are pushing through.   As our group approaches the doors runes magically glow on the surface of the door. Rhys feels a sharp pain in his head but is suddenly able to understand what the runes mean”
Enter to play the Grand Game that you cannot lose
If you make it to the other side you will be rewarded with riches
If you don’t then you will be rewarded by sitting at my side
  The runes faded and the bronze doors opened. Vasta noticed that the portal was closing as the doors were opening. For a moment everything hung in the balance but our heroes decided to go forward into the “game” rather than home. As our heroes stepped through the doors they could see a path cutting into the distance it’s end seeming to be a ruined temple. Off to the right was a gleaming river and to the left were trees as far as the eye could see. They walked for about 2 hours on the path, with the temple turning into the remains of a city.   As they reached the edge of the city a successful hunting party of Parrot people came up behind them with a dead deer on a pole carried between 2 of them and after Rhys casted speak with animals one of them agreed to take the group to their leader. As their guide flew ahead to guide them the ground gave way under their feet and everyone plunged into the temple complex.

ROOM 1

No one was hurt in the fall. Upon looking around the first thing that everyone noticed was the amber colored haze in the air making the room slightly obscured and that it was irritating to take a breath. The next thing that was noticed was how large the room was, and that there were 3 niches on each side of the room and a small alcove, protected by a half-dome with the open end facing toward the door in the east wall. Our group ignored the dioramas and went to inspect the door – except that Vasta noticed the glint of gold as they passed one of the niches. The group discovered a keyhole in the cap stone above the door and found the key to be the shepherd’s crook in one of the niches. Unfortunately when you picked up the shepherd all of the figures in the diorama activated, grew to full size and attacked. In all the group faced 7 commoners, a constrictor snake, 3 tribal warriors and a cult fanatic.

ROOM 3

This hexagonal shaped room was filled with slippery mud with a giant stone in the middle. Across the back a creature is walking back and forth but notices you right away. The creature approaches waving it claws aggressively and shouting in Olman. "Who is this? Who dares to enter the chamber of the guardian? You had better go, or I will have to discharge my sacred duty! Be off with you before I lose my temper!" Unable to speak Olman, Rhys cast speak with animals and conversed with it in Crayfish. It seemed slightly confused and when asked directed them to the stairway (area 4) Our hero’s found the door at the foot of the stairs blocked by 18 to 20 inches of silt and it took some time to remove it, but finally they were able to travel on to area 13.

ROOM 13 and FLOODED HALL 14

The room is more than half flooded, with a rocky “beach” at the near end (from the direction the heroes came) The pool is a sharp drop to 12 feet deep, and a ledge runs around the southern wall to a set of doors that lead east. The ledge is about 2 feet under the water. A young slim woman (nereid) sits on the beach singing and startles when the hero’s find her. Rhys offers sex and she agrees, asking if Vasta can join as well. After the threesome is over our group moves on towards the doors and flooded hallway. While in the water they are attacked by “something” – A giant lighting eel. The nereid attacks as well but stay’s invisible so the group does not realize that she is involved. After a tough fight they retreat to far end of the hall and take a short rest out of the water and near a set of bronze doors.

Rewards Granted

Total Exp = 2095 Exp each = 524. Shepard's crook from diorama is the key to exit the room and is worth 2 gp in the right places.

Character(s) interacted with

  • Parrot people hunting party - RP only
  • Constructs in the first room
  • lobster guardian - RP only
  • a nereid named Dasa Zotz & her pet named Chac, a giant lightning eel.
Campaign
Upper Shulan
Protagonists
Vasta Eldevane
()
8 / 8 HP
STR
DEX
CON
INT
WIS
CHA
Poppy Featherstone
Lawful Neutral Forest Gnome (Sage)
Wizard 7
47 / 47 HP
STR
10
DEX
16
CON
12
INT
20
WIS
10
CHA
14
Rhys Seridar
Chaotic Neutral Moon Elf (Noble)
Ranger 3
39 / 39 HP
STR
12
DEX
18
CON
16
INT
10
WIS
15
CHA
12
Savane Seridar
Chaotic Neutral Moon Elf (Noble)
Cleric 3
27 / 27 HP
STR
11
DEX
12
CON
12
INT
12
WIS
17
CHA
15
Report Date
21 Jul 2022