29 Sept - Temple of Pure Water, Act II
General Summary
The Road to Highlake
Start Date: Morning of 23 Enneatyr, 994 AN (Waxing Gibbous)
End Date: Unkown
We picked up as the party piloted a raft down an oddly endless white water rapids and a pair of exceptionally large dorsal fins appeared behind them. The Giant Sharks were attempting to ram the raft to knock the characters into the water to attack them. The party managed to get a moment of relief by polymorphing one of the sharks into a seahorse and charming the other, eventually using one to attack the other one and wear them down. After overcoming the current trial, the party was jettisoned onto a quiet beach in a cavern with a grand spiral seashell. The seashell contained runed glyphs that warned of defenders and took the opportunity to rest up before triggering them. During this short rest, they found out that the temple purified individuals that stayed in one location for too long with a rain that dispelled magical effects. After their quick recovery break, they attempted entry of the seashell which triggered the wards and summoned hordes of zombies and one particularly annoying banshee to rise up and attack them. Logi quickly created a circle of death by raising a wall of fire around the party. One of the hordes of zombies joined the party within creating an awkward mosh pit for everyone within. Some struggles and the burning of many resources later, the party succeeded in being the last ones standing and the barrier to the seashell lowering. Sneaking within, the party found a magical quiver, four (4) beautiful sapphire flowers, and another piece of some magical ring (the silver band) bringing their collection to 2/3. They managed to backtrack to the central room once more and began their journey down the final path of trials. This last path started with the distasteful room with no magic. It required a series of skill checks to navigate down a 200 ft. drop safely. Several party members failed at different checkpoints taking a fair amount of fall damage, but they found the bottom to be a little softer than expected. Only Turt and Laccaria managed to make it to the bottom without sustaining injury. The anti-magic zone did end once they got onto a platform near the exit. Peering into the next room, the party spied a narrow hallway with alternating walls blocking their line of sight and waves of water washing in their direction - a lovely point to end the session at.
Downtime Activity Tracker
We've got some ongoing Downtime activities going on in the background (No change):Rewards Granted
Some stuff not noted before and stuff picked up this night:
Aquan Quiver
Cloak of Everflowing Water
Fisherman's Quarterstaff
4 sapphire flowers
2/3 components of some magical ring