The Mouth of Doom: Session 18

General Summary

Upon the Northern Shore

Their new companion seemed to be rather nervous in the beginning, but with Zetwuzadi’s guidance they warmed up to at least Uzadi’s presence. Hyrakin, the worg, had been escorted by the paladin around the castle grounds getting the layout and understanding what was food and what was not. Earlier during their travel back to the castle from the entrance of the Mouth of Doom, they learned that Hyrakin had been attacked by Wrenjers as they had left the cave for the first time with their pack, which had come from Greznek. Furthermore, they learn that the goblins that had raised her even called the dungeon The Mouth of Doom so it wasn’t just a nickname. As they had been attacked, they had gotten lost and couldn’t figure out how to get back. The entire area around The Mouth seemed to help obscure the entrance. They decide to hunt with Hyrakin before resting for the night and they bring back a large elk and Hyrakin hunts an entire rabbit hole.   The first of Senka brings a warmer day than they had for awhile. Enya cooked a great meal which was rather welcomed by those who had been eating Goodberries for sustenance. They decided they would wait for the reinforcements that the Wrenjers were sending before they stepped into the Mouth of Doom. So in the meantime they decided to earn some money and work on various projects. Lucius thinks they should go to Zelkor’s Ferry to look for work and they head there through the mud. Akkrad is rather excited to see the group and Zetwuzadi back. They asked the captain about anything they could help with but it seemed that everything they knew of had been taken care of. Apparently, Odo is looking for pelts as Kanndra charges a bit more than they would like. He brings out a list of rumors and stories he had been told about the area and they learn that there is a Dungeon of Rappan Athuk and to "beware the hand", there is some place in the Mouth of Doom that the air is bad and that it wasn’t wise to sleep there if you wished to wake up again. It seemed that Akkrad might not believe these stories he had been told and that his note taking needed some work. Someone went into the dungeon with a lucky gemstone sewed into a boot but never came back. There is a passageway that connects the Mouth of Doom and the Dungeon of Graves. Rappan Athuk is what the people who escaped the sacking of Tsar called themselves, the passageway is long with rumors that the area is cursed and the longer you stay in the dungeon the weaker you get. Artem reassures them that they plan on staying close to home until the Wrenjers arrive.   The river could provide some interesting finds as no one had gone east. Artem is still concerned with people delving out too much. Odo seems confident in what they have in Zelkor’s Ferry for protection. The town has a rather good ferry that could take the group east or north for no charge. They decide to go to the northside of the Canyon River, the ferryman informs them that when they are ready to leave just get the northern guards attention. Once upon the northside of the river they head west. As they look north, through the forest they could spot pockets of mist and thicker patches near the Racchis Range. They move silently along the river, along the path they can spot many places where boats have been secured. There were three gigantic spiders, tight against the trees waiting for someone to pass, the larger group scared the spiders off. They spend the entire day traveling learning that the more you travel west, toward civilization, the less danger from the Brume they would find. They spend the night in Zelkor’s Ferry as to have less travel time for the next exploration.   The second of Senka rises with clouds heavy on the horizon, once they hit the Racchis Range the clouds would start dumping on the group. Deciding to explore the northeastern bank of the Canyon River, they climb into the ferry and head across the water. As they traveled the area there were no longer stakes or landings found as the area was rapidly more undeveloped. Idyllic but with a tinge of danger as Vrokíva hovers nearby. The trees are more sparse with a ridge rising from north to south. For dozens of miles they can see; a swamp, hills and divots with sparse trees and a low hanging fog. On the edge, about a mile away and about a thousand feet north of the river there is a hut made of stone bricks with thatched roof sitting on a hill. It is the most unnatural thing in the area, strange white objects about the size of a large rock sitting in a circle around the hut. Probably eight to nine white objects circle the hut. There is a sign that reads “Welcome to the abode of Zhanna, the Hand of Jothvidarl. Ring the bell to request the audience whether seeking bounty, or fortune.” Te’Leyuura explains what they know about Jothvidarl; they are a unique ‘cubus fiend unaligned with any one faction in the lower planes. They serve their own whim and as long as the task keeps their interest they pursue it. Jothvidarl has a talent for lies and the wizard warns them of what a hand of this type of being would be.   As they learn about Jothvidarl, they notice a creature crawl upon the hut, they have bird like wings but a head of a woman with red hair. It takes note of us but doesn’t do anything until a hooded figure leaves the building and hands them something. As the Harpy takes off with a rolled up scroll of paper in one of its claws, Te’Leyuura starts rambling off what magical items could be created from parts of harpies but as the creature draws closer the vedalken stops talking. Ansible appears as some of the group takes cover. The warlock had been sucked back into her obsidian scepter last night but was quick to get the lay of what was happening.   Dominica had been sent to treat with them. They carry a writ of bounties that the diviner would pay a fair price for completion and asked if they would post it in an Inn or a bounty board. The group asks why Zhanna just didn’t post them and they learn they are busy but they know things and that they are welcomed to ring the bell but warned not to step inside the circle without a token. They talk about bells and the ringing of said bells but they get nowhere and the Harpy leaves them with the list. Heading back to Zelkor’s Ferry they learn the ferry is as old as can be and is passed down through the generations. As they land they can see Kanndra holding a similar list and heading off to the Inn. They head her off and they talk about the danger of the creatures that are listed with some being astonished about a frog with a mouth the size of a house.   After a little conversation with Kanndra that probably didn’t make their relationship better but at least more interesting, they talk about what they should do for the rest of the time. Most are concerned with leaving the general area even if there would be creatures to hunt and learn about. They decided to head back to Castle Calaelen with most working on projects for the next three weeks.
Report Date
13 Feb 2021