Thursday, October 24, 2019

Yarthmont 4


(Night Watch - Rest): The night was slightly chilled and the moon glinted off the scales of the giant egg, rendering it into some terrifying monolith. The party rested fitfully and uneasily frequently woken by the wounded moans of their broken companions.

(Dawn Watch - ?): Rising early the party was greeted to a strange sight as all of the small flowering bushes that had been on the western side of the clearning slowly shuffled to the eastern edge to greet the sun.

Pulled up camp and headed out intent on finding the lost mysteries of the hex. They did not make it far.

Met the nerieds, big fight, killed combustorinos, neried freaked out at the painting, freed the nerieid trapped inside, story time, given token, sent to meet Toola.


(Day Watch - Explore Hex): After much discussion the party decided to take a circuitous route to the ogres. They would explore nearby and then head to the secret lair where the siren was stored and eventually head to the ogre village to meet with Toola.

Leaving the nereid Leelo to return to her people, the party packed up and headed out to search around the area. It did not take long before they came across a curious sight.

The jungle canopy opened out to a large hill. Atop the hill was a 7' headless statue and around the base of the tree was a young man tending his camp. Dirty and lean, he sported a cutlass and dagger with some scrap of leather armor. Introducing himself as Karowin, he explained that he was a merchant who came to the island with a friend. The friend was attacked by a swarm of beetle and Karowin fled. He had been hunting for a lost treasure but was nervous about the deadly nature of the island.

The party began poking around at the statue but found no remnants of the head that had been sheared off. Clambering up the statue, they began putting their head where the statues head once lay. Their vision would fade out and they could see into a dark cave like hut complete with hearth. Uncertain as to what to do with the statue they decided that it was an ancient elven telescope and moved on.

(Day Watch - Travel to the Ziggurat): Hiking back past the moss covered walls and then up the mountainside, the party headed back to the ancient stone ziggurat.

(Dusk Watch - Rest): Arriving at the structure the party scouted it out a little bit and set up a rudimentary camp at the base of the structure. It was decided that they would wait for the bats to leave for the night and then explore the interior of the structure. Using the combined skills of the party they created a series of wooden walls and netting that could be used to block entrance into the cave if the bats returned.

(Night Watch - Explore the Ziggurat): Later that evening the bats fluttered out of the ziggurat and the party moved in. They strapped the cobbled together doorway to both sides of the hole and worked perfectly. The fit was better than they expected. But the smell in the place was overpowering reeking of bat shit and sulfur. While they worked on the wall, they sent Danny out to scout the building.

Danny found a large open chamber to the west with three additional rooms branching off of it. The large area seemed to be where the bats took up residence as the floor was covered in guano nearly a foot deep. The walls were covered in more pictographs similar to what was found in the journal. The smell threatened to overcome his senses, but he pushed on the northern rooms. In each of them he found a slab with a rounded indention. Convinced he was seeing a sacrificial alter, he left the scene. In the southeast corner he found a stairwell leading down.

Numberouno the Brain chanted some magical stuff and was able to read the walls. It seems that the obelisk was once some kind of temple. The sacrificial slabs were actually bed chambers for the priests who lived there. It was not long before he and the rest of the party became overcome by the cloying fumes of sulfur in the areas and they fled to a lower level.

Stopping at the foot of the stairs to catch their breath and clear their lungs, the party was set upon by a series of skeletons. No sooner had those horrifying undead been dispatched than the room was swarmed by rats. The melee continued with several members suffering horrific injuries before the rats were slaughtered.

While the party recovered, Danny crept forward into the large pillared chamber where he found a large stone box with a lid. Working diligently, he pried the lid open a small amount. Suddenly it burst, throwing the lid to the back and knocking Danny forward into the room. Rising out of the stone sarcophagus was a linen wrapped creature born of nightmares. Screaming in terror, the party began to flee up the staircase.

Yarthmont 3


(Night Watch - Action): Setting up watches with an eye to the sky the party slept fit fully, ever concerned about the bats striking out of the sky.

(Dawn Watch - Explore): After the bats returned in the early dawn, the party gave them some time to settle down and return to sleep. Discussion was had about setting the place on fire, leaving them alone or covering the hole. Eventually it was decided that they would leave the area and come back with better preparations to deal with the bats.

(Day Watch - Travel To Unknown): Setting off for the volcano, the party continued hiking through the jungle. The going was slow as they had to cut their way through a whole swath of jungle before finally emerging near a large flowing river.

Near the side of the river, a small hill rose with a crumbling wall running along the landward side of it. The hill and wall seemed to have originally been built as some kind of retaining wall for the river, but had long since crumbled and lost the war of erosion. The wall itself was covered in clearly defined swirling hieroglyphics made of moss growing on it.

Confused as to why they had stumbled upon a river when they were headed towards a volcano, the party paused to take stock of the situation. The answer was painfully clear.

They have no idea where they are. 

(Day Watch - Explore a Location): Realizing that they were lost in the jungle somewhere on the island, the party decided to take a break while they got their bearing. Danny Vermin began searching for a tree to climb in order to get a better grasp of where they were. He soon had a rough idea of their location.


While he was doing that The Brain spent some time using arcane mysticism to grasp the meaning on the strange moss covered walls. He soon found that it was a recipe for creating a kind of phosphorescent mold paint. He jotted down the recipe in his journal.

Based on reading done by Boren from the new found journal the party decided that Svarku may not be a positive figure on the island and opted to not go to the volcano after all.

(Day Watch - Explore a Hex): Exploring around near the river the party soon found a giant egg in the forest. The egg was actually a freestanding boulder nearly 300’ long and 200’ across. The entirety of the stone had been carved with serpentine scales, each roughly the size of a human hand. The entire base of the egg was surrounded by a group of strange plants that Boren called spiderbrush. He swore the plants moved at times. Lurking in the plants was a small herd of deerlike creatures that fled at the party's approach.

(Dusk Watch - Unknown): Deciding that dusk would be coming soon and that they wanted to investigate further, the party set up camp. While arranging tents and climbing into trees, they were surprised by a fearsome catlike creature charged up with electricity. It shot across the clearing with a lightening infused bang, and the brawl was on.

The creature thoroughly pummeled the party before they fled leaving Donjon unconscious, Bobah being drug off by the cat and Boren doing his best to save the small halfling. In a final titanic strike, Boren and Bobah brought the beast crashing down.

(Night Watch - Rest): Broken, weary and bloody, the party reassembled their camp and tried to sleep. Many were so scared from the trauma that they clambered into trees to spend the night.

Yarthmont 2


(Night Watch - Action): Camp is set up and the party rests on the beach.

(Dawn Watch - Action): The next morning the party crosses to the island where they expect Martel to be. By the time they arrive, the ship is there and a small pavilion is set up. The commander of the forces is amazed that they have survived and promptly outfits them with any gear they were missing.

The party gathers their loot and heads into the tent, where a hooded and masked mand attends a giant set of scale. They place their offerings on the scale and feel the tattoo on their back begin to fade away.



(Day Watch - Travel to Volcano): Having successfully handed off their current loot pile, the party had a discussion as to where to go. Some were in favor of returning once again to the Lapis Hotel, while others wanted to go to the Volcano After-Party. After a while they headed out for the volcano. Figuring it was fastest and easiest to follow a path they knew from previous travel, they opted to follow their old trail that Boren and Donjon had made to the old weathered volcano.

As they hiked along the path, they stumbled into an enclave of hissing rats. Bobah decided conversation would be the best avenue and was offering them important rat like things when they charged. The melee was short and swift, with the rats being skewered in short order.

Marching onwards they arrived at the top of the volcano and took in the sprawling vista. In the north they could see the occasional plume of smoke and ash churning out of their goal. They opted to head down and follow the coastline northwards and then cut east to the landmark.  

(Day Watch - Travel To Unknown): Hiking down the mountain into the forest, they were beset by a group of flame imps. These imps seemed to be spoiling for a fight. They swooped and dove at the party, their butterfly knives inflicting little scratches at the party. Occasionally a cry of "Let's go bitches!" would roil outwards. After one particularly vicious cut, The Brain brought one down with a sleep spell. The final imp was incensed, outraged and downright disappointed. He fled into the jungle cursing the party.

Carefully searching the sleeping body of the remaining imp, the party found nothing of real value. Instead of killing the creature, they instead opted to leave a small stack of chips from the Tranq Tank and took his knife.

After a few hours of hiking through the jungle a massive ziggurat was discovered, looming in the trees.  The top of the obsidian blocked structure rose above the tree line preventing them from seeing what lurked above.

(Dusk Watch - Explore Location): Walking around it once to be certain that nothing lurked nearby, they opted to begin the slow hundred foot climb up the crumbling stairs to the top.

Breaching through the tree line, the party saw that it rose yet another fifty feet before the stairs reached an archway leading to a large plaza. The surface of the plaza was mirror finished obsidian and on the opposite side of the plaza was a smaller ziggurat with a round pavilion made of softly glowing red crystal atop it. Slightly below the top level there was a large crack in the structure, the only entrance to the interior that was seen.

Curious the party proceeded to the pavilion. Inside was a pool of shiny metallic liquid in a pool. The substance was cool to the touch and there seemed to be hardened stone benches inside the pool. Curious, Boren, Donjon and Bobah opted to dip themselves in the pool. As they came out the silvery liquid rolled off their bodies, leaving them feeling cool in the night air.

With night coming by, the party opted not to explore the crack, waiting for the morning

(Night Watch - Action): The party went down to a lower level of the ziggurat below the tree line and made a rough camp on the side of the building. Setting up watches they proceeded to pass the night.

As the sun set and the shadows began to loom, The Brain heard some fluttering in the air above the canopy. Quickly rousing the rest of the party, they tried to see what it was. Nim stated that she could see hundreds of small flying heat signatures flying out the opening. Assuming it was the return of the bats, the party hunkered down and was silent as possible until the fluttering ceased.

Yarthmont 1


(Night Watch - Action): Slept through the night at the Tranq Tank.

(Dawn Watch - Action): The next morning the party rose and packed, heading back to where they had shipwrecked, as they knew Martel would be there the next day for loot collection. They stopped by the obelisk before heading on to the tower.

(Day Watch - Action): Arriving at the tower, they discover that a large hippotaur is lurking around the top of the building. He is dressed in finery and attended by his wife and several bags. He requests the party to please take his bags to his room. The do and as soon as they enter the tower, Danny digs through the trunks robbing them blind.

They head deeper into the tower in search of the lost gold arrows on Vladamir's body.

Standing in the middle of the area is a giant lizard man with emerald scales, engaging in battle with a bolt forager. He quickly dispatches it and turns to look at the party. Dismissing them quickly, he departs the room, staring down the party as he does so. 

They discover that they body has been drug down into the gardens by something. Slowly investigating in fear of spiders, the scope the area out. Suddenly the undergrowth burst into life and begin choking the party and thrashing about. Quickly casting sleep, The Brain frees the party. The shouting and combat has aggravated the nearby oozes.

Grabbing the arrows, the party dashes for the doors, running past oozes as quickly as possible. It is at this point that the Giff bursts through the doors looking for the spa. The party directs him to the gymnasium as they run out the doors.

A few minutes later they begin to feel guilty. Bobah and Sir Boren return to assist the man. He is easy to see, as he is bellowing and covered in slimes. His bellows have awakened the rest of the slimes into a frenzy and disrupted the bolt foragers. The three of them stage a fighting retreat back to the entrance.

Enraged the Giff demands to know what they are about and why the hotel is in such terrible shape. His wife calms him down enough to talk after the party fills her hippo sized martini glass for her. They explain that it was all a misunderstanding. He refuses to leave the island as he took time off of work for this and he is going to enjoy it. They suggest he may enjoy the casino to the south and leave quickly.

(Dusk Watch - Action): The party heads west towards the coast, arriving late in the night near sunset.

(Night Watch - Action): Camp is set up and the party rests on the beach.