Session 204 - Transformations
General Summary
11th to 15th of Larane (Second Month of Summer) 724TR
The story so far
Heroes travel to the Earl of Sarkum's Colony on the Island of Anfla. Odin is looking for a master weaponsmith questing after meteorite iron, and Remy would like to locate a particular band of pirates. However, the island is engulfed in intrigue with a local Adaenum Witch-hunting cults causing difficulties.
This is the continuation of Session 201 - The Island of Anfla.
Location - Inland on Anfla Island.
Part 1 - Dead Body
As the explorers continue towards the Coastal Adaenum village of Holgir, they spot a disturbing sight, a bloody dead body. Examining the bloody corpse, they find it is wearing hârnic style clothing, but the left side of his face and some of his torso is grossly distorted as if it has been twisted wet clay. The calluses on his hand are typical of a craftsman or a sailor, and there is a foam residue in his mouth. Is this the effect of some drug?
Odin searches the surroundings and finds a faint trail east. This leads to a small cave entrance guarded by two Adaenum barbarian warriors, both young, strong-looking men with a white X painted on their brow. Wanting to investigate further, the heroes wait until nightfall, distract one of the guards and draw him away. The party knocks each of the men out in turn with their expert ambush skills.
Part 2 - The Transformation Cave
The dark cave has an acrid, unpleasant smell. In a side chamber, they find a shallow circular pool of stale blood and dozens of clay urns containing all manner of foul liquids. Three human-size shapes are wrapped in heavy bloody and chemical stained cloth and animal hides. As the heroes enter the chamber, something moves, the wrapped bodies begin to contort violently. Bizarre, deformed monstrosities burst forth from their cocoons to the hero's horror. They have twisted claw-like hands and a single soul-rotting oversize eye. The party brutally dispatch these repulsive creatures.
Further in the cave, the characters spot a light source and hear a call for help. Carefully approaching another one of those monstrosities reveal itself. Merely looking at this horror causes the heroes to go briefly insane, striking and injuring each other. Worse, the abomination's gaze appears to dissolve the hero's flesh. Nearby is a badly wounded man tied up in a cage. The characters fight at a considerable disadvantage averting their gaze by looking at the creature's feet. Eventually, they hack it to pieces, not before taking flesh corrupting injuries.Rawin Ward, the captive, is a shipbuilder, was hired by the Constable of Fort Xuaka to assist the local fisherman in constructing more advanced fishing boats. He, his apprentices, and several open-minded locals ran afoul of a band of Witch Smellers. They were dragged off to these caves to be force-fed feed some form of the foul-tasting drug. In his dazed state, he thought he saw some tall, jet-black-skinned ugly old hag leading the witch hunters in a ritual. Her touch seems to twist the flesh of his friends. He alone resisted the drug and was locked in the cage, although he thinks one of his friends may have escaped. He is adamant that the Witch Smellers, led by a dark-haired young woman called the Sherene, who wears a distinctive bone necklace, are the real witches.
The heroes decide to kill the two captive guards as they were part of something very sinister.Part 3 - Small Villages
Rawin is escorted to the nearby village of Holgir, where the party notes his partially completed fishing boat. However, he does not stay long. After the party spends the night in his roundhouse, he packs up his work tools returns to Fort Xuaka. The baleful glares from some of the villagers convince him that it is not safe.
Next, the party once again moves inland towards the village of Firchal when a dozen armed warriors intercept them. However, they receive a more friendly reception.
The villages proudly proclaimed that they had had enough of the so-called Witch Smellers; they will expel any they find. The weaponsmith Cearbhall visited a few months ago. He was very interested in the yellow metal stones are located around the hot pools of Vulagla, the "Place of bad smells," only a few hours' walk north. The villages used to bathe in these hot pools, however, they are now avoided as evil spirits have recently inhabited them.
Part 4 - The Place of Bad Smells
As the heroes approach Vulagla, they can help but notice the strong smell of rotten eggs. They find a series of small warm ponds, with all of the nearby vegetation stunted. A dozen small mud elementals emerge before they can explore out of the pools. This flock of Mud Mephits is destroyed in quick order, they prove to be very weak guardians.
After a brief rest, the party investigates, finding many small nodules or large crystals of a silver-golden metal. Is this Gold?. Abaddon identifies this as "fools gold." However, in one of the shallow ponds, Remy finds a large stone object. Before he can investigate further, the mud at the bottom of the pool morphs into a huge vaguely humanoid form and attacks.
To be continued.
NPC Interactions
Rawin Ward, Boat Builder.
Challenges Overcome
2 x Barbarian Berzerkers
3 x Nothics and 1 x Nothic Mindblight.
12 x Mud Mephits.Rewards
Nothing major.
Created Content
Nothing this week.
Related Reports
Player Character Status
Odin - Human - Level 5 Gloom Stalker and Level 1 Fighter.
Abaddon - Elf - Level 6 Open-hand Monk.
Remy - Half-Elf - Level 6 Bladesinger.
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