Session 179 - An Ancient Stone Riddle
General Summary
14th and 16th of Peonu (Second Month of Spring) 724TR
The story so far
The heroes are searching the Turmale Hills for a long-lost Elven Holy Grove of Alithani. This grove holds an ancient weapon, a staff, long associated with his family.
They have just found an ancient waystone which should give them a clue as to where to go.
This is the continuation of Session 176 - Look To The Stars.
Location - Turmale Hills and Sarkum Castle in the Kingdom of Kanday.
Part 1 - Stampede
Remy has used his arcane abilities to fire the elven waystone to life. Unfortunately, this magical "blasphemy" angers the nearby spirits of nature, and over a dozen small humanoid-shaped plant-like creatures emerge from the surrounding trees. The Twig, Needle, and Vine Blights are hostile and do not listen to reason. The heroes battle the furious vegetation as roots and plants wrap around their legs slowing and restraining them. Eventually, they cut the wooden monsters into kindling.
Now that he has a free moment, Remy examines the waystone Remy finding his magic has revealed an elven script that was not present previously. This riddle crudely translates as follows.
Part 2 - Advice from the Star Gazer
On the nearby Tause Hill, the characters again visit Edelina Sprunstone is a priestess of Save K'Nor who is stargazing with her expensive brass telescope and awaiting the arrival of a long-predicted comet.She happily goes over the party's calculations and thinks they are probably correct. Intrigued, she speculates when the waystone was laid down thousands of years ago before the land around what is now Herkely Island was sunk underwater in some catastrophe. She suggests they hire a boat and visit the island.
Edelina accompanies the heroes on their trip back to Sarkum to stock up on supplies. On the way, Remy asks her for further help. Could she investigate any local legends regarding a monster and the scattering of its body parts in the region? He is concerned that the dangerous priest of Ilvir, Xantosa, with who the heroes have crossed paths, is attempting to assemble the parts and create a monster. She will be in Sarkum village for a few days and is happy to look into it. It may make an interesting research project (a.k.a Save K'norian Labor of Reverence).
Remy then visits the nearby fishing villages and rents a small fishing boat. As a former smuggler, he believes that this boat should be sturdy enough to get the heroes to Herkely Island and back.
Location - Herkely Island, just of the coast in the Kingdom of Kanday.
Part 3 - Surprise at the Beach
Remy pilots their boat into a small cove. As they drag it up to secure it on the beach, they fail to spot giant centipedes like creatures sneaking upon them. Two Cromulloch strikes. These dangerous insect-like Ivashu are quite a handful, following Odin up rocky embankments and eventually paralyzing him with their poisonous tentacles. They are ultimately slain, but the characters need a rest before they climb the hill.
Part 4 - The Sanctuary
At the summit, surrounded by trees, is a circular ancient stone ruin. The Sanctuary of the Four Paragons.
Inside are weathered, badly broken, statues of elves, the four paragons, and a reflecting bowl in the center. There are the remains of stairs going up suggest there was once another floor or platform long lost. There are also stairs going down to an underground chamber.
The building faintly glows with magic, and the heroes search the top level thoroughly. They head downstairs to find a completely wreaked circular chamber, broken old wooden furniture, and rusty elven-made weapons are scattered about on the floor. As the characters enter, they trigger a magical protective warding then the ancient weapons spring to life, float through the air, and attack.
After the Animated Weapons are dealt with, the heroes investigate the room. It is the same size as the room above, and apart from the debris and double doors leading out, the room has only two features. In the center of the room is a circular set of floor tiles containing half a dozen other smaller circles, and the party speculates these represent stars or planets. This is located directly under the reflecting bowl in the room above. The only other feature is what looks like a hole set in the wall at an odd angle.
The characters spend some time trying to work out the riddle they found on the waystone. Mediating at the reflecting pond does clear the mind and impart a blessing but no answer to the riddle. Neither do the halfhearted attempts to repair the broken statues or the use of Detect Magic.
Eventually, Odin stands on the circular tiles on the bottom level and carefully looks around the room. From that position looking through the view hole in the wall, he sees a tiny island, little more than a raised islet at the start of a dangerous reef. From this perspective, Odin notes that there appears to be more vegetation than seen from the surface. He thinks he has found the ancient grove of Alithani.
To be continued.
NPC Interactions
Challenges Overcome
12 x Twig Blights, 2 x Needle Blights, 1 x Vine Blight.
2 x Cromulloch.
10 x Animated Weapons.
Created Content
Related Reports
Psionics - Updated.
Player Character Status
Odin - Human - Level 4 Gloom Stalker.
Abaddon - Elf - Level 4 Openhand Monk.
Remy - Half-Elf - Level 4 Bladesinger.
Remy
Abaddon
Odin
The Labors of Reverence
When the Loremasters have accepted thirty-six labors, the Haliki is elevated to the rank of Rowanti.
Sanctuary of the Four Paragons
Located on Herkely Island, a small island west of Sarkum, this is an ancient circular building constructed by the ancient Elves over 3,000 years ago, long before any human arrived in the area. Its propose is unclear as most of the elves have forgotten about its existence, however, it appears to honor four revered loremasters.
Isarrel - Paragon of the Dance of Swords.
Naeryndam - Paragon of the Twilight Mask.
Elaith - Paragon of the Hunt.
Galathaer - Paragon of the Forever Dream.
Make a Wisdom Check DC 17. Elves make this check at advantage.
On a successful roll, the meditator receives a +2 bonus to a dice roll, which can be applied after the roll depending on the nature of the blessing chosen.
Blessing of Isarrel - +2 to hit with a Melee Weapon.
Blessing of Naeryndam - +2 to any Charisma-based skill.
Blessing of Elaith - +2 to hit with a Missile Weapon.
Blessing of Galathaer - +2 to a Charisma, Intelligence, or Wisdom saving throw.
This bonus can be used a number of times equal to Roll - 16 times.
The shrine also points a traveler to the hidden ancient Elven Grove of Alithani.
Hello! Another great session write up. I noticed something amiss though, there are no Cromulloch stats, and it is not mentioned on your Monster's page. Can you load the stats?
Thanks, great idea, will do