Session 288 - The Pinctagrex
General Summary
14th to 23rd of Saraju (Third Month of Spring) 726TRThe Story So Far
The rugged bounty hunter Cassius and his sidekick Salvador, the wandering priest of Ilvir, have decided to help Berda, a young dwarven woman from a wealthy family, on a quest to find a husband in the faraway dwarven Kingdom of Kuzjera.
The Heroes have escaped the Kingdom of Orbaal on the merchant ship, the Arabella. The Arabella has set sail for the Port of Stimby in the distant Viking Kingdom of Menglana.
This is the continuation of Session 283 - Rats on a Raft.
Location - Vathran of Stimby in the Ivinian Kingdom of Menglana.
Part 1 – The Dark Elf
The heroes have arrived at the bustling trading center and the town of Stimby, the seat of the powerful and wealthy Clan Rald. They note dozens of merchant ships mixed with longships in the harbor and fortifications under construction. This is a vibrant and growing settlement. Ravens are everywhere, and for some reason, Berda draws some attention.
While talking to the clansman operating a small limber mill, an angry, slightly drunk warrior appears out of nowhere and accuses Berda, a young Dwarf woman, of being a dark elf. Breda is, of course, deeply insulted. Fortunately, Salvador and Cassius quickly defuse the situation, but the party remains confused. Why do some of the locals think Berda is a dark elf? Berda is confused. She believes that the Dwarfs taught the Ivinians many valuable skills centuries ago and thought that they were held in high regard.
Puzzled, the characters seek out a loremaster or some place of knowledge. They are told that Clan Rald, the ruling family, has a temple where ancient lore and old records are preserved. A priestess of Sarajin oversees this, a position typically held by one of the Valhakar's wives.
Part 2 - Raldn Chapel
As it happens, the curious High Oracle of Raldn, Rafna Rald, is more than happy to meet with the party. The Raldn Shrine is unusual for a holy site of Sarajin; animal totems are everywhere. Salvador believes this is Sarajinism combined with more ancient primal or animistic worship, and he finds it fascinating. The walls are lined with shelving filled with various curiosities, mostly old text and stone tablets inscribed in runes.High Oracle Rafna, a mysterious woman in black with a cloak of raven feathers, is happy to converse. She only recently began her role as high priestess after her predecessor died and has a curious mind. Rafna explains the dark elf mystery. Centuries ago, it was a great honor to have dwarven advisers in the holds of the great lords. The human learned much from the Dwarves, but relationships soured as the two proud people clashed. Eventually, the Dwarves retreated to their strongholds, and their legends became corrupted. Now they are known as dark elves among the ignorant, an unjust insult, Rafna states.
Rafna and Berda get along fabulously, and the young Dwarf happily, over several weeks, translates many of the ancient documents. They find records about ancient Dwarven underground highways, the so-called Deep Roads. One under the rugged eastern mountain ranges will save the party weeks of arduous travel overland or a dangerous sea voyage. They even find a stone key to the entrance among the temple's artifacts. Rafna is more than happy for Berda to use this, but on learning that Cassius is a skilled hunter, she would like to employ his services.
Part 3 - Oyster Bay
A nearby bay is rich in oysters, but the fisherman cannot farm it due to the malicious acts of a fiendish creature. A Pinctagrex, or Giant Psionic Clam, controls the local fish and melts the minds of intruders. Rafna would like the Pinctagrex dealt with; however, consulting various ancient lore books is more difficult than it appears. The Pinctagrex has a giant pearl that must be carefully extracted from its corpse, for if it is damaged, its evil spirit will be released only to possess another nearby mollusk.
The characters set out to a secluded bay to deal with the fiend. They find diving ramps and huge crabs. In fact, Giant Crabs emerge from the water and attack. They are deadly; once they grab the characters in their vice-like grip, they drag them into the water, where a Reef Shark swims in to finish them off. Eventually, the sturdy Crabs are broken and killed, but Cassius is bitten and grabbed by the shark, which attempts to drag him into deeper water to a bloody death. Luckily Berda smashes her waraxe deep into the ferocious fish's head. Relieved, the team escapes the water, believing that these marine animals appear to be acting in a coordinated manner. They must be under the control of the Pinctagrex.
Part 4 - The Pinctagrex
The heroes rest for the night, then enter the water again the following day. The Pinctagrex has another nasty surprise, a small whale darts in. The Dominated Narwhale is extremely aggressive, charging and attempting to impale the heroes with its tusk. The heroes kill it, and Berda hacks off the valuable tusk.
The party changes its approach and makes its way up high on the rocks of the bay for a better view. Cassius spots a suspicious mass in the water, and as the party approach Salvador, without warning, lurches forward, tumbling into the sea. A victim of a Telekinetic Assault. Berda dives in after him and spots the giant clam. The Pinctagrex bombards the heroes with powerful Mental Blasts and bite attacks. Salvador comes down with a massive migraine and is forced to back off. Cassius arrives, having to work around the rocks, but finds his archery attacks on the fiendish mollusk ineffective.
Salvador's magical attacks at the range are more effective; his Spiritual Weapon, a projection of force in the shape of Ilvir's Claw, damages the creature then he discovers that it cannot dodge his Electric Arcs. Cassius dives in and assists Berda, who scores an excellent strike, despite the water impeding her movement, with her axe. However, the cunning mollusk plants a Suggestion in Berda's head that it would be tactically a better move to swim far behind the rocks. The normally strong-willed Dwarf does as compelled, leaving Cassius and Salvador to fight on. Fortunately, Salvador unleashes another Electric Arc, and in the near stationary fiend is electrocuted.
Cassius swims in and delicately removes the first-size pearl from its carcass. If he had failed or broken it, the spirit of the Pinctagrex would have been released, free to continue its evil.
Part 5 - Rewards
Back at Stimby, Rafna rewards the party for their courage, removing the threat of the Pinctagrex to the local fisherman and recovering the Pearl intact. She has plans for this artifact. Rafna gives the party an ancient ring that opens minds to common languages and magical boots, allowing the wearer to run up walls for a short period.
After some rest and Berda translating some more old documents, Rafna gives the travelers the stone key to the doorway of the ancient Kulzdul passages. This will allow the party access some of the long-lost deep roads and speed up their trip to the dwarven Kingdom of Kuzjera.
To be continued.
NPC Interactions
Various merchants in Stimby.
Rafna Rald - High Oracle of Sarajin
Challenges Overcome
4 x Giant Crabs.
1 x Reef Shark.
Rewards
Boots of Free Running (Lesser).
Ring of Bort's Blessing.
Created Content
Nothing this week.
Related Reports
Nothing this week.
Player Characters
Cassius - Human Bounty Hunter - L3 Ranger - Archer
Salvador - Human Artist - L3 Cloistered Cleric of Ilvir (Change) - Eldritch Researcher.
NPC Character Status
Berda - Dwarf Noble - L3 Fighter - Sentinel.
Next Session
Berda
The inquisitive and idealistic daughter of a wealthy Dwarf.
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