Tuesday, 23 February 2016

Sarenith 29th 02 - To the local Chippy!

It was decided with the wedding just over a week away that Otto needed some sort of stag to celebrate his marriage and that whilst Margo would be off riding horses with the other noble women of the land what wouldn’t be better than a boar hunt on a mysterious yet haunted island!

The new named Fish and Chip Island just to the south of the kingdom had developed a notorious reputation of being haunted and that even the bravest of men can’t spend more than a few hours on it shores before returning a nervous wreck.

The island itself was 1 mile out into the lake and so the group use the collection of swan boat tokens that they had collected during their adventures.
The boat ride doesn’t take long and is pretty uneventful apart from the thick clouds or mist on the water getting thicker and thicker as they approached the island only to suddenly disappear near the shore to reveal a nettle covered island.

As the group begin to make their way through the island of nettles they eventually find themselves in the middle of the island staring at what appeared to be a ruined building with a tower attached to it. Just beyond the ruins a mysterious light could be seen dimly in the distance away from the ruins floating and then disappearing.

Choosing to ignore the mysterious vanishing and reappearing light the group move slowly towards the ruins of the 50ft tower and single story building.

As they approached an eerie feeling began to wash over them and all except Natalia became shaken with apprehension and fear. They notice that there was only one entrance into the tower at the furthest end with two large rotten wooden doors.

The rotten doors loamed in front of the stag party and before they could even think about what action to take next the sound of running footsteps could be heard from the other side of the door just as a group of cultists came running through the door and towards the un-expecting adventurers.

Vaneer notices that the cultists running towards them are part of a spiritual effect known as a “haunt” and casts a healing burst full of positive energy to dispel the haunt which disperses the rampaging cultists.

Vaneer takes a minute to explain what had just happened before the group decided to investigate inside the old building, towards the tower side there stood an altar and behind it passage into the tower could it be seen heading into darkness.

As Natalia moves towards the altar, gradually the increasing sounds of whispers and footsteps could be heard in the area. Before the haunt could come to its full effect Vaneer again successfully suppresses the haunt.

A lot of rubble could be seen around the altar with no obvious signs from where that amount of rubble could have come from as the walls and ceilings were still almost intact and so Miro and Kyrander search the rubble and eventually find a dagger buried under one pile.
Kyrander picked up the dagger and as soon as the rangers hand clasped the hilt his facial expression suddenly changes as a crazed look takes over and he begins to walk to.

Vaneer casts a spell at the ranger and commands the ranger to drop the dagger but the ranger ignores the Clerics command.

Otto attempts to move over and touch Kyrander but managed to trip on some nearby rubble and misses as he falls.

Vaneer casts a healing burst hoping that Kyrander was being possessed by another haunting but the positive energy seemed to have no effect.

Otto casts a spell and causes Kyrander to burst out laughing.

Mirro attempts to knock the dagger out of Kyrander’s hand but misses.

Natalia casts a flame blade and tries copy Miro’s idea to sunder the dagger and misses.

Vaneer casts cure light on Kyrander which seemed enough to suppress the daggers haunt on the ranger.

As Kyrander began to come round from the daggers affects he discloses that he had this uncontrollable urge to approach the altar and disembowel himself.

The group take a few moments to gather their courage and then move through into tower room, the room was 35ft high with 2 staircases winding up to the top of the tower and a single pit in the middle of the floor that appeared to drop into darkness.

Otto picks up a loose pebble and casts a light spell throws a lit rock into the pit as the group watches the rock fall into the darkness with no sound of hitting the bottom, it was soon decided it wouldn’t be a good idea for someone to jump in and see actually how deep the hole was.

The group decide then to head up the staircase which lead into a chamber at the top of the tower. The chamber appeared to be untouched for a long time; crumbled bookshelves lined the walls and a single human skeleton in the middle of the room seated in a praying position, a scroll case lay nearby and carvings in a strange language could be seen carved into one of the walls.

Inside the scroll case is a map of the island and on the bottom of the map there appeared to be some writing on it but in a language that no one could read.

Turning his attention to the carvings on the wall Vaneer figures out that the writings actually were magical and radiated necromancer energies.

The group eventually leave the tower and head north to the area marked “ww” on the map. 
Whilst travelling both Kyrander and Natalia review the map and notice that none of the landmarks on the map matched up to the surrounding area.

Kyrander, Miro and Vaneer then notice a bobbing ball of light which suddenly floated through the air towards the group before disappearing, the group turned to Vaneer expecting the cleric to have cleared the haunting but Vaneer just looked at them with a confused expression and a shrug of a shoulder.

At that moment Miro and Kyrander suddenly get the feeling that there is possibly something invisible following them as they travel northwards.

Then out of nowhere the ball of light (Will-O-Wisp) suddenly re-appears and zaps a bolt of electricity at Miro. 

The wisp attempts to electrocute both Miro and Otto but miss both.
Kyrander shoots and misses.
The wisp critically hits Miro.
Otto casts magic missile and hits the wisp
Natalia misses her attack,
Miro manages to score a hit.
Vaneer tries to keep Miro in the fight by healing him.
Kyrander shoots and critically misses as his arrow flies into the water.
The Willo hits Miro.
Otto casts another magic missile which deals the killing blow to the Will-o-wisp.

Before resting for the evening they continue to explore the rest of the island only to find that the small isle was just covered in nothing interesting than nettles and brambles.

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