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Shilsen's Eberron SH (Finished - The Last Word : 9/20/15)
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<blockquote data-quote="shilsen" data-source="post: 2821193" data-attributes="member: 198"><p><strong>Session 20 - The Island of the Skulls</strong></p><p></p><p>The journey through Shargon's Teeth takes a little longer than a day, with four sahuagin guiding the <em>Wave's Bounty</em>. They alternately stand at the stern with Bly to give directions or leap overboard to swim through and indicate a path. It is quickly evident that the ship would have had a very difficult time making it through the maze of rock and water without their aid. Eventually, the ship emerges from Shargon's Teeth during the morning of the 24th. The sahuagin promptly say goodbye and leap overboard.</p><p></p><p>The ship continues south. On the morning of the 24th, just before dawn, the lookout calls out that he has sighted Stormreach. Those who ascend to the deck can see the lights of the city on the horizon and as the sun gradually rises on their left, they near it. Soon they are close enough to see that the city sits at the tip of the landmass that it is on, which they know is Xen'drik's northernmost peninsula. </p><p></p><p>As the ship enters the natural harbor that the city sits on, the passengers see that the docks are quite crowded. Among the varied ships is a Lyrandar wind galleon, moored at a dock specifically designed for it, the elemental that drives it now quiescent. At one end of the docks is a boat town, consisting of boats linked together by rope bridges and rickety platforms, as there was in Sharn. A couple of smaller boats come out and guide the Wave's Bounty into a dock of its own.</p><p></p><p>The passengers quickly disembark, saying goodbye to Syrina and Bly along the way. They follow Dala onto the docks and follow her into the city. Along the way they pass people of varied races, including a pair of sahuagin standing near the edge of the docks and speaking to some people. After passing from the docks into a clearly low-class area that she identifies as Floodhold, Dala leads them into what seems to be an adventurers quarter. The group of ten (consisting of the Angels, the four other members of the expedition, and Dala) soon arrives at a large inn-cum-tavern, with a sign outside identifying it as the Bloody Giant. Next door is another tavern, this one called the Iron Arm. Between and behind them is another building with a large sign, which identifies it as the Welcome Wench, evidently a brothel of some kind.</p><p></p><p>Proceeding into the Bloody Giant, Dala speaks to the ogre bouncer, who sends her to the dwarf behind the bar. He identifies himself as the owner, Grelan Parenson. He is expecting her and says that Arrok asked him to hold four rooms for them. Arrok also left a message that he will be by in the evening. On the way up to their rooms, Dala says that Arrok Doone is the guide, and he's one of the best in Stormreach. After dividing themselves up between the rooms, some of the Angels relax at the inn, while others wander around the area. Nameless and Corven find that their respective mage guilds both have a small chapterhouse in the city. Luna and Six go wandering around the marketplace and gets their first glimpse of a giant, in this case a huge, hairy brute who looks completely out of place haggling with a shopkeeper. Gareth locates the local Sivis station and sends a message to Lalia.</p><p></p><p>In the evening, when all of them have returned, the tavern's common room is a lot more crowded. At least some of the women moving around in there are prostitutes from the Welcome Wench, here to pick up an early buck. While waiting for Arrok to show up, Gareth notices a young man at the rear of the room, dressed like him in full-plate adorned with symbols of the Silver Flame. He is talking to a scruffy-looking man who has a prostitute sitting on his lap. Gareth goes over and introduces himself, followed by Six. The young man turns out to be Magnus, a templar from Thrane, while the scruffy man introduces himself as Cedric (and the girl on his lap as Lily). </p><p></p><p>The two ask Gareth and Six to join them, with Cedric commenting that there aren't usually many worshippers of the Flame in Stormreach. When he hears that they are from Sharn, he asks Gareth about Flamebearer Mazin Tana at Coldflame Keep. Gareth has heard the name but doesn't know the man, who Cedric says is an old friend. As the conversation continues, Cedric expresses some degree of dislike for the Archierophant Ythana Morr, who he says he's been more than a little unimpressed with when he met her.</p><p></p><p>Gareth eventually mentions his full name, causing Cedric to mention that his surname is Galan. Gareth recognizes him as a Brelish paladin whom he had heard about from his grandmother, being famous for his efforts against the Lords of Dust (the rakshasa servitors of the rakshasa rajahs who were bound away by the dragons many millennia ago) and known for being a bit of an eccentric. Nameless, who has wandered over to join the group, apparently knows about Cedric too, since he makes a joking comment about how he's heard tales of Cedric standing valiantly against the darkness, steadfastly and without complaint, to which Cedric responds that if the story didn't mention the six bottles he needed to drink before that, it left something out. Cedric eventually takes his leave, inviting Gareth to stop by and meet him at the Welcome Wench, where he is staying. Gareth agrees, though slightly confused by the location.</p><p></p><p>Shortly after the three return to join the others, Dala says, "There's Arrok." The adventurers see a big, husky half-orc in armor walking towards them. Instead of stopping he walks past the table, to reveal a tall gnome behind him. The latter walks up with a big smile to greet Dala, and then introduces himself as Arrok Doone. He tells the group that they should discuss what he has to say in one of the rooms, so they all head up. </p><p></p><p>In the room, Arrok says that he's been working as a guide in Xen'drik for 15 years, but has been planning on one big job for the last five years. He asks if they've heard the local story of the Island in the Mist. Both Nameless and Corven know a little about it, and Arrok fills in the rest. It's a story that somewhere off the mainland of Xen'drik is an island that contained a giant outpost. Since it wasn't as directly affected by the fall of the giant civilization as the mainland was, there is a chance that there are artifacts and maybe even a functioning giant city there. The story says that the place is perpetually shrouded in mist, which makes it difficult to locate. A couple of times people have claimed to have located it, but their stories were never proved. The fact that all magical searching for the place has been futile hasn't helped either.</p><p></p><p>A couple of years ago, Arrok found someone who claimed to have actually come from the area decades ago, which they corroborated magically, with the help of research and divinations. Which, as Luna points out, means only that the person himself believes that he came from there. Arrok says that they have gradually managed to work out exactly where this place should be, and that's where this expedition is to head. He's been in touch with Kidro and Dala and they've been planning this for two years. This could be a huge discovery, so they need to go about it very quietly. Arrok has spoken to the captain of a Lyrandar wind galleon (who owes him a favor) that's heading back to Sharn on the 2nd. The plan is for the expedition to get on the ship late on the 28th, and the ship to leave before dawn on the 1st. That gives them an extra day, which they'll spend in sailing to the island (which is approximately 500 miles from Stormreach). They'll be dropped there and the ship will be back in exactly 21 days to pick them up. After relating all this, Arrok says he'll be back with the drow guide shortly while they discuss whether they're in or not. Even before he can reach the door, everyone has agreed.</p><p></p><p>Arrok returns a few minutes later with a hooded figure, who drops the hood when he enters, to reveal that he's a drow. He is wearing a mithral chain shirt and has two scimitars on his back*. He introduces himself as Urden and goes on to relate his story. He claims that he was raised on the island, being born to one among a number of drow tribes there. He doesn't remember that much about it, since it was thirty years ago, but he remembers there was a giant wall. The members of his tribe were forbidden from crossing it, because it was supposed to keep some great monster** from crossing over, and he did so out of curiosity. When he returned, he was banished, being put on a canoe and put out to sea. He drifted for weeks, only surviving because his mother secretly hid food and water in the canoe for him, before being picked up by a ship that was on the way to Xen'drik and had been blown off-course in a storm. In Xen'drik, he got off and worked as a servant, a mercenary, a guide, etc. Eventually, he met Arrok some years ago, and when Arrok learned about his background, he persuaded Urden to give him whatever information he could, and to come along on the expedition. So here he is.</p><p></p><p>Once he's done, the others ask him a number of questions. They learn that the drow tribes on the island believe that it's the world and all that exists beyond it is the ocean. What the wall is built to keep out (or in, since it surrounds the island) is unknown to Urden. He does say that he has seen artifacts on the island that he now knows are of giant manufacture. </p><p></p><p>Once they are done, Arrok and Urden take their leave, after Arrok tells everyone to get whatever supplies they need to the next day, though mundane equipment has already been taken care of. The Angels spend the rest of the evening discussing the expedition. Gareth visits the Welcome Wench and has an interesting talk with Cedric. </p><p></p><p>***</p><p>The next day, the Angels do whatever shopping they need to. Their budget is slightly larger than planned, since Bly stops by the inn and drops off 2,500 galifars for them, which he says is the reward for the information and the things they recovered from the wreck of the <em>Merry Celestial</em>.</p><p></p><p>After dinner, the group heads down to the docks, where they locate the wind galleon the <em>Sea Sprite</em>. Boarding it, they meet the captain, Sovelon d'Lyrandar. He has them shown to their quarters, which are much more cramped and less comfortable than the ones they had on the <em>Wave's Bounty</em>. Arrok and Urden are all on board, along with the 8 porters who will be accompanying them. </p><p></p><p>The ship leaves before dawn on the 1st, traveling at substantial speed out into the Thunder Sea. The adventurers see neither another sail nor any sign of land for the entirety of the day. Early the next morning, they are awoken by sailors sent to tell them that the ship may have sighted what they were looking for. Reaching the deck, they find that there is a huge fog bank directly ahead, stretching across the sea as far as they can see. Arrok and Urden confirm that this is the place and Sovelon guides the ship into the mist, dropping to quarter speed as he does so. Visibility is almost non-existent here, and the Angels feel the mist to be unusually clammy.</p><p></p><p>Nameless, standing among them, has a strange feeling as the mist envelops him, and it triggers a memory that he didn't know he had. Like the other buried ones that have emerged, it is extremely strong, almost as if he were visualizing it right now. He remembers ...</p><p></p><p><span style="color: RoyalBlue">... stumbling along a stone tunnel, surrounded by a similar mist, which roils and moves around him. He can only glimpse the sides of the tunnel at rare intervals, but keeps a hand on one wall to guide him. He is wearing nothing above the waist and the mist feels cold on his bare skin. There is something wet on his face and when he raises a hand to touch it, he finds it to be blood. There is more blood on his chest and arms. Looking down, he can actually see his ribs laid bare at one point. Somewhere deep inside him, he thinks that he probably should be dead, with a wound like that. His wrists are not bleeding, but feel raw, as if they had been tied. Both ankles have a similar feeling. He tries to think why that is, but his brain doesn't seem to be responding. His head seems full of the same mist around him. All he can think of is that something important just happened. Very important. He must let people know. There was death. And pain. But it's safe for now. He's safe. Nobody knows he's here. They knew (and even within the muzziness in his head he's mildly surprised that he can't remember who they are - or were), but they're dead now. He's alone. Except for the voice. And that's when he vaguely notices the voice in his head. It speaks soothingly to him, telling him that he should turn around and come back to it. It can give him things, shiny things, powerful things, if only he comes back to it. But he knows it's lying. And however much it speaks to him, it can't force him to come back. He's too confused, too tired, too hurt, but somewhere deep beyond that, he's just too stubborn. As he keeps moving forward, now stumbling over what he thinks might be bodies, bumping against walls and feeling his way to the next opening and then the next, the voice keeps cajoling, but it's growing steadily weaker. Finally it starts screaming in a language he does not understand</span> (though, in the present, Nameless now recognizes that language as daelkyr, and the screaming as mostly incoherent rambling about time and a prison)<span style="color: RoyalBlue"> and then fades away. At the same time, his hands encounter a door and he shoves it open. As he steps through, for a moment the mists in front of him part, though they remain as a shroud covering the sky above him. He finds herself standing at the bottom of a hill, looking out over a large plain. Bodies litter the ground, comprising two distinct groups of people. One group, forming a ring around the doorway, is dressed in motley clothes and armor, ranging from people in robes with no weapons to a couple of people in polished mail. Facing them are what seem to be military men, all wearing Cyran uniforms. Most of the dead have frozen looks of horror on their faces. In the distance far beyond these two groups, he sees more bodies here and there, as far as his eye can see. Even within the muzziness in his head, he thinks (or does he just hear someone thinking?), "They will call this the Day of Mourning." Slowly, he stumbles away from the doorway and onto the plain of the dead. As he goes, he think that there's something important he is forgetting, but for the life of he, he couldn't say what...</span></p><p></p><p>Nameless calmly files away the memory for later consideration and characteristically, does not mention it to anyone. The ship continues into the mist for about fifteen minutes, having covered over two miles even at the lowered speed, before people can hear the sound of waves on rock. Moments later, the two lookouts posted in the stern with powerful lanterns yell that they see rocks. Sovelon instantly brings the ship to a stop, as only an elemental galleon can, but not before a couple of large rocks loom out of the mist only a dozen feet from the ship. Turning to Arrok, who is near him, the captain says that he cannot further risk his ship and will offload them via boat, so that they can land.</p><p></p><p>The group of twenty is broken up between two large boats crewed by sailors from the ship and lowered into the water. As they head in the direction of the unseen shore, they gradually pass scores, or maybe hundreds, of rocks. Some look like they may have once had huge faces or skulls carved on them, but as close to unrecognizable now due to the effects of wind and water. Urden says that now he's sure this is the island, since these were the rocks around it. </p><p></p><p>Suddenly, the boats break out of the mist, which stops like a wall behind them. It also rises up to form a ceiling about 200 ft above, which eventually breaks up in the distance (about a quarter mile away), revealing blue sky and sun above. The three Cyrans in the group find it very reminiscent of the Mournland, except that the ceiling doesn't end there. The island is only some fifty feet away. There is almost no beach, consisting rather of a rocky outcropping before a large rock cliff that seems to run left & right as far as the eye can see. There are clefts and breaks in various areas through the cliff, some quite wide. </p><p></p><p>The boats pull up on the rock shelf and off-load the passengers, as well as the boxes of equipment and supplies. These also include some slightly unusual items, ranging from the small pull-cart that Six has insisted he bring along, and the two traveling alchemist's labs, one of which Corven's homunculus is perched upon. Once they are unloaded, the boats quickly leave, none of the sailors seeming to want to hang around. </p><p></p><p>While the others make the last preparations before heading in, Luna walks up to the edge of the beach and casts a <em>detect magic</em>, hoping to decipher if the mist or the area is magical. To her surprise, she has the unusual experience of her spell flickering like a candle in a wind, till it finally winks out. She mentions this to Nameless, who is near her. He tries the same, and though his spell too flickers, it eventually settles into a weak and narrow cone shape. He finds that he can detect magic on Luna and himself, but items beyond twenty feet do not show up as they should. Nameless tells Luna what happened but cannot explain it, and the pair head back to join the others.</p><p></p><p>Six, Luna and Arrok then scout the immediate area, looking for tracks, but the stone ground makes it impossible for them to find anything they can be sure of. They do, however, find a cleft that passes through the cliff, which seems to be a few hundred feet wide. The group takes up a formation with Six, Luna and Arrok in the lead, followed by the porters, who are in pairs and carrying boxes strung on poles, with Gareth in the rear. The others spread themselves among the porters. </p><p></p><p>The procession heads through the cliff. After a minute or two, one of the porters gives a warning yell and drops his pole. Everyone quickly sees what he has noticed, as five creatures leap up from their concealment in the rocks on either side of the cleft. They slightly resemble malformed wolves, though they are shorter and more squat, with patchy fur covering shrunken unhealthy-looking hide that sticks to their bony sides. Their eyes are blank white, set in a feral, low-slung skull. </p><p></p><p>As others drop what they are carrying and grab for weapons, each of the creatures lets out a wailing yowl that strikes fear into those who hear it. Only Gareth, with his divinely granted immunity, resists the supernatural effect. The creatures swiftly move to attack, leaping from the rocks. Urden, who has apparently seen them before, yells, "They're yowlers! Careful - they are hard to hit."</p><p></p><p>Apparently the creatures are not just hard to hit but capable of hitting hard themselves, since two of them bear Urden and Corven to the ground, while the other three attack Six, Gareth and the unfortunate porter who first saw them. Luckily for the others, Arrok has ensured that everyone is wearing armor and carrying some weapon and a light crossbow, so they are soon launching a volley of missiles at the creatures. Which quickly illustrates what Urden meant, since some bolts seem to pass right through the creatures, though others hit. "There's some displacement effect on them," warns Nameless, moments after he has <em>slow</em>ed a couple of the creatures. He switches to <em>magic missile</em>s, knowing that they hit with unerring accuracy.</p><p></p><p>The sheer numbers of the expedition make sure some of their attacks get through, though Urden and Corven are soon badly hurt. Urden, rolling on the ground and slapping at the creature with his scimitars, shouts, "Use fire on them!", causing Luna to <em>summon</em> three small fire elementals. One attacks the creature that Six has already seriously wounded, fortuitously setting it on fire. The creature screams in fear and flees, followed by the one that has been worrying Corven, at least partly impelled by a blast of his <em>scorching ray</em> wand fired right into its maw. </p><p></p><p>This lets the group concentrate their attacks on the three remaining, which soon turn tail and flee. The 'yowlers' are apparently preternaturally strong, having taken considerable damage without going down. Nameless hits the last fleeing one with a parting volley of <em>magic missile</em>s, and it stumbles but keeps going, to disappear into the rocks. Gareth, who has had a hard time hitting his opponent, grimaces and says, "Those things were tough!", before going to tend to the porter who was badly wounded.</p><p></p><p>Luckily, nobody is mortally wounded, and after some healing, the expedition moves on. When they emerge through the cliff, they find themselves on the verge of a thick tropical forest, which springs up only some thirty feet away. Luna comments, "This isn't natural." Urden adds that this is true of the entire island, which is ringed by the cliff and the forest, which he says is about a quarter of a mile wide. Beyond it is a slightly smaller space before the wall, where the drow tribes live. </p><p></p><p>They notice that a well-worn trail emerges from the forest about a hundred feet away. Near where it does, set against the cliff, are a couple of small huts, with half a dozen canoes stacked near them. Urden comments that he was sent off to sea in one like that and that all of the tribes use them. Though it was a long time ago, he doubts these belong to the tribe he came from. As he is speaking, Corven sees movement among the trees and catches a glimpse of two drow running off. They are almost naked, wearing hides. He quickly points it out, but they are gone by then. Urden says that they'd probably be very curious, more than hostile, since they'll never have seen any races other than drow.</p><p></p><p>The group heads along the trail and after about ten minutes, sees a dozen drow coming towards them. The drow come to a stop, looking wary but not threatening, and Urden steps forward and signals them to approach. A couple do, one asking the group in a very strange dialect of elven where they are from. Corven and Collus translate for the others, Collus commenting that it sounds like an incredibly archaic variant of elven. They quickly discover that they drow have no conception of the Common tongue used elsewhere in Khorvaire. They also notice that while the drow carry crude spears and shields, made of wood and hides, two have well-made steel weapons and one has a large steel shield. The drow ask the group to come to their village and accompany them. </p><p></p><p>Within five minutes of travelling, the adventurers can see a stone wall in the distance, which must be about forty feet high, with the tops of some trees sticking above it. The forest soon ends abruptly, stopping a few hundred feet before the wall. The wall is about 40 ft tall, though it is a little lower in places where the top (which consists of a crenellated parapet) has broken. It looks very well made, though there are places that have crumbled and been replaced crudely by rocks. There are also some crude stone walkways that lead to the top. The village in front of it consists of dozens of large huts, with scores of drow walking around. On either side of the village are some small fields. The huts are all made of very crude materials, with unusual items here and there that stick out. A ten-foot high steel shield makes up part of a wall, while a large spear with an apparently adamantine blade supports a roof. Nearby, two huts are built connected to a 15 ft stone pillar that has stylized symbols (which both Collus and Imre identify as giant in make).</p><p></p><p>There is a large crowd gathered to see them, many with weapons in hand. The drow with the group call something to them (which Corven translates as "Get Rezan"), and they slowly get out of the way of the group. As they advance, an elderly drow woman comes through the crowd, accompanied by an unusually tall male. The latter wears a fine breastplate and carries a heavy pick, and they are followed closely by six more drow in chain shirts and carrying metal weapons. </p><p></p><p>The woman introduces herself as Rezan, shaman of the village, and the tall warrior as the chief, Uthgen. She asks if she can touch them and when Corven agrees, comes up to touch his face and arms to check if he is painted. Seeing that he isn't, which draws murmurs from the crowd, she asks them where they came from. When they say they came from across the ocean, she pauses and then asks them to accompany her. She leads them to the center of the village, outside her large hut. Once they are seated on mats placed for their benefit, she asks the other drow to disperse, Uthgen included. They do so, only to stop about fifty feet away and stare at the newcomers.</p><p></p><p>With this limited privacy, she says that they should not lie. There is nowhere beyond the ocean to come from. There is only the world and the mist (refers to the island as the world) and the ocean beyond. Her forefathers say there were other worlds once, but when the scaled ones came, they took away the other worlds and set up the mist, to keep "the people" (what she calls the drow) safe here. Urden corroborates the others' claim, saying that he came from the island, but though Rezan listens politely, she doesn't seem too convinced.</p><p></p><p>Some of the adventurers are interested in the story of the scaled ones. Corven asks her if they were dragons, only to discover that she does not have the word for "dragons" in her vocabulary. Rezan relates the story of history that she and her people believe in. The Scaled Masters made the world, which they then give to the High Ones. The High Ones ruled the world, rode the seas and made the wall, but they then angered the Scaled Masters, who cast down the High Ones, made the mist and gave the people (drow) the law, that they were to guard the wall and none were ever to cross it. There were other worlds too, but the Scaled Ones destroyed them in their anger, so there is only this world now. Collus, Nameless and Corven opine that it is the drow's story for the casting down of the giant civilization by the dragons of Argonessen.</p><p></p><p>Rezan also asks what the adventurers are here for, and when they explain that they plan to travel across the wall, she tries to persuade them not to do so. She says only that it would be very bad. When the adventurers ask about what is on the other side of the wall, she says that is where the High Ones were, but now there are only monsters. In order to avoid alarming Rezan, Corven and the others who can speak elven tell her that they will not cross the wall, which seems to mollify her. She asks them to stay at the village as they wish.</p><p></p><p>While the rest of the group rests and talks about what they have discovered (and make plans to stay at the village for a day or two, pretend to leave, get some distance away and then cross the wall), Luna wanders away into the forest, planning to do some investigation of her own. She finds a couple of drow following her, but loses them by stepping behind a tree and changing form into an eagle.</p><p></p><p>She flies above the trees and over the wall. She sees that it is about ten feet wide on the top. The stone on the other side is covered with scorch marks in large sections, as if it had been hit by huge explosions. On the far side is a tropical forest, spreading left and right as far as she can see, as does the wall. The most obvious natural formation is a low mountain that must be about forty miles away. From its position, it might be the center of the island, which would then be close to a hundred miles in diameter. </p><p></p><p>As Luna flies along the wall, she sees that there are some streams running through the forest, seeming to come from the direction of the mountain. She also sees some large open areas, a couple of them many miles wide. Noticing movement in the closest one, some five miles away, she flies closer and finds that it is occupied by small herds of grazing dinosaurs. The largest is a small family of triceratops. As she watches, a dozen velociraptors come running out of the forest. They cut a couple of the smaller dinosaurs out of a herd and bring them down quickly, before starting to feed. </p><p></p><p>Moving on, Luna notices that there are a few trails through the thick forest, though they are few and far between. Deciding to find out as much about it as she can, she finds a smaller eagle and casts a spell to speak with animals. The other bird is the usual mixture of laconic and dumb that most animals are, and after a couple of minutes, Luna leaves it and flies off. She manages to snare an unwary squirrel and speak to it too, once she has managed to persuade it that it's not about to die and work past its focus on nuts. Between the two animals, she learns that among the dangers of the forest are the "singing tree" and that the trails are made by "two-feets" that have "yellow skin" and "hunt, kill, eat" many things (including squirrels). </p><p></p><p>Deciding that she has learned as much as possible, Luna releases the squirrel (which promptly tries to go speak to another bird and gets eaten) and flies back, heading for the wall and the drow camp.</p><p></p><p>* Yup, that's the one</p><p>** No, he doesn't mention a legendary dire ape</p></blockquote><p></p>
[QUOTE="shilsen, post: 2821193, member: 198"] [B]Session 20 - The Island of the Skulls[/B] The journey through Shargon's Teeth takes a little longer than a day, with four sahuagin guiding the [I]Wave's Bounty[/I]. They alternately stand at the stern with Bly to give directions or leap overboard to swim through and indicate a path. It is quickly evident that the ship would have had a very difficult time making it through the maze of rock and water without their aid. Eventually, the ship emerges from Shargon's Teeth during the morning of the 24th. The sahuagin promptly say goodbye and leap overboard. The ship continues south. On the morning of the 24th, just before dawn, the lookout calls out that he has sighted Stormreach. Those who ascend to the deck can see the lights of the city on the horizon and as the sun gradually rises on their left, they near it. Soon they are close enough to see that the city sits at the tip of the landmass that it is on, which they know is Xen'drik's northernmost peninsula. As the ship enters the natural harbor that the city sits on, the passengers see that the docks are quite crowded. Among the varied ships is a Lyrandar wind galleon, moored at a dock specifically designed for it, the elemental that drives it now quiescent. At one end of the docks is a boat town, consisting of boats linked together by rope bridges and rickety platforms, as there was in Sharn. A couple of smaller boats come out and guide the Wave's Bounty into a dock of its own. The passengers quickly disembark, saying goodbye to Syrina and Bly along the way. They follow Dala onto the docks and follow her into the city. Along the way they pass people of varied races, including a pair of sahuagin standing near the edge of the docks and speaking to some people. After passing from the docks into a clearly low-class area that she identifies as Floodhold, Dala leads them into what seems to be an adventurers quarter. The group of ten (consisting of the Angels, the four other members of the expedition, and Dala) soon arrives at a large inn-cum-tavern, with a sign outside identifying it as the Bloody Giant. Next door is another tavern, this one called the Iron Arm. Between and behind them is another building with a large sign, which identifies it as the Welcome Wench, evidently a brothel of some kind. Proceeding into the Bloody Giant, Dala speaks to the ogre bouncer, who sends her to the dwarf behind the bar. He identifies himself as the owner, Grelan Parenson. He is expecting her and says that Arrok asked him to hold four rooms for them. Arrok also left a message that he will be by in the evening. On the way up to their rooms, Dala says that Arrok Doone is the guide, and he's one of the best in Stormreach. After dividing themselves up between the rooms, some of the Angels relax at the inn, while others wander around the area. Nameless and Corven find that their respective mage guilds both have a small chapterhouse in the city. Luna and Six go wandering around the marketplace and gets their first glimpse of a giant, in this case a huge, hairy brute who looks completely out of place haggling with a shopkeeper. Gareth locates the local Sivis station and sends a message to Lalia. In the evening, when all of them have returned, the tavern's common room is a lot more crowded. At least some of the women moving around in there are prostitutes from the Welcome Wench, here to pick up an early buck. While waiting for Arrok to show up, Gareth notices a young man at the rear of the room, dressed like him in full-plate adorned with symbols of the Silver Flame. He is talking to a scruffy-looking man who has a prostitute sitting on his lap. Gareth goes over and introduces himself, followed by Six. The young man turns out to be Magnus, a templar from Thrane, while the scruffy man introduces himself as Cedric (and the girl on his lap as Lily). The two ask Gareth and Six to join them, with Cedric commenting that there aren't usually many worshippers of the Flame in Stormreach. When he hears that they are from Sharn, he asks Gareth about Flamebearer Mazin Tana at Coldflame Keep. Gareth has heard the name but doesn't know the man, who Cedric says is an old friend. As the conversation continues, Cedric expresses some degree of dislike for the Archierophant Ythana Morr, who he says he's been more than a little unimpressed with when he met her. Gareth eventually mentions his full name, causing Cedric to mention that his surname is Galan. Gareth recognizes him as a Brelish paladin whom he had heard about from his grandmother, being famous for his efforts against the Lords of Dust (the rakshasa servitors of the rakshasa rajahs who were bound away by the dragons many millennia ago) and known for being a bit of an eccentric. Nameless, who has wandered over to join the group, apparently knows about Cedric too, since he makes a joking comment about how he's heard tales of Cedric standing valiantly against the darkness, steadfastly and without complaint, to which Cedric responds that if the story didn't mention the six bottles he needed to drink before that, it left something out. Cedric eventually takes his leave, inviting Gareth to stop by and meet him at the Welcome Wench, where he is staying. Gareth agrees, though slightly confused by the location. Shortly after the three return to join the others, Dala says, "There's Arrok." The adventurers see a big, husky half-orc in armor walking towards them. Instead of stopping he walks past the table, to reveal a tall gnome behind him. The latter walks up with a big smile to greet Dala, and then introduces himself as Arrok Doone. He tells the group that they should discuss what he has to say in one of the rooms, so they all head up. In the room, Arrok says that he's been working as a guide in Xen'drik for 15 years, but has been planning on one big job for the last five years. He asks if they've heard the local story of the Island in the Mist. Both Nameless and Corven know a little about it, and Arrok fills in the rest. It's a story that somewhere off the mainland of Xen'drik is an island that contained a giant outpost. Since it wasn't as directly affected by the fall of the giant civilization as the mainland was, there is a chance that there are artifacts and maybe even a functioning giant city there. The story says that the place is perpetually shrouded in mist, which makes it difficult to locate. A couple of times people have claimed to have located it, but their stories were never proved. The fact that all magical searching for the place has been futile hasn't helped either. A couple of years ago, Arrok found someone who claimed to have actually come from the area decades ago, which they corroborated magically, with the help of research and divinations. Which, as Luna points out, means only that the person himself believes that he came from there. Arrok says that they have gradually managed to work out exactly where this place should be, and that's where this expedition is to head. He's been in touch with Kidro and Dala and they've been planning this for two years. This could be a huge discovery, so they need to go about it very quietly. Arrok has spoken to the captain of a Lyrandar wind galleon (who owes him a favor) that's heading back to Sharn on the 2nd. The plan is for the expedition to get on the ship late on the 28th, and the ship to leave before dawn on the 1st. That gives them an extra day, which they'll spend in sailing to the island (which is approximately 500 miles from Stormreach). They'll be dropped there and the ship will be back in exactly 21 days to pick them up. After relating all this, Arrok says he'll be back with the drow guide shortly while they discuss whether they're in or not. Even before he can reach the door, everyone has agreed. Arrok returns a few minutes later with a hooded figure, who drops the hood when he enters, to reveal that he's a drow. He is wearing a mithral chain shirt and has two scimitars on his back*. He introduces himself as Urden and goes on to relate his story. He claims that he was raised on the island, being born to one among a number of drow tribes there. He doesn't remember that much about it, since it was thirty years ago, but he remembers there was a giant wall. The members of his tribe were forbidden from crossing it, because it was supposed to keep some great monster** from crossing over, and he did so out of curiosity. When he returned, he was banished, being put on a canoe and put out to sea. He drifted for weeks, only surviving because his mother secretly hid food and water in the canoe for him, before being picked up by a ship that was on the way to Xen'drik and had been blown off-course in a storm. In Xen'drik, he got off and worked as a servant, a mercenary, a guide, etc. Eventually, he met Arrok some years ago, and when Arrok learned about his background, he persuaded Urden to give him whatever information he could, and to come along on the expedition. So here he is. Once he's done, the others ask him a number of questions. They learn that the drow tribes on the island believe that it's the world and all that exists beyond it is the ocean. What the wall is built to keep out (or in, since it surrounds the island) is unknown to Urden. He does say that he has seen artifacts on the island that he now knows are of giant manufacture. Once they are done, Arrok and Urden take their leave, after Arrok tells everyone to get whatever supplies they need to the next day, though mundane equipment has already been taken care of. The Angels spend the rest of the evening discussing the expedition. Gareth visits the Welcome Wench and has an interesting talk with Cedric. *** The next day, the Angels do whatever shopping they need to. Their budget is slightly larger than planned, since Bly stops by the inn and drops off 2,500 galifars for them, which he says is the reward for the information and the things they recovered from the wreck of the [I]Merry Celestial[/I]. After dinner, the group heads down to the docks, where they locate the wind galleon the [I]Sea Sprite[/I]. Boarding it, they meet the captain, Sovelon d'Lyrandar. He has them shown to their quarters, which are much more cramped and less comfortable than the ones they had on the [I]Wave's Bounty[/I]. Arrok and Urden are all on board, along with the 8 porters who will be accompanying them. The ship leaves before dawn on the 1st, traveling at substantial speed out into the Thunder Sea. The adventurers see neither another sail nor any sign of land for the entirety of the day. Early the next morning, they are awoken by sailors sent to tell them that the ship may have sighted what they were looking for. Reaching the deck, they find that there is a huge fog bank directly ahead, stretching across the sea as far as they can see. Arrok and Urden confirm that this is the place and Sovelon guides the ship into the mist, dropping to quarter speed as he does so. Visibility is almost non-existent here, and the Angels feel the mist to be unusually clammy. Nameless, standing among them, has a strange feeling as the mist envelops him, and it triggers a memory that he didn't know he had. Like the other buried ones that have emerged, it is extremely strong, almost as if he were visualizing it right now. He remembers ... [COLOR=RoyalBlue]... stumbling along a stone tunnel, surrounded by a similar mist, which roils and moves around him. He can only glimpse the sides of the tunnel at rare intervals, but keeps a hand on one wall to guide him. He is wearing nothing above the waist and the mist feels cold on his bare skin. There is something wet on his face and when he raises a hand to touch it, he finds it to be blood. There is more blood on his chest and arms. Looking down, he can actually see his ribs laid bare at one point. Somewhere deep inside him, he thinks that he probably should be dead, with a wound like that. His wrists are not bleeding, but feel raw, as if they had been tied. Both ankles have a similar feeling. He tries to think why that is, but his brain doesn't seem to be responding. His head seems full of the same mist around him. All he can think of is that something important just happened. Very important. He must let people know. There was death. And pain. But it's safe for now. He's safe. Nobody knows he's here. They knew (and even within the muzziness in his head he's mildly surprised that he can't remember who they are - or were), but they're dead now. He's alone. Except for the voice. And that's when he vaguely notices the voice in his head. It speaks soothingly to him, telling him that he should turn around and come back to it. It can give him things, shiny things, powerful things, if only he comes back to it. But he knows it's lying. And however much it speaks to him, it can't force him to come back. He's too confused, too tired, too hurt, but somewhere deep beyond that, he's just too stubborn. As he keeps moving forward, now stumbling over what he thinks might be bodies, bumping against walls and feeling his way to the next opening and then the next, the voice keeps cajoling, but it's growing steadily weaker. Finally it starts screaming in a language he does not understand[/COLOR] (though, in the present, Nameless now recognizes that language as daelkyr, and the screaming as mostly incoherent rambling about time and a prison)[COLOR=RoyalBlue] and then fades away. At the same time, his hands encounter a door and he shoves it open. As he steps through, for a moment the mists in front of him part, though they remain as a shroud covering the sky above him. He finds herself standing at the bottom of a hill, looking out over a large plain. Bodies litter the ground, comprising two distinct groups of people. One group, forming a ring around the doorway, is dressed in motley clothes and armor, ranging from people in robes with no weapons to a couple of people in polished mail. Facing them are what seem to be military men, all wearing Cyran uniforms. Most of the dead have frozen looks of horror on their faces. In the distance far beyond these two groups, he sees more bodies here and there, as far as his eye can see. Even within the muzziness in his head, he thinks (or does he just hear someone thinking?), "They will call this the Day of Mourning." Slowly, he stumbles away from the doorway and onto the plain of the dead. As he goes, he think that there's something important he is forgetting, but for the life of he, he couldn't say what...[/COLOR] Nameless calmly files away the memory for later consideration and characteristically, does not mention it to anyone. The ship continues into the mist for about fifteen minutes, having covered over two miles even at the lowered speed, before people can hear the sound of waves on rock. Moments later, the two lookouts posted in the stern with powerful lanterns yell that they see rocks. Sovelon instantly brings the ship to a stop, as only an elemental galleon can, but not before a couple of large rocks loom out of the mist only a dozen feet from the ship. Turning to Arrok, who is near him, the captain says that he cannot further risk his ship and will offload them via boat, so that they can land. The group of twenty is broken up between two large boats crewed by sailors from the ship and lowered into the water. As they head in the direction of the unseen shore, they gradually pass scores, or maybe hundreds, of rocks. Some look like they may have once had huge faces or skulls carved on them, but as close to unrecognizable now due to the effects of wind and water. Urden says that now he's sure this is the island, since these were the rocks around it. Suddenly, the boats break out of the mist, which stops like a wall behind them. It also rises up to form a ceiling about 200 ft above, which eventually breaks up in the distance (about a quarter mile away), revealing blue sky and sun above. The three Cyrans in the group find it very reminiscent of the Mournland, except that the ceiling doesn't end there. The island is only some fifty feet away. There is almost no beach, consisting rather of a rocky outcropping before a large rock cliff that seems to run left & right as far as the eye can see. There are clefts and breaks in various areas through the cliff, some quite wide. The boats pull up on the rock shelf and off-load the passengers, as well as the boxes of equipment and supplies. These also include some slightly unusual items, ranging from the small pull-cart that Six has insisted he bring along, and the two traveling alchemist's labs, one of which Corven's homunculus is perched upon. Once they are unloaded, the boats quickly leave, none of the sailors seeming to want to hang around. While the others make the last preparations before heading in, Luna walks up to the edge of the beach and casts a [I]detect magic[/I], hoping to decipher if the mist or the area is magical. To her surprise, she has the unusual experience of her spell flickering like a candle in a wind, till it finally winks out. She mentions this to Nameless, who is near her. He tries the same, and though his spell too flickers, it eventually settles into a weak and narrow cone shape. He finds that he can detect magic on Luna and himself, but items beyond twenty feet do not show up as they should. Nameless tells Luna what happened but cannot explain it, and the pair head back to join the others. Six, Luna and Arrok then scout the immediate area, looking for tracks, but the stone ground makes it impossible for them to find anything they can be sure of. They do, however, find a cleft that passes through the cliff, which seems to be a few hundred feet wide. The group takes up a formation with Six, Luna and Arrok in the lead, followed by the porters, who are in pairs and carrying boxes strung on poles, with Gareth in the rear. The others spread themselves among the porters. The procession heads through the cliff. After a minute or two, one of the porters gives a warning yell and drops his pole. Everyone quickly sees what he has noticed, as five creatures leap up from their concealment in the rocks on either side of the cleft. They slightly resemble malformed wolves, though they are shorter and more squat, with patchy fur covering shrunken unhealthy-looking hide that sticks to their bony sides. Their eyes are blank white, set in a feral, low-slung skull. As others drop what they are carrying and grab for weapons, each of the creatures lets out a wailing yowl that strikes fear into those who hear it. Only Gareth, with his divinely granted immunity, resists the supernatural effect. The creatures swiftly move to attack, leaping from the rocks. Urden, who has apparently seen them before, yells, "They're yowlers! Careful - they are hard to hit." Apparently the creatures are not just hard to hit but capable of hitting hard themselves, since two of them bear Urden and Corven to the ground, while the other three attack Six, Gareth and the unfortunate porter who first saw them. Luckily for the others, Arrok has ensured that everyone is wearing armor and carrying some weapon and a light crossbow, so they are soon launching a volley of missiles at the creatures. Which quickly illustrates what Urden meant, since some bolts seem to pass right through the creatures, though others hit. "There's some displacement effect on them," warns Nameless, moments after he has [I]slow[/I]ed a couple of the creatures. He switches to [I]magic missile[/I]s, knowing that they hit with unerring accuracy. The sheer numbers of the expedition make sure some of their attacks get through, though Urden and Corven are soon badly hurt. Urden, rolling on the ground and slapping at the creature with his scimitars, shouts, "Use fire on them!", causing Luna to [I]summon[/I] three small fire elementals. One attacks the creature that Six has already seriously wounded, fortuitously setting it on fire. The creature screams in fear and flees, followed by the one that has been worrying Corven, at least partly impelled by a blast of his [I]scorching ray[/I] wand fired right into its maw. This lets the group concentrate their attacks on the three remaining, which soon turn tail and flee. The 'yowlers' are apparently preternaturally strong, having taken considerable damage without going down. Nameless hits the last fleeing one with a parting volley of [I]magic missile[/I]s, and it stumbles but keeps going, to disappear into the rocks. Gareth, who has had a hard time hitting his opponent, grimaces and says, "Those things were tough!", before going to tend to the porter who was badly wounded. Luckily, nobody is mortally wounded, and after some healing, the expedition moves on. When they emerge through the cliff, they find themselves on the verge of a thick tropical forest, which springs up only some thirty feet away. Luna comments, "This isn't natural." Urden adds that this is true of the entire island, which is ringed by the cliff and the forest, which he says is about a quarter of a mile wide. Beyond it is a slightly smaller space before the wall, where the drow tribes live. They notice that a well-worn trail emerges from the forest about a hundred feet away. Near where it does, set against the cliff, are a couple of small huts, with half a dozen canoes stacked near them. Urden comments that he was sent off to sea in one like that and that all of the tribes use them. Though it was a long time ago, he doubts these belong to the tribe he came from. As he is speaking, Corven sees movement among the trees and catches a glimpse of two drow running off. They are almost naked, wearing hides. He quickly points it out, but they are gone by then. Urden says that they'd probably be very curious, more than hostile, since they'll never have seen any races other than drow. The group heads along the trail and after about ten minutes, sees a dozen drow coming towards them. The drow come to a stop, looking wary but not threatening, and Urden steps forward and signals them to approach. A couple do, one asking the group in a very strange dialect of elven where they are from. Corven and Collus translate for the others, Collus commenting that it sounds like an incredibly archaic variant of elven. They quickly discover that they drow have no conception of the Common tongue used elsewhere in Khorvaire. They also notice that while the drow carry crude spears and shields, made of wood and hides, two have well-made steel weapons and one has a large steel shield. The drow ask the group to come to their village and accompany them. Within five minutes of travelling, the adventurers can see a stone wall in the distance, which must be about forty feet high, with the tops of some trees sticking above it. The forest soon ends abruptly, stopping a few hundred feet before the wall. The wall is about 40 ft tall, though it is a little lower in places where the top (which consists of a crenellated parapet) has broken. It looks very well made, though there are places that have crumbled and been replaced crudely by rocks. There are also some crude stone walkways that lead to the top. The village in front of it consists of dozens of large huts, with scores of drow walking around. On either side of the village are some small fields. The huts are all made of very crude materials, with unusual items here and there that stick out. A ten-foot high steel shield makes up part of a wall, while a large spear with an apparently adamantine blade supports a roof. Nearby, two huts are built connected to a 15 ft stone pillar that has stylized symbols (which both Collus and Imre identify as giant in make). There is a large crowd gathered to see them, many with weapons in hand. The drow with the group call something to them (which Corven translates as "Get Rezan"), and they slowly get out of the way of the group. As they advance, an elderly drow woman comes through the crowd, accompanied by an unusually tall male. The latter wears a fine breastplate and carries a heavy pick, and they are followed closely by six more drow in chain shirts and carrying metal weapons. The woman introduces herself as Rezan, shaman of the village, and the tall warrior as the chief, Uthgen. She asks if she can touch them and when Corven agrees, comes up to touch his face and arms to check if he is painted. Seeing that he isn't, which draws murmurs from the crowd, she asks them where they came from. When they say they came from across the ocean, she pauses and then asks them to accompany her. She leads them to the center of the village, outside her large hut. Once they are seated on mats placed for their benefit, she asks the other drow to disperse, Uthgen included. They do so, only to stop about fifty feet away and stare at the newcomers. With this limited privacy, she says that they should not lie. There is nowhere beyond the ocean to come from. There is only the world and the mist (refers to the island as the world) and the ocean beyond. Her forefathers say there were other worlds once, but when the scaled ones came, they took away the other worlds and set up the mist, to keep "the people" (what she calls the drow) safe here. Urden corroborates the others' claim, saying that he came from the island, but though Rezan listens politely, she doesn't seem too convinced. Some of the adventurers are interested in the story of the scaled ones. Corven asks her if they were dragons, only to discover that she does not have the word for "dragons" in her vocabulary. Rezan relates the story of history that she and her people believe in. The Scaled Masters made the world, which they then give to the High Ones. The High Ones ruled the world, rode the seas and made the wall, but they then angered the Scaled Masters, who cast down the High Ones, made the mist and gave the people (drow) the law, that they were to guard the wall and none were ever to cross it. There were other worlds too, but the Scaled Ones destroyed them in their anger, so there is only this world now. Collus, Nameless and Corven opine that it is the drow's story for the casting down of the giant civilization by the dragons of Argonessen. Rezan also asks what the adventurers are here for, and when they explain that they plan to travel across the wall, she tries to persuade them not to do so. She says only that it would be very bad. When the adventurers ask about what is on the other side of the wall, she says that is where the High Ones were, but now there are only monsters. In order to avoid alarming Rezan, Corven and the others who can speak elven tell her that they will not cross the wall, which seems to mollify her. She asks them to stay at the village as they wish. While the rest of the group rests and talks about what they have discovered (and make plans to stay at the village for a day or two, pretend to leave, get some distance away and then cross the wall), Luna wanders away into the forest, planning to do some investigation of her own. She finds a couple of drow following her, but loses them by stepping behind a tree and changing form into an eagle. She flies above the trees and over the wall. She sees that it is about ten feet wide on the top. The stone on the other side is covered with scorch marks in large sections, as if it had been hit by huge explosions. On the far side is a tropical forest, spreading left and right as far as she can see, as does the wall. The most obvious natural formation is a low mountain that must be about forty miles away. From its position, it might be the center of the island, which would then be close to a hundred miles in diameter. As Luna flies along the wall, she sees that there are some streams running through the forest, seeming to come from the direction of the mountain. She also sees some large open areas, a couple of them many miles wide. Noticing movement in the closest one, some five miles away, she flies closer and finds that it is occupied by small herds of grazing dinosaurs. The largest is a small family of triceratops. As she watches, a dozen velociraptors come running out of the forest. They cut a couple of the smaller dinosaurs out of a herd and bring them down quickly, before starting to feed. Moving on, Luna notices that there are a few trails through the thick forest, though they are few and far between. Deciding to find out as much about it as she can, she finds a smaller eagle and casts a spell to speak with animals. The other bird is the usual mixture of laconic and dumb that most animals are, and after a couple of minutes, Luna leaves it and flies off. She manages to snare an unwary squirrel and speak to it too, once she has managed to persuade it that it's not about to die and work past its focus on nuts. Between the two animals, she learns that among the dangers of the forest are the "singing tree" and that the trails are made by "two-feets" that have "yellow skin" and "hunt, kill, eat" many things (including squirrels). Deciding that she has learned as much as possible, Luna releases the squirrel (which promptly tries to go speak to another bird and gets eaten) and flies back, heading for the wall and the drow camp. * Yup, that's the one ** No, he doesn't mention a legendary dire ape [/QUOTE]
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