Up one level
 

Date: 04/03/11

XP Awarded: None

Start: Shipwrecked on a small jungle beach on the Isle of Dread, early Marpenoth 1369 DR.

 

With a roaring sound in their ears, the party members gradually become aware of a dim grey light, and then the pain. Their entire bodies ache from countless cuts and bruises, muscles weak and fatigued from a desperate battle against the waves that seemed to last for hours. Something sharp is digging painfully into the ribs from below, and arms are numb from the strange angle at which they lie below the body. The chattering sound of an unknown bird brings the adventurers to their senses, and they open their eyes to see that they lie alone on a rocky stretch of tidal pools, surrounded by pieces of wood and debris. Damp sand clings to every surface. Though the sun is dimly emerging from behind jungle-cloaked peaks, the air is already cloyingly hot and humid. Behind, a rough surf crashes against jagged rocks, and in front is a wall of impenetrable jungle ringing the shore. Though a few pieces of adventuring kit remain, no other party members or passengers are visible at first glance.

Taark sits upright, a jolt of pain running through his side. He struggles to his feet and is relieved to spot Laurrens lying on the sand a few meters away and Thunderstrike standing in the shade of some type of fruit tree. In the other direction he sees Memnon draped over a rough rock, his lower body submerged in a tidal pool, and Gaerxon, lying across the roots of a tree. Beyond Laurrens, the mouth of a jungle river meets the ocean, and on the other side is a longer strip of sandy beach on which several unmoving bodies lie. Across 70 meters of pounding surf, the Sea Wyvern is caught high on some jagged rocks, a jagged rent splitting 2/3 of her starboard side. She lists at a steep angle, but is high enough on the rocks that there is no chance of her slipping free.

Tilan stirs and climbs to his feet, noting an unconscious Azaad just beyond arm's reach, and cabin boy Tavey Nesk nearby. He is relieved to find that Azaad is relatively unharmed and helps him to his feet. Taark wakes Memnon and Laurrens, and they begin to head toward the beach beyond the river mouth when a tremendous roar splits the early morning air. A towering predator with an enormous head and a mouth full of dagger-sized teeth emerges from the nearby jungle. It stands on two powerful legs and has only vestigial forelimbs, and it swings toward the party, huge nostrils sniffing. Reacting quickly, Azaad casts a spell that blasts a spray of bright lights into the creature's eyes. It tosses its head back and gives another roar, then shakes its head side to side in agitation. Frightened, Tavey Nesk rushes to Azaad and tightly grabs hold of his robes, cowering behind him. Thunderstrike rears and bolts across the sandy beach, hoofbeats throwing up showers of sand as he gallops out of view around the curve of the shore.

With the predator momentarily blinded, the party's warriors can safely approach to attack it, mindful of its powerful legs and tail. Just as its sight begins to return, Azaad blasts it with another bright flash and the party are able to kill it - the deathblow delivered by Memnon's powerful lunge with his doru. Azaad heads off down the beach to follow Thunderstrike, while the others cross the river to meet the shipwreck survivors who have been roused by the sounds of battle. Nearest is Avner Merevanchi, fuming at Memnon for his careless captaining. Beyond is Ulrimm Flammath, who seems equally delighted to be ashore while shaken up by the present circumstances. The third survivor is Lirith, looking depressed and miserable. Of Nather, there is no sign. All survivors regroup on the beach to discuss what to do.

Ulrimm sketches from memory a rough map of the Isle of Dread and points out where he thinks the group is now - on the southern edge of the island. He excitedly offers to plot a 'scenic yet quick and safe' route to Farshore given some time, so the others set about combing the beach for salvageable supplies. After a few hours of searching, the group has found a tent, a small cask of ale, a crate of horsefeed, a set of saddlebags, and another crate of still-edible food. After regrouping with Ulrimm, the gnome reveals details of the course he's plotted. It involves crossing through thick jungle, across a 'small' range of mountains, and along a bay toward the village of Tanaroa, the first of a number of native settlements that surround the colony. He estimates the journey to take about a tenday or less.

The adventurers agree, though Avner continues to grumble about the hardships ahead. The party also discusses ways in which they might be able to return to the Sea Wyvern to search for additional supplies and equipment - the surf is far too rough for most of the party to attempt swimming. While Laurrens and Memnon claim they could do it, Taark offers to use his magic to allow the party to walk across the surface of the ocean. The group agrees to this plan and soon they are cautiously moving across the rough surf to where the Sea Wyvern lies at a 30 degree angle. Jagged pinnacles of weathered rock jut from the ocean's surface, some piercing the hull of the ship in ragged holes. As the party approaches, they can see some of the ship's cargo protruding from the gaping breach. It's easy to climb aboard via the sections of fallen rigging that droop into the water, though once aboard footing is treacherous due to the steep slope. Memnon heads straight for the closed door of the captain's cabin and struggles to push it open against a pile of furnishings that have landed against the inside. There is a squak as a raven bursts from the enclosed room and flaps toward shore - everyone recognizes Miss Crazzle, Ulrimm's familiar - but there is no sign of Verdi, Memnon's parrot. The contents of the cabin lie in a soaked jumble against one wall, but the group agree to finish searching the ship for survivors before digging through the heap.

Gaining entrance to the lower decks is easy, but things are an even bigger mess below. The adventurers set to work clearing a path, and after 20 minutes gain access to the rest of the party's cabins toward the rear of the ship. Meanwhile, Taark lowers himself down a rope down to the ragged breach along the ship's starboard, which cuts across the small chamber the group had set up as their treasury. He finds the large block of stone that he had fashioned into a treasure chest, wedged halfway out of the hull's breach. After wrestling it back inside, he's able to get it opened to recover the rest of the party's treasury. With the water-walking magic close to wearing off, the party agree to leave Memnon and Laurrens to search the ship more carefully before towing any additional goods back to shore aboard a makeshift raft. Once back on the beach, they join the other survivors in building a makeshift shelter or combing the shore for additional supplies.

Back aboard the ship, Laurrens and Memnon spend the rest of the afternoon shifting goods about the hold, discovering the bodies of three additional colonists while doing so. Once the daylight begins to falter, the duo return to the deck to build a makeshift raft to haul the salvage they've recovered. The two swimmers slowly tow the raft ashore to find that the others have followed Ulrimm's instructions to build a slapdash shelter roofed with palm leaves. With darkness comes an army of biting insects, though a little breeze keeps the open beach mostly clear of them. A small fire is used to cook some of the recovered rations, though the unpleasant smell that's beginning to waft from the slain dinosaur makes the dinner less than ideal. Avner insists on breaking out the small cask of ale for a toast to Nather and the others lost in the storm, but ends up drinking most of the rest of the contents and falling asleep to snore loudly. Taark explains that his magic will allow him to create sufficient supplies for everyone in the group, Thunderstrike included, and purify any water supplies they encounter. Azaad takes the opportunity to explain what the scavengers found on the beach - in one direction the rocky tidal pools give way to an impenetrable mangrove swamp, while beyond the river's mouth the sandy beach vanishes into a tumbled pile of rocks and boulders that rise to a range of low seacliffs. There appears to be another area of sandy beach beyond the seacliffs, but too distant to reach easily. Given the distance from the Sea Wyvern's wreckage, it's not likely there's any survivors or other salvageable goods on the far beach. The adventurers set a watch and turn in for the night.

Tilan and Ulrimm are awoke sometime in the middle of the night for their turn at watch. It's difficult for Tilan to see much under the dim starlight, though Ulrimm's vision is sharp and clear. The two agree on a patrol path and set about keeping an eye on the area - it's not long after that Tilan hears a rushing sound and spins to see two large, flightless birds with wickedly hooked beaks rushing at him. He gives a shout to wake the others as he draws his longsword into a defensive position. While he fights the two attackers, he fails to notice another sneaking up behind him until he hears Ulrimm's cries for help as the gnome is carried away in the beak of the third. Tilan lunges at it, but only scores a light wound as it dances away from him and prepares to dive into the pitch-black jungle. Inside the shelter, Azaad springs to his feed and is alert enough to throw a volley of magical missiles at the fleeing bird. Taark stumbles out of the shelter as it runs past, and a solid blow from his warhammer to the bird's head drops it at the last second. Ulrimm tumbles to the ground, badly wounded, and Taark uses healing magic to fix him up.

Meanwhile, Gaerxon, Memnon, and Laurrens emerge from the shelter to help Tilan with the birds he's battling near to where Thunderstrike is hitched to a tree. The rope holding the frightened warhorse snaps as he rears, and he bolts off down the beach. With the party now fully awake, the remaining birds are slain or driven off, and Memnon and Gaerxon head out to retrieve Thunderstrike. Eventually everyone calms down enough to get back to sleep, and soon it's Laurrens turn for watch. He's patrolling the beach near the shelter when he hears sounds from the other side of the huge dinosaur corpse. With Errant Fang drawn, he cautiously moves around the body to find a pack of waist-high, long-legged bipedal dinosaurs ripping at the opened belly of the corpse. Surprised, they draw back from the intruder, but soon return to their feast. Laurrens gives them wide berth, and soon the sky begins to lighten as dawn approaches.

After everyone has risen, packed, and prepared for the difficult journey, the group sets off into the thick jungle. After hacking through choking vines and tearing thorns for a half hour, Memnon comes across a game trail heading in the right direction, and soon he's guiding the large group down a series of winding trails. There are many tracks and other signs of terror birds, and everyone is alert for signs of the vicious predators. Memnon's guidance is good and the group don't encounter any. During the entire way, Ulrimm is darting from the path to investigate an unusual flower or spiderweb, furiously sketching in his leather-bound notebook and chattering excitedly to himself, Miss Crazzle, and anyone else within earshot. More than once he takes a tumble from keeping his eyes in the canopy above while not paying attention to where his feet are wandering, but he seems to be having a great time. In contrast, a never-ending stream of complaints comes from Avner - about the heat, the humidity, the buzzing cloud of insects that surrounds everyone, the weight of the goods he's carrying, and the relentless pace set by Memnon. Lirith is silent and morose, clearly worried about the group's situation, while Tavey is terrified that the terror birds might return at any point and refuses to let go of the hem of Azaad's robes.

Just before noon, the expedition reaches a sheer escarpment where the game trail comes to an abrupt end. A steep, fern-covered slope falls away at the party's feet, revealing a magnificent view of the jungle-clad peaks looming over a narrow but deep valley. The floor of the valley seems to be very rough and uneven, dotted with clumps of tall grasses and pockets of gigantic ferns. In the distance to the left, a herd of enormous elephantine beasts with long necks is grazing on a thicket of ferns near a small lake. They seem to be both very slow and heading away from the party, and are judged no threat.

The game trail follows the top of the ridge for a few dozen meters to the left, then there is a one meter drop before it angles gently down the slope. The party sets off down the slope, though Lirith has a difficult time handling Thunderstrike. Once down in the vale, visibility is very limited by the thick vegetation that towers over the group on each side of the winding trail. The ground is even rougher than it first appeared - a constant series of furrows, hillocks, and marshes make for slow progress. About twenty minutes after entering the vale, there is a sudden commotion to the left behind a tall wall of reeds and ferns. An angry bellow sounds, followed by angry squawks - the sound of thudding footfalls and trampling undergrowth rapidly approaches the party's location on the narrow game trail. Taark and Azaad yell at everyone to split up and clear the path where the sounds are approaching - a path of waving reeds and falling ferns points to the location of the noise - and the group splits into two. It's difficult to navigate on the narrow trail, and Thunderstrike is nervous and difficult to control. Luckily the commotion is loud enough to provide plenty of warning, and just about everyone is in place by the time the last of the ferns are trampled to reveal what approaches.

A smaller, younger version of the huge grazing creatures (though still larger than an elephant!) is tearing through the thick vegetation, wildly flailing its tail against the pack of eight terror birds harrying it. Ulrimm immediately begins yelling at the adventurers to 'save that poor beast from those horrid birds!', but nobody moves to interfere. The terror birds ignore the group - though Taark does consider using magic to attack one of the terror birds, he decides not to and soon they have disappeared into the vegetation on the other side of the trail, leaving a wide path of destruction behind. Ulrimm is enraged at the party and rants against them for a few minutes until Lirith shouts at him to can it, after which he sullenly refuses to speak to anyone.

The rest of the journey across the valley is quick and quiet, though the struggle up the slope at the far side is hot, sweaty, muddy work under the merciless sun. Soon the group is back in the shade of the mighty jungle trees, though the clouds of swarming insects are even thicker here, if anything. After a false start, Memnon gets the expedition heading down the right game trail, and after a few rest stops the jungle begins to thin, revealing the ominous jungle peaks just ahead. Not much further, the trail ends at an irregularly shaped clearing in the jungle. Spread over an area of rolling hills is a large area of ancient stone ruins obscured by clumps of tall grasses. Spider webs cloak the remaining stone walls, draped between the remaining bases of cracked columns and carpeting the ground. Black, furry spiders the size of Tilan's foot race for cover, and Laurrens swears he sees the leg of something much larger draw back into a dark hole at the party's approach. In the center of the ruins stands a throne made of webs and bone, on which a bent humanoid figure can be seen beckoning the adventurers forward.

It is an old woman wearing a gown of black silk, with cobwebs hanging from her bent form. As the party approaches, she calls out in a strange tongue that nobody understands. When she notes the looks of confusion on the party's faces, she calls out again in a different language and this time Ulrimm realizes that she's speaking a heavily accented form of the sylvan tongue. Ulrimm translates her questions to the rest of the party: "Who are you that has wandered into my web? You are not from this place. I have not seen your like in an age. I am Lithira, queen of these ruins. What brings you into my domain?"

She watches the party as Ulrimm translates the adventurers' replies into sylvan, then goes on to ask them about the world beyond the island. She listens carefully and with obvious interest as Ulrimm struggles to translate the tales of several of the party members. The sun sinks lower in the western sky, dipping to touch the ragged peaks, and the wispy shadows of the ruins lengthen to cover the ground. Finally, at the end of one of Taark's rousing tales of battle against horrifying mutants, she says "I thank you for your tales. The world beyond sounds truly wondrous and I would very much like to visit it one day. As for your journey, there is little I can do to aid you. You should know that the way west is dangerous. There are unnatural things that lurk in the dark places, now more so than in the past. I know that four eyes have gazed upon you and their servant seeks you out. You would do well to avoid him. If you plan to head west, take the dark mountain pass that travels under the peaks. It was made by the ancient ones, but beware - hungry birds nest near its opening not far from here, and they are fierce near their young. May you wander the web to find your way home." As she sketches a route to the entrance to the pass, Azaad asks if the party may spend the night in the ruins, reasoning that Lithira seems friendly enough and that her control of the area means it should be safe from other predators.

Ulrimm translates the affirmative reply to Azaad as she watches him with an unsettling gaze, and then she rises from her throne and picks her way through the ruins toward the darkened jungle. Her form flows and enlarges as she walks, and she changes into an giant, hairy spider that crawls away. Avner cries out in horror and begs Azaad not to consider staying in such a place. Lirith is also obviously uncomfortable with the idea of sleeping in the spider-infested ruins, but neither take Taark up on his suggestion to go find their own campsite in the jungle. The adventurers find a square of tumbled stone walls and set up a camp within, pitching the tent in the last of the day's light. In the deepening darkness, everyone can see large, silent black shapes moving about on long, twitching legs. Azaad uses his magic to create a small dimensional pocket to safely rest in, and a rope climbs to the floating portal to provide access. As the others climb in, the adventurers agree on an order to stand guard through the night.

The night passes slowly, filled with lurking arachnoid shapes of all sizes, including one nearly as large as the hunting dinosaur slain on the beach. The adventurers are careful not to harm the countless spiders that swarm the area, sometimes so thickly that it's difficult to find footing. By the time dawn breaks, everyone is glad to be leaving the place. No spiders are to be seen under the bright, hot daylight, and the travel is swift. Soon the trail passes between two hills and enters a wide ravine that narrows as it slowly climbs. Signs of the terror birds are everywhere, and soon the group spots a very large nest that appears to be abandoned, from its run-down state. Further up the gorge is another collection of old nests, and as the party climbs a split in the gorge comes into view. To the right is a wide trough lined with thick vegetation, while to the left is a steep, rocky slope with a square hole leading into darkness. The ground rises steeply toward the tunnel mouth, and at the top of a small ridge is a collection of very large nests on which are perched three terror birds, one of which is at least five meters tall. They haven't noticed the party yet, so the group quickly duck behind some boulders to plan their approach.

It's decided that Azaad will use an illusion to distract the terror birds in the area while the party approaches. He creates the image of a small dinosaur similar to the ones seen eating the large corpse on the beach - the figure immediately grabs the attention of the terror birds on the nests, who begin squawking loudly. Two other terror birds wheel and charge toward the illusion, which takes off running up the wooded gorge to the right. Once they are out of sight, Azaad signals the others to make their approach to the cave. The group charge up the steep slope, vaulting over several rocky ledges. Lirith follows, leading Thunderstrike with young Tavey Nesk on his back. She has a difficult time coaxing the high-spirited horse up a tall ledge and falls behind the others. Ahead, the party's warriors have reached the first nest where the nesting terror bird strikes out at Taark when he gets too close. A second terror bird leaves its nearby test to attack, though the largest bird remains on its own nest, squawking loudly.

Memnon and Gaerxon fight off one of the terror birds while Laurrens, Taark, and Tilan defeat the first. Avner and Ulrimm reach the darkened tunnel entrance just as the terror birds distracted by Azaad's illusion are seen returning. Laurrens and Tilan move to intercept the rapidly approaching birds while Memnon and a badly wounded Gaerxon try to hold back the huge terror bird that has finally left its nest to attack. Taark is busy searching the nest and finds a ratty cloak. Ulrimm squeals with delight as he scoops up one of the large eggs to wrap it up in a cloak and waddle toward the tunnel with it. With Azaad's firepower backing up the party's warriors, they defeat the attacking birds and carry out a more thorough search of the nests. Though nothing valuable is found, the partially-eaten corpse of a spider with humanoid features is found.

The party's several magical light sources guide the way along the gloomy passage. Lithira coaxes the nervous Thunderstrike into the large, arrow-straight tunnel, and Azaad travels with her to bring up the rear of the group. The 5-meter high walls of the passage have been chiseled smooth and are decorated with a single narrow band of geometric figures. As the group continue down the tunnel, the air grows cooler. Lirith seems very jumpy, and Thunderstrike is also very nervous. Avner is pleased to be out of the jungle and away from the terror birds, and wonders aloud about the luck the group might have in coming across some fresh food and more wine along the way. Ulrimm has got his large egg wrapped up in a cloak and is carrying it close to his chest to keep it warm, stroking it and sometimes whispering to it excitedly.

After travelling about two hours through the darkness, Azaad hears the sound of a rock clattering across the floor. He stops the party and listens intently but can't hear sounds other than dripping water, though thinking back he starts to wonder if maybe he had heard some other noises coming from behind earlier in the journey. The group reconfigure their order, with Azaad moving to the center of the group and Taark and Laurrens dropping behind. Only a few minutes later the smooth floor of the worked tunnel turns into a the rough surface of a natural cavern, and the walls widen and become more irregular. The air becomes damp and the sound of dripping water is louder. The passage winds to the right before straightening out, and then rapidly narrows to a 5-meter wide tunnel again. About an hour after this, the tunnel finally opens up into a large chamber shrouded in darkness. A small, stagnant fountain is embedded in the wall directly ahead, while a stone throne sits on a dais at the far end of the room to the left. A humanoid ribcage is pinned to the throne, held there by an ancient spear, while all around it lie the remainder of the poor soul's bones.

Upon investigation, the bones on and around the throne crumble to dust when touched. The spear is a fine doru, seemingly unaffected by the centuries it has been embedded here. Tilan finds the fountain is fairly deep, and that an oily sheen lies atop the surface of the water about four feet down. Azaad's keen eyes spot a red stone rod lying at the bottom of the fountain, and Memnon bravely climbs into the cold water to retrieve it. It is about three feet long and the shaft is curiously angular. Taark uses a minor spell to determine that the ancient doru bears a minor magical enchantment, though the red stone rod doesn't radiate any kind of magical aura. Near to the throne, a wide set of stone stairs descend from the hall into what must be a much larger chamber, judging from the lack of echoes.

Laurrens and Tilan hurry to catch up with Azaad and Ulrimm, who have wandered down the steps to find that they end at a broad platform overlooking a wide chasm. Two primitive stone statues flank the balcony, their impassive countenances caked with mildew. The chasm itself drops away into a black gulf of swirling water. Two bridges span the chasm, leading to two sets of double doors on the far side. As they are joined by the other adventurers, a sudden skittering sound draws everyone's attention upward.

Clinging to the rough stone of the chasm's wall are two enormous, 20-meter long centipedes with oversized jaws dripping a cloudy liquid. Ulrimm screams in terror as he's snapped up by one, which quickly whirls and begins to glide back up the wall toward a wide, dark crack near the ceiling far above. His precious egg tumbles out of his hands, landing on the stone balcony with a crack and spilling its contents across the floor. The other lunges downward at the momentarily distracted Taark, but the dwarf manages to bring his shield up into a defensive position in time.

Memnon and Gaerxon move to attack the centipede attacking Taark, while the priest of Moradin chants a spell to summon a glowing warhammer to strike at the creature carrying off Ulrimm. Tilan takes a knee to fire his longbow at the retreating centipede. Azaad uses a spell to swap position with the badly wounded gnome, momentarily placing him in the extremely dangerous location of the creature's jaws, but with a second spell he is displaced into midair a few meters below the creature, where he falls heavily to the stone floor below. Laurrens prevents him from rolling off the balcony into the darkened chasm, then moves to tend to the badly wounded and poisoned gnome.

The first centipede, now badly wounded by Taark's hammer and Tilan's arrows, slithers into a wide, shadowy crevice near the top of the chasm and out of sight. The second centipede continues to try to strike at the party to snatch a meal of its own, but the combined attacks of the group warriors inflict heavy damage on it each time it tries. A final, mortal wound to its head slays the beast, and everyone is forced to leap to safety against the well as the enormous body peels off the side of the chasm and ricochets off the stone balcony, spinning into the abyss below. A tremendous roar of water marks the point where its body reaches the bottom, and silence returns to the cavern.