The Watertemple
When Theleb arrived at the temple dedicated to the
Element of Water, he found only a few inhabitants. After yet another defeat of
one of the Elder’s Temples, Theleb has become quite concerned with the readiness
of this temple. Theleb’s ability to free his twisted master is becoming a near
impossible task. Since all of the precautions that have been taken at the other
temples don’t seem to be effective, Theleb is taking a different approach in
how he defends this temple. Instead of putting his clerics in harms way, he has
replaced his clerics and followers with charmed monsters and undead. Theleb
left one minor cleric to oversee the entire operation along with the help of
the Alu-Fiend Pandemonia.
His goal is to use these creatures as a delaying
tactic so he can fortify the real seat of power, Theleb’s personal tower.
Theleb is using the Water Temple as a trap for the heroes to fall into. The
plan is to lure the adventurers into the “Abandoned” temple and create the
illusion of a fully operational and protected facility. The truth is that the
temple is stocked with a few nasty monsters, a lot of undead, the abnormal
effects of the interior and a few spell casters. Once the party arrives in the
temple, the cleric of the Elder (a female Sahuagin with four arms) and
Pandemonia will lure the characters into the deepest areas where the main
shrine is. Along the way, they will try to weaken the adventurers by having
every creature in the temple attack the party. Once the party is in the shrine,
the charmed casters and nasty creatures left will attack the party.
The Adventure
Hardby
Hardby is a very independent thinking town where women have all the rights and
men have little to none. The women are
“tolerant” of the presence of men in the town (outside the male
restricted area) but only in matters of “official” business. This means they
won’t just attack a man for walking outside certain “safe” areas but will show
them some “courtesy” in helping them about their business.
The heroes go to the dock to find which ships are available for hire. Not many
ships are in port right now The only ship captain that has any interest in
talking with the characters about a charter is on “The Revenge.”
Samantha Porter of Hardby is the Captain of this vessel. Her first officer,
Celest Dolphis, is a female Cleric of Procan and her crew also has a female
Water Mage named Mara Reefskimer. She luckily is looking for help herself and
is quite willing to work with the party for a reasonable price
In recent months, a few of Samantha’s ships have gone missing. No trace of the
missing ships is found, any wreckage or bodies. Now this isn’t unusual for the
kind of guerilla activity she has embarked on, but the circumstances under which
the ships disappear are. After one vessel, “The Scarlet Death”, missed a
rendezvous with “The Revenge”, Samantha set out to find the lost ship. She
arrived to an area in the bay and was confronted with an awesome sight. She saw
a great fire blazing on board “The Scarlet Death”. The ship turned helplessly
in a whirlpool amidst a lightning storm with the force of a hurricane raining
down hail made of stone. And the most incredible part was, the area where these
effects were was only a half-mile across. Everything around that area was calm
seas and skies. As the ship went down in the whirlpool, Samantha could here the
screams of the crew as the forces of nature bombarded them. Once the ship had
sunk out of sight, the storm dispersed in a matter of seconds and the area was
as calm as if nothing happened.
On the Bay
On the third day out in the bay, as the ship makes its
way through, the weather starts to turn for the worse, very quickly. The wind
dies down and then a dark storm cloud begins to form above the ship. After the
storm hits, the ship has an erie glow that surrounds it (Faire Fire) and the
storm is at full hurricane strength. As this occurs, the Krackens that are
under the ship begin their attacks.
Ktulu 7.5 - CM 10th Imperator --- (4:0)
Scorpio 1.6X5 - Chiron 0.4.1 --- (3,5:0,5)
Pharaon 3.3 - Movei 00.9.337 --- (3:1)
Spike 1.1 - Rybka 1.01 b13 --- (0,5:3,5)
The Charith Party won a lot of spell- and
hitpoints in this fight. For especial skilful wizadry Ktulu was awarded an
artefact and used it to ascend by 1 rank.
O the 5th day out to sea, as afternoon arrives, the
bay begins to get choppy and the water around the ship begins to form a
whirlpool. The crest of some large creature can be seen over 100 feet away from
the ship, circling at the edge of the whirlpool. As the whirlpool starts to get
stronger the creature disappears and the whirlpool abruptly stops. The head of
an Elven female appears in the water.
Aquella explains, that for the past few weeks there
has been an increase in creatures from the depths surfacing to attack those in
and on the sea. Most of these creatures never leave the depths and are docile,
but for some unknown reason they are surfacing and attacking everything in
their wake.
Aquella and her patrol of 8 Aquatic Elves were sent
from the temple to lead the party there so the trap can be sprung.
Under the Sea
The ocean floor is 500 feet below the surface of the
bay. The currents are strong in this part of the bay and swimming can be quite
difficult at times.
As the party makes its way to the fissure, there is a
plant field that surrounds that area of the reef. A group of 4 Kelpie is
waiting to set their trap. They attack
the back of the party as it passes overhead by luring the men to come into the
plants.
Pharaon 3.3 - Chiron 0.4.1 --- (1:3)
Spike 1.1 - Gambit Fruit 1.0 Beta 4bx
--- (2:2)
Scorpio 1.6X5 - Movei 00.8.337 --- (3:1)
Ktulu 7.5 - SmarThink 1.00 --- (1:3)
The Underwater Valley
The fissure that the party travels down is over 1,000
feet in depth. The fissure is bell shaped and opens into a huge valley that is
over a mile in diameter at its base. In the valley, the bones of huge sea
creatures, like whales, litter the ocean floor. There are spires of stone
ranging from 10 feet high to over 100 feet high and 20 ft in diameter that rise
from the depths. Around these spires is a collection of 40 different ships of
all shapes, sizes, and ages. Most of these massive hulks are completely rotted.
In the middle of the valley there is a huge spire made of reef that reaches
over 200 feet from the ocean floor and is about 500 feet wide. The spire is
tilted at a 20-degree angle from the ocean floor. Upon closer inspection of the
spire, it appears to be a tower made of pearl covered over by centuries of
reef. There are no visible entrances into the tower.
Investigating the ships, the characters find the bottom of one ship is torn
out. A 30 feet diameter tunnel replaces the keel of the ship, which leads into
the ocean floor. The tunnel is in the direction of the tower in the middle of
the valley.
The tunnel leads the party down about 50 feet below
the ocean floor and then turns West for around 100 feet into a set of caverns
of the Watertemple.
Entering the caverns, the heroes get attacked by the
monsters, protecting the Watertemple.
AnMon 5.60 - Movei 00.8.337 --- (3:1)
Spike 1.1 - Chiron 0.4.1 --- (3,5:0,5)
Scorpio 1.6X5 - Cerebro 2.04 --- (3:1)
Ktulu 7.5 - Gambit Fruit Beta 1.0 4bx ---
(1,5:2,5)
Having get rid of all creatures, the heroes reach a
big room, which is illuminated by a dim green glow. This room serves as the
Head Clerics chambers. A kelp bed, stone chest (closed but not locked), stone
shelves with strange items on them and a small stand with a huge pearl sitting
before a coral throne are the only items in this room.
When the Mage removes the pearl from the stand, it
turns into a Jewel of Attacks:
Ktulu 7.5 - Rybka 1.01 Beta 9 opti --- (1:3)
Scorpio 1.6X5 - Rybka 1.01 Beta 9 opti ---
(0:4)
Pharaon 3.3 - Rybka 1.01 Beta 9 opti ---
(1,5:2,5) !!!
Spike 1.1 - Rybka 1.01 Beta 9 opti ---
(1,5:2,5)
The Charith Party fought very bravely here. 2000
hit- and spellpoints were won (500 for each win, 250 for a draw).
All the gained
points in the fights were used to promote the Sorcerer to rank 10 (Arch Mage)
and also the Warrior (being Knight now). The Thief and the Monk are promoted to
rank 5 and are now Cleric and Master Thief.
When the heroes defeat the Jewel, they can hear a
bleary voice crying:
“I must sacrifice this great place that our people have guarded for so
long, to the whims of our white haired master. We leave for the foul, sunlight
surface to join the others in forcing our lords’ return. His way is now ours. Long live the Elder.”