Honoring the Fallen

Operation Parameters

    
Date 1492 DR, 25 Eleint (19/05/2022)
Soldiers Ilpi, Anath, Halar, Lethamyr, Shion
Status
Casualties None. However, Ilpi chose to stay on the island so that the party could return with an artifact, and Anath deserted the party
 
 

Objective

Return with Sketch's body. If possible, explore the island and locate the tomb of King Kendrick's ancestor.    

Observations

The floating orb above Lethamyr:   During the search for Sketch, Shion cast a spell that would allow him to see invisible creatures with the intent to see the creatures that Halar had detected with his divine senses. While Shion could not see the beings that Halar had sensed, he was able to see a floating orb that was clearly following Lethamyr. The water djinn whom the party encounters later could see the orb as well and dispelled it with a flick of its finger.       The water print:   There seemed to be the imprint of a body on the rocks near the beach where Sketch was later found.       The Water Djinn:   The water djinn does not like to repeat itself and grows tired of insolence quickly. It seems to enjoy leveraging its power in negotiations where the price is often one's life force. It appreciates intelligence, knowledge, rarities, and is willing to share its own knowledge and power with those who pledge their loyalty to it.       The following abilities have been observed thus far:   Resurrect a fallen soldier (requires a sacrifice in the form of a portion of one's body).   Ability to teleport others over long distances and safely underwater.   Grants powers as a patron.   Either controls or allies itself with water elementals, including an enormous dragon like elemental creature.   Speaks ancient Elven and knew much about the island and the portal to King Kendrick's ancestor's tomb.   Is able to see invisible objects and has the ability to dispel.       The Return of Sketch:   Sketch was found in a translucent bottle with a ring around the top. The bottle itself was half buried in the sand no t too far from where he fell. Mist billowed out of the bottle and formed into Sketch, who appears to have made a pact with the Water Djinn.       Ilpi's sacrifice:   The Water Djinn offered to let the party leave the island un harmed but was insistent on keeping Shion as a pet. It expressed some disappointment with Sketch leaving the island so soon, and also revealed that it used the part of Shion which it took the day before to revive Sketch. It also revealed that Alwin was brought back in a similar process but could not be claimed as a pet, as Alwin 'belonged' to another, and therefore was teleported back to the King's Legacy. Ultimately, Ilpi volunteered themselves to stay behind, insisting that this was the best option and they were genuinely interested in learning from the djinn. In exchange, the water djinn would help the party retrieve an artifact needed to find the doorway to King Kendrick's ancestor's tomb, and teleport the party to safety. Without Ilpi's sacrifice, we would not have been able to procure the artifact, and far fewer soldiers would have likely been able to return.       Island Lore:   Lethamyr and Ilpi were particularly clever in their choice of words during the negotiations, learning as much as they could without upsetting the djinn in an effort to learn more about the island as well as negotiate for better terms.       The djinn mentioned that the island would "return to as they were soon", and the entrance to the path to the door would move(?). This shifting or moving possibly happens periodically and has happened in the past. The djinn stated that it would be moving very soon, and "all that is not will be".       Some things would remain on the island, including the black goo that seemed to have some sentience.       The Labyrinth:   As promised, the water djinn teleported each party member to one of the four entrances of the labyrinth, and possibly bypassing hostile creatures that lurked within. Each soldier was instructed by the water djinn to make their way to the center, where the "doorway" would be located. Some were able to find their way to the center of the labyrinth in time, and those who did not were teleported safely back to the King's Legacy.   While no creatures were encountered, there were traps: Not much information could be garnered about the traps, as each soldier had to run as fast as they could through the labyrinth, unable to take good notes.                    

Follow up

Find the portal at the center of the labyrinth, and use the artifact to open it.  

Preparation Details

Made sure we had basic adventuring equipment: 200ft of rope, smoke bombs, pitons, hammer, etc. Planned how to enter and exit the island.  

Operation Details

The party commandeered a sloop that had a mounted ballista. Ilpi acted as captain, while Lethamyr mounted the crow's nest as lookout. The remaining party members helped sail the sloop.       Ilpi suggests that the ropes be tied together and to the bolt of the ballista.       Before passing through the spellfire veil, Shion cast a spell that would imbue the party with the ability to walk on water. However, only Ilpi and Shion were able to keep the effects of the spell. The remaining party members suffered from the spellfire.       As the party navigated to the South, the stormy waters made it difficult to control the sloop, and the party overshoots its initial attempt to sail closer to the island. The overshooting caused the ship to head back towards the veil.   Shion drops anchor, but the momentum of the ship rips the floor boards and snaps the chain.       Lethamyr dives into the water after the anchor and manages to grab the chain. However, the anchor is already caught and there is not much slack to allow him to swim back to the sloop. Shion hops off in an attempt to aid him.       Ilpi fires the ballista to provide a line that Lethamyr could use to climb back onto the ship and also to reconnect the anchor chain to.       The sloop finally settles and the party makes their way to the island to search for Sketch.       The party chooses to ascend a sheer cliff rather than walk along the coastline, as that is where some of the hostile creatures with large eyes were last seen as well.       Ilpi commands his familiar to wrap the rope around a tree, leaving both ends of the rope at the party's feet. Halar successfully climbs to the top of the cliff. Lethamyr and Anath take several wounds attempting to climb to the top. Ilpi uses his block and tackle, and a pot to assist with the climbing, making it easier for Shion and themselves to ascend to the top of the cliff.       At the top of the cliff, the party stealthily moves towards the cliff edge to get a better vantage point and possibly identify hostiles and Sketch.       The party notices the imprint of a body on the rocks below them. Shion notices a bottle in the sand and the group proceeds to descend a series of stone steps to investigate the imprint.       Along the way, the party observes a black goo that does not attack them but several soldiers who have encountered the substance before are wary.       Lethamyr stands guard, watching over the black goo.       Halar reaches out with his divine sense, locating several invisible entities in the water.       As they were invisible, Shion imbues himself with the ability to see invisibility. While unable to see the creatures in the water, he spots a glowing orb hovering over Lethamyr.       As the orb does not seem to harm the party or Lethamyr, Ilpi and Shion head towards the bottle, which Ilphi opens and releases Sketch who is initially in mist form.       Shion is somewhat taken aback, and asks a question that only Sketch would know. Sketch answers correctly, thus easing Shion's suspicions.       As the party succeeds in its primary objective, decides to head back to the ship, only to be thwarted by the water djinn.       The party manages to learn more about the island and why Sketch and Alwin were able to be revived (see observations).     Ilpi sacrifices himself in exchange for safe passage for the rest of the party, and for its assistance in procuring the door to the tomb.       Each soldier is teleported to the entrance to the labyrinth and must make their way to the center in a certain amount of time.       Those who could not make it, were safely transported to the King's Legacy.       At the center of the labyrinth, Ilpi, Halar, Anath, and Shion investigate a shimmering portal, with an orb-like artifact before it.       Halar experiences a surge of power but is able to keep his grasp on the orb. As he retrieves the orb, the portal seems to close shut.       Unsure of what to do next, Ilpi investigates the entrance to the center of the room, which now appears to be a vortex. Ilpi is able to safely stick their arm through the vortex.       Shion decides to step through and is safely teleported to the King's Legacy.       Anath steps through and decides to go back to his homeland.       Halar also returns to the King's Legacy, bearing a strong liquor from Ilpi, and final requests.       Only Halar knows what was discussed with Ilpi, therefore the details are not included in this report.       Per Ilpi's request, Halar, Lethamyr, Sketch, and Shion toast in honor of Ilpi's sacrifice and a successful mission.