Session 187 - Watery Restoration

General Summary

5th to 15th of Ilvin (First Month of Winter) 723TR

The story so far

Jolanta, and her trusty bodyguard Blaine, are agents of the mysterious Order of the White Hand, hunting down unscrupulous mages and covering up magical mishaps.

Jolanta has held the Staff of Cryptan Seaweave for some time and seeks to enhance its magical properties. She is aware of a nearby Water Sanctum, a location where magical forces cross over from the elemental planes. She knows a ritual that could collect these energies and use them to recharge her staff, hopefully returning it to its former glory.

This is the continuation of Session 186 - Windreaper.


Location - Ilmen Marshes in the Kingdom of Kaldor.

Part 1 - A Trip Through The Marsh

The water sanctum is located in an obscure spot in Lake N'Garrona, a small lake in the mysterious Ilmen Marshes. The Ilme or mere-dragons inhabit this infamous bog. Jolanta has learned that these reptiles are not usually violent but can be very dangerous when provoked.

On the way, the heroes follow game trails around the marsh, carefully avoiding the underhanded Pagaelin barbarians hunting parties and villages.

Soon they make their way up the River Ilmen through the wet, disgusting bog. Blaine is often up to his waist in the muck. It is slow and hard going.

Part 2 - The Naturalist

Rolyyn, art by Artbreeder
On the other side of the Ilmen River, Jolanta spots a small hut built on pilings. Next to it is a small boat. Intrigued, Jolanta, using the water-walking properties of her staff, crosses the river to investigate. She is met by an eccentric old wizard Rolyn Dremel.

Rolyn, a researcher from the Guild of Arcane Lore in the City of Thay, has spent the last 15 years living among the Ilme. He has studied their ways, collecting his knowledge in over twenty manuscripts. Many of his peers think he is mad. He welcomes Jolanta and Blaine, inviting them to stay the night.

The adventurers receive some advice on how to peacefully interact with any Ilme they may meet and learn that the local mere-dragons avoid the region of the marsh the characters are heading towards. They consider it too dangerous, and strange creatures have been seen nearby. These are supposedly attracted to the water sanctum or have emerged from it.

Part 3- Too Much to Handle

Jolanta and Blaine head off the next day, and once again, it's a hard slog. Shortly after the characters spot some vegetation shift and move, this mass of green material, a Shambling Mound, engulfs Blaine, and Jolanta is forced to disintegrate it, bit by bit.

At noon they spot their destination, Lake N'Garron. Lurking under the muck are more enemies, Water Leapers. These bizarre amphibians are just too dangerous; after receiving multiple poisonous stings and Blaine being nearly swallowed alive, Jolanta has no choice but to withdraw. She Dimension Doors herself and Blaine to safety.

Giving up, the miserable duo return to Rolyn's hut to ask for help. Rolyn is intrigued by Jolnata's persuasive arguments appealing to his intellectual curiosity, and agrees to assist. The next day he lends Jolanata his boat and even joins the expedition.

Part 4 - The Water Sanctum.

In Rolyn's small boat, the trio quickly makes it to Lake N'Garron, noting a patch in the waters that seem pure and unspoiled by dirty swamp matter. This must be the spot.

Using the Water Breathing spell from her staff Jolanta dives into the water, closely followed by Rolyn. Blaine stays on the boat, deciding to do some fishing. Detect Magic pinpoints the magical interface between the planes, and Jolanta focuses her magical energies and attunes to it. Concentrating, she opens the gateway hoping something will pass through. It does, a huge elemental form.

The water surges, creating a wave that knocks Blaine out of the boat into the water. The Huge Water Elemental is angry. Using the Dominate Elemental spell, she attempts to seize control of it, but alas, it is far too strong and resists. Jolanta has to fight. Rolyn protective magical wards shield him from the worst damage; however, the watery environment severely hampers Blaine. It falls to Jolanta to unleash the full force of her magical abilities to subjugate the elemental. Eventually, the elemental is subdued.

Before the elemental's essence can return to its plane of origin, Jolanta seizes it and begins to manipulate it using the magical patterns she has long practiced. Its energy is carefully drawn into her staff and stored. The metaphysical properties of the Staff of Cryptan Seaweave are fully restored.

To be continued.

NPC Interactions

Rolyn Dremel.

Challenges Overcome

Killed a Shambling Mound.

Escaped from 2 x Water Leapers.

Defeated and focuses the energy of a Huge Water Elemental.

The Staff of Cryptan Seaweave is restored.

Created Contact

Nothing this week.

Related Reports

Nothing this week.

Player Character Status

Jolanta - Human - Level 9 Evoker.

Campaign
Agents of the White Hand - Campaign Complete
Protagonists
Jolanta
Report Date
27 Oct 2021

NPC Companion

Blaine

Jolanta's loyal and often drunk bodyguard.

Blaine, art by Artur Sadlos

The Staff of Cryptan Seaweave

Appearance
An old staff, crafted to look like it is warped in seaweed with bits of fishbone sticking out of it.
Lore
The Wizard-King Cryptan Seaweave ruled the petty Kingdom of Eldersharn on Melderyn's northeast coast during Melderyn's Eldritch Period.
He was obsessed with freeing the trapped sea god Eder from his imprisonment and created many artifacts, including this staff, to aid in his objective. All his efforts failed.
A cabal of wizards eventually undermined his rule and created an uprising. He was sent into exile, never to be seen again.
Properties
You can Walk on Water while holding this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC.
Dominate Monster (Water Elementals only) (3 charges)
Create or Destroy Water (1 charge)
Ice Storm (3 charges)
Control Water (3 charges)
Water Breathing (2 charges)
Chromatic Orb (cold only) (1 charge).
The staff regains 1d4 expended charges daily at dawn.


Cover image: White hand, art by Attacus by Attacus

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