Friday, August 28, 2009

The Ruin of Chimera Cove

  • Characters: Carn, Flannigan, Janora, Marlet, Vexander, X-Requinn
  • NPCs: Azla, Sentalial
  • Synopsis: Deep within the magic-made complex that is the Chimera Cove, the group moves forward into the unknown, time now their biggest enemy. A water-logged chamber contains two undead seasworn warriors, bent on destroying the intruders. The battle is fierce as the seasworn attack from beneath the murky waters, dividing the party in two. Undaunted the party slays the creatures only to see them resurface momentarily, but eventually the blockade is put down and the group hurries towards the unknown location of the Terraken. The corridors below spiral around each other, but Marlet stays ahead of the pack, scouting potential threats. One chamber is invested with ooze mephitis, using highly polished silver to lure the unsuspecting. Drawing the adventurers into the champer, the mephits gargle with glee as Carns into a trap where a section of the ceiling collapses. The party focuses the attack on the spellcasting creature, quickly ending that threat before moving on to the remainders, who meet similar fates. Another chamber houses more water, but emerging from the depths is a seasworn captain of Sembia. She bears the emblems of a fleet captain from many decades prior, but the parlay is short as she sends a bolt of lightning bouncing through the group. Her post-life existence is quickly ended, drawing a close to too many years of undeath. Marlet discovers the crux of Chimera Cove, the champer referred to as Fluxhold. An ancient elder water elemental knows it is only moments from freedom as the ancient hold on it ended with the life of Poltur. The water elemental is only too helpful to the group directing them to trapped chambers holding the Terraken. Racing against time, the group proceeds through the underground channels to reach the pit of the Terraken, rising waters bringing it ever closer to freedom. A plan is devised to bypass the Terraken and retrieve the amulet capable of controlling the undead beast. X-Requinn volunteers for the task and, after receiving many blessings from Vexander, the sea elf disappears into the murky waters. Several minutes pass, bringing the water levels even higher, when the floating Terraken is submerged, and a flying X-Requinn rendezvous with the group. Fleeing to Fluxhold, the adventurers are given the route to bypass the underground caverns and return to high port. Sentalial has figured out the locks to retrieve the Silver Reign from highport, and Flannigan quickly claims the prize for his personal sacrifices. Escaping the hidden port in tact, the group sails to the small village of Chimera Cove and deed the controlling amulet over to the village elders. They will see to the destruction of the Terraken and return to Cormyr to reintegrate with the modern world. The adventurers begin the long return to the Dragon Coast with Flannigan doing his best to convince his crew of his rightful command.
  • Encounters: two seasworn warriors, two ooze mephitis, one ooze mephit sorcerer, seasworn captain, ancient elder water elemental, terraken.
  • Achievements: retrieved the amulet to control the terraken, returned the control to the rightful Cormyrean heirs, and freed the sailing vessel quickly redubbed the Sea Serpent.

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