Nolla Isle: Difference between revisions
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* Chest of Preserving | * Chest of Preserving | ||
* Ruusu wand - works as a [https://5e.tools/items.html#wand%20of%20entangle_tftyp Wand of Entangle], has 7 charges that do not refresh. Has this added effect: while restrained by this spell, targets takes 1d6 piercing damage at the start of each of their turns. | |||
* Kiuaskivi - fiery rock, gives fire resistance when held. | |||
==== Potions ==== | ==== Potions ==== | ||
* Acceleratium; your Speed is 1.5 times your regular Speed, for 1 minute. | * Acceleratium; your Speed is 1.5 times your regular Speed, for 1 minute. | ||
* Polymorphine; when vial is thrown against a creature, creature turns into a sheep with only a few hit points. When the sheep dies the creature dies. | |||
* Acid; uses [https://5e.tools/items.html#acid_xphb 2024 version]. | |||
==== Valuables ==== | ==== Valuables ==== | ||
[[Category:Locations]] | [[Category:Locations]] | ||
[[Category:Adventure sites]] | [[Category:Adventure sites]] |
Revision as of 19:41, 30 November 2024
This island on the Sarodin Sea is the rumored home of the ancient master alchemist Noita.
Event
On the way here Velkor told the party his plan. He doesn't belief the island is cursed but he knows it was the home of someone called Noita. No one seems to be sure what the race or gender of this person was, Velkor himself thinks it was a dwarven woman. She was an alchemist from before the Collapse and was known for going completely her own way and rejecting the tenets of her day.
Velkor has managed to get his hands on a diary/notes by someone called Minä. They tell a lot about the isle and the things on there. The man is specifically looking for an item called the Sampo, although maybe there might also be something called the Amulet of Yendor.
The isle has high cliffs almost all the way around, there is a dilapidated jetty but Velkor wants to go to the opposite side. There is a small, pebbly beach there and our friends are dropped off there. The water smells rather strange [like ammonia] as they make their way over. A path leads up and then splits to multiple directions; a lake, an enormous tree, etc. But Velkor tells them the mines are the way to find the items he is after.
On the way they pass a large standing stone with an inscription that Velkor manages to translate with his notes:
The midsummer's loon flew over a swamp and landed at the base of a great tree. The water bird laid three eggs. The first egg rolled from the nest and cracked. Blood flowed from the crack for seven days and seven nights. From the blood life and death were formed.
There are two smaller, overgrown standing stones next to the entrance to the mines, they have strange iconography on it that no one can place. And inside the entrance are even more. Soon they arrive at the top of a ramp that leads into the mines, an old mine cart stands there on a rusted track. Suddenly everyone gets the sense of themselves, wearing purple robes, brandishing a wand, standing on the cart as it barrels down the ramp. As soon as it comes the feeling passes again. But the idea lingers and Butch and Reb decide to go down the ramp exactly that way.
Mines
The walls, ceiling, and floor here are earth and stone, there are many large wooden beams holding up everything.
Room 1
A lantern hangs from the ceiling and a large barrel containing oil stands in a corner of the room, there are exits in two directions, one leads to Room 2, the other to Room 7. A strange creature looking like a purple ball with yellow eyes and three legs hops around and looks at the new arrivals. Reb approaches the creature and it jumps at him, attacking the fighter. It's not that strong and soon is brought low. This is a Hämis, Plural Hämikset, informs Velkor as he consults his notes.
Room 2
There are no lanterns in this room but a set of red eyes appears in the dark. When the party investigates a dog like creature jumps and attacks, it certainly fights more like a wolf than a dog. Afterwards Velkor identifies it as a Hurrta. An old wheelbarrow stands abandoned. There is a huge vat made of timber that reaches almost up to the ceiling, it is filled with sand. A wooden crate with white skull painted on it stands in a corner. When opened with a crowbar it turns out to be filled with a coarse orange/pinkish powder. Regius fills an old sock with it.
Room 3
A large basin fills most of the room, it is filled with a liquid that smells like honey and lemon, it might be some kind of mead. There is about a meter between the wall and the room and the basin to walk to the opposite side and the exit there. In the middle of the basin is a small wooden platform with a chest on it. Our friends are very weary of traps and no one wants to enter the basin, even though the liquid is only waste high for a human.
As Butch walks around he spots a metal box with a flame engraved on it, under the liquid. He takes it out and gives it to Harpin who retreats all the way back to the entrance to open it carefully, what he finds is a fire starter, something he could create easily and tens times smaller. The others have used rope and a javelin to create a rope-way to the platform and Harpin is volunteered to check it out.
The chest opens without problem and inside are perfectly preserved food items:
- Leipäjuusto (bread cheese); this baked, slightly sweet cheese best enjoyed hot with some cloudberry jam spread on top.
- Bright-orange cloudberries (suomuurain, kruipbraam), can only be found growing in high altitude bogs.
- Poronkäristys (sautéed reindeer) and a side of mashed potatoes and lingonberries (rode bosbes of vossenbes).
Reb comes over to the platform and his a look as well, and proceeds to eat half of everything in there! The chest itself turns out to be a Chest of Preserving and Butch takes it with him.
Room 4
This room has higher levels one either side, both reachable by a ladder. Strange bipedal creatures are on there, one either side. On the left is one that throws small red cylinders that explode, dealing damage to multiple people. On the right is one that has a muscle in its forearm connected to a very large double crossbow, when he shoots, his misses sometimes bounce and then still hit someone. A red barrel stands near the creature on the right. It's a tricky combat and the barrel explodes with quite some force when Regius' Shatter spell hits it. Our friends win out in the end though. Velkor identifies the opponents as Tappurahiisi and Haulikkohiisi, some kinds of strange devils?
On a small pedestal on the lower level sits a large vial containing an olive green liquid. Velkor identifies it as Acceleratium; it will make you faster, but he speculates this potion might not work outside of the island. Copper veins are visible in the walls, as are signs of it having been mined.
A corridor leads to a T intersection, a warmth and orange glow comes from the right.
Room 5
The floor here slopes up and then there's a lake of lava extending to beyond where the eye can see. An emerald tablet lays next to the lake. Velkor looks at his notes, this is the Tabula Smaragdina and translates it:
Tis true without lying, certain and most true.
That which is below is like that which is above
And that which is above is like that which is below
To do the miracles of one only thing
And as all things have been and arose
From one by the mediation of one:
So all things have their birth
From this one thing by adaptation.
Room 6
The path leads to an open doorway. Inside is a medium size room made of stone slabs. Just under the ceiling the room is ringed by strange looking gargoyles. At either end of the room stands a large capstan. Regius and Butch walk to either one and look to turn them, to see what might happen. Reb and Harpin are waiting just outside the door. When Regius turns his capstan ninety degrees a block of stone drops down to close of the doorway. And at the same time water starts falling from all the gargoyles' mouths, filling up the room!
Butch runs over to the doorway but there is no way to get through and the block of stone is massive, it won't be damaged or moved easily. Reb looks at the same thing from the other side and can tell that his crowbar won't do the job. Butch then turns his capstan and the water now starts flowing even faster. The cleric and barbarian decide to keep turning the capstans as they will only go in one direction. At 270 degrees a darkness spell envelops the capstans and everything around it.
But when both capstans are back in their original positions the water stops flowing, a grate appears in the floor and once all the water has been drained away the stone block in the entryway is pulled back up.
With nothing left to find here the party returns to the starting room and then continues the other way, leading them to Room 7.
Room 7
There's a small pile of coal laying in the room and another crate with a skull on it. There are runes on the wall, fortunately Velkor's notes help the party in deciphering them: “Devoted seeker after true wisdom know this we are watching you.”
Loot Found
Magic Items
- Chest of Preserving
- Ruusu wand - works as a Wand of Entangle, has 7 charges that do not refresh. Has this added effect: while restrained by this spell, targets takes 1d6 piercing damage at the start of each of their turns.
- Kiuaskivi - fiery rock, gives fire resistance when held.
Potions
- Acceleratium; your Speed is 1.5 times your regular Speed, for 1 minute.
- Polymorphine; when vial is thrown against a creature, creature turns into a sheep with only a few hit points. When the sheep dies the creature dies.
- Acid; uses 2024 version.