Nolla Isle
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.
![](/fc1/images/thumb/e/e1/2_-_Down.jpg/150px-2_-_Down.jpg)
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
![](/fc1/images/6/6a/H%C3%A4mis.gif)
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
![](/fc1/images/1/1f/Hurtta.gif)
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.
Our friends continue on.
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
![](/fc1/images/2/29/Tappurahiisi.gif)
![](/fc1/images/c/c3/Haulikkohiisi.gif)
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.”
Room 8
![](/fc1/images/8/89/Limanuljaska.gif)
There’s a large vat on stilts on left side of the room with a downwards pointing triangle (water) etched on the side. On a small pedestal sits a large vial containing a light purple liquid, later identified as Polymorphine. Two Limanuljaska float around at 15’ high. They shoot globs of acid at our friends and being at that height makes it more difficult to attack but they are defeated.
Harpin wants to look inside the vat but it's quite high and hard to peer over the edge. He manages but then falls into the empty vat, there's just a few drops of water in it. Multiple plans are made for getting the gnome out but in the end Regius destroys one of the four stilts and the whole construction topples over onto the unlucky priest.
Room 9
A big, metal, empty basin stands in the of the center of room, to the north is a wall of wooden planks instead of the usual earth or rock. A large bucket sits on a pedestal next to the basin, a few drops of oil can be found at the bottom of it. A dull red gem is set into the inner wall of the basin, just under the top.
Our friends wonder about to function of the basin and gem, Butch checks out the wooden wall and knocking on it, finds it sounds hollow. After breaking the wall down they find another basin, this one filled with oil. Reb then takes the bucket and fills the empty basin with oil from the filled one. When it is almost filled the red gem lights up and on the pedestal a wand carved in the shape of a rose appears, the word Ruusu inscribed on it.
Room 10
On a small pedestal sits a tiny yellow rock that looks most fiery, Velkor says it must be a Kiuaskivi, it gives resistance to fire to who holds it. A minecart with a broken wheel stands in one corner and numerous Hämikset jump around in another corner next to a crate with a white skull. The party slowly approaches and a Hämis attacks. That's when they decide to shoot at the crate and a large explosion kills all of the remaining enemies and takes a good chunk out of the wall.
Room 11
A large boulder blocks progress, it seems to sit at top of a ramp going deeper into the room beyond, the sound of a large number of Hämikset can be heard beyond. With no way to pass our friends push the large stone and it rolls into the room below, killing all the purple creatures in there.
![](/fc1/images/9/97/%C3%84itinuljaska.gif)
Not everything is destroyed; in a corner of the room against the wall stands an 80 cm long board made of birch wood with metal pegs at one end and a metal bar set into a wood housing at the other, horsehair strings run from the pegs to the bar. It's a musical instrument, a kantele.
Room 12
The middle of this room is taken up by a very large metal cube that goes from floor to ceiling. Part of the metal has been made transparent and inside is a floating blob of probably 3 meter diameter, it is a sickly green with many whitish eyes all over, tiny tendrils hang from the bottom of it. A look at the notes tells this is a Äitinuljaska. On a small pedestal sits a large vial containing a bright green liquid, identified as Acid.
Room 13
A few mostly empty rooms with some silver ore veins lead to room with smooth brown/yellowish brickwork at the end of it. The back of the room is taken up with a large plinth, inscribed with runes along the bottom, floating above it is a large, swirling, vertical, purple disc. On the right side is a slightly smaller plinth, also inscribed with runes, on it sits a dark blue sphere engulfed in lighter blue magical flames, inside of it one can just about make out a stylized tentacle. Next to it lays an emerald tablet.
![](/fc1/images/3/3d/Stendari.gif)
Standing in the middle of the room is a creature that looks like a man whose skin has burned completely; it is scarred, colored a dark red, the top of his head and his hands are wreathed in flame. This Stendari starts throwing balls of fire at the party and combat ensues. Any attack hitting the creature opens up its skin and liquid fire pours out. But our friends are victorious.
The runes translate to "Teleport" under the purple disc and "Seek the End" under the blue orb. The Emerald Tablet hold just two lines:
“The sacrifice of oneself to the pursuit of knowledge. Is the highest tribute to the gods.”
Harpin interacts with the blue sphere and when he does, he hears the words: “Secrets of otherworldly life have been unlocked to you.” He has gained a Revenge Tentacle perk. The large purple disc looks a lot like a portal, Velkor confirms it, and one by one our friends go through.
Room 14
Stepping through the portal they arrive inside a large room made of the same brickwork as the previous one though there is no portal on this side, so no way back. One large stone basin contains clear, fresh water, another contains fish, which Butch catches for a nice meal. A large pedestal inscribed with runes, "Refreshing", along the bottom sits next to it, motes of light float above it.
Beyond it is a large rack containing a number of weapons, ammunition, and armor repair tools. At the end of the room is an exit tunnel. Velkor tells the party that this place is called Holy Mountain in the notes he has. When looking through the weapons they find a magic spear; Keihäs.
Coal Pits
Room 15
As the party exits Holy Mountain they arrive into a large underground cavern, large piles of coal lay everywhere and a number of pits have been dug in the ground. Most are empty but one contains a sickly green liquid. A few wooden beams hold up the ceiling and oil lanterns hang from them. Suddenly they hear and feel a deep rumbling sound as if they are in the middle of an earthquake, and indeed, they almost are; behind them, the tunnel to the Holy Mountain has collapsed in on itself.
Velkor delves into his notes and concludes that these must be the Coal Pits. There are two exits, one to the left and one to the right.
Room 16
![](/fc1/images/4/4f/Lepakko.gif)
![](/fc1/images/e/ee/Suurlepakko.gif)
More heaps of coal lie around this cavern, there is what looks to be a small gold vein in the wall to the left. A wooden platform has been built to cross the room about halfway from the entrance, a crate with a skull painted on it stands on the right side of it. A large hopper containing some kind of orange/pinkish powder is built next to the platform, near where the box is.
At the opposite end of the room, are two small, purple blobs with wings and one eye, small tendrils drooping from the bottom of their bodies, they fly around a much, much larger purple blob with wings, this one has at least three eyes and is probably two meters in diameter. Later identified as Lepakko and Suurlepakko, the creatures attack. The big one shoots out two of the smaller ones every time it attacks and all of them cover any target in slime with every successful attack. But what could have been a very dangerous encounter becomes trivial when Regius casts Spirit Guardians.
Room 17
An undulating tunnel that could have been created by some kind of huge, burrowing creature leads to a cavern that appears to be the end of the excavation on this side. Rats scurry away from the light as our friends enter. A large wooden contraption that looks a lot like a water wheel is attached to the wall on the right. On the left there are the by now ubiquitous heaps of coal as well as a number of holes dug into the ground, most of them filled with a sickly green liquid.
At the back of the cavern there is a cube of about a meter on each side, almost completely excavated from the wall. Its surface is black as obsidian, a double band of gold runs along the top of the sides and a single band along the bottom. Golden glyphs take up the rest of the surface area, Velkor studies his notes and conclude that they translate to the word ‘meditate’. “High viisaus (wisdom), that’s what we need.”
Regius sits on top of the block and meditates for a minute, then a purple portal disc appears, just like the one encountered earlier. When the party steps through, they arrive from a similar portal into the middle of a room the shape of a large cube, at least fifteen meters across. The walls are dark and on them are somewhat muted golden glyphs, though they seem to be mirrored. Floating in one of the corners is a wooden wand that ends in many diverging tines. A small red gem has been set into its end and a larger one in the middle in front of the tines.
When grabbed it identifies itself as Varpuluuta; a Wand of Secrets with 30 charges.
Room 18
Our friends return to the start and then take a tunnel that angles not too sharply to the left and they arrive into what is, or was, a dormitory. A number of large bunk beds take up most of the space to the right of the room, a chest placed in front of each of them. On the opposite side someone has used crates and any scrap wood available to improvise a number of chairs and tables. The tables are stained with a number of fluids, alcohol and blood probably being the most common of them. Dirty mugs stand and lay scattered on the tables. On one table lays an ancient looking set of playing cards made of sliced bone. It has four suits: water, fire, lightning, and earth, but two cards are missing.
At the back of the cave, a stream of fresh water (a foot or two deep) coming from the back wall and disappearing into the wall on the left, has created a separated area on which a kitchen has been built. A large iron stove, a crate of coal, and a bucket stand in the corner, next to a work area and a cupboard. Connected to the stove is a smoker in which a number of dead rats hang by their tails from a dowel. The cupboard contains a few large bags of salt and a tiny box that once contained pepper. Another shelf contains a number of rectangular wooden plates. Other than one or two cooking utensils and a very rusty cleaver found in the work area there’s no cutlery to speak of.
Most of the bunk beds look like they haven’t been used in a long while, only a few still contain nasty looking bedding and dirty blankets full of holes. None of the chests have locks and most are completely empty. Those near the used beds contain sets of dirty clothing in different shades of brown.
Regius does a very Regius thing and tries to put toxic sludge up the smoked rats asses to 'poison' anyone eating them.
Room 19
A wide tunnel leads to the next cavern, it’s about 90 feet across and 60 feet wide. More heaps of coal lay scattered around, two empty mine carts are placed haphazardly around, there are no tracks of any kind for them. About halfway in the cavern, a bit to the right is a wooden platform, about 8 feet across, it hangs at about 15 feet high from a pulley on the ceiling. On the platform stands a red, metal barrel and a wooden crate with a white skulls painted on each side.
A wooden wall, about chest high, divides the cavern about midway through. Beyond it they can just about make out two shapes. One seems to wield a crossbow and the other is holding a small red object in its hand. Beyond them is a small pedestal on which rests something that looks suspiciously like a giant eyeball.
The creatures haven't seen the party yet and our friends discuss different plans. Eventually Regius casts light on stone and throws it to distract them. Then a Shatter spell from the cleric destroys part of the barrier to give Butch and Reb ready access. Unseen until now were two more enemies and now a battle starts between two Tappurahiisi, two Haulikkohiisi and the party. Regius is almost brought down but in the end victory is assured.
The enemies don't have much to loot but one of them holds one of the two missing cards up its sleeve. Looking more closely at the eye, it seems it projects a malevolent glare. It’s about the size of a human’s head, whatever creature it came from must be huge. According to Velkor’s notes this is something called a Paha Silmä. When held by the severed optic nerve at the back one feels an unpleasant tingle run down one's spine and the world suddenly looks a little different. Everything one sees now has a slight red tinge, living creatures are a deeper red, and one notices that any motes of dust that fly in front of the eye just dissolve into nothingness.
Room 20
More tunnels and more caverns follow, there’s not much of interest in any of them, mostly more heaps of coal, broken mining equipment and pits filled with that sickly green liquid. Also, rats. Then the party gets to a cavern that finally contains something of interest. A number of boulders lay stacked in a corner and in the middle of the room is a strange construction. A metal basin the shape of the bottom half of a ball has been placed into the rock floor, emblazoned on the metal is the symbol of a downward pointing triangle. Other than some rat droppings the basin is empty. A few meters above the basin suspended on four metal poles coming from the bottom half is the top half of the ball, an upside down metal basin. When someone looks up into it they see the symbol of a cloud etched inside it.
For some misunderstood reason Regius licks the rat droppings. But soon enough our friends figure that maybe they should fill the bottom basin with water and then heat it up to fill the top one with steam. A Sleet Storm spell by the cleric provides a not terribly convenient way to fill the basin. Then Butch puts his Blackstock's Olla in the water and heats up.
Once the top part is filled with steam a wand suddenly appears and hovers in the air next to the basin. It is made of wood and the top part of the wand first bends a little to the right before it bends back all the way to touch itself again, making a full circle. When taken it identifies itself as Kiekurakeppi, a Wand of Viscid Globs with 7 charges that do not recharge.
Fungal Caverns
Room 21
Another long tunnel hewn out of the rock leads to a new cavern but things are different here. The walls and ground are mostly packed earth interspersed with the occasional rock, making things look more like the Mines they visited earlier. But quite different from those is the colorful fungus that grows on most surfaces and the enormous mushrooms that grow here and there, some as large as a man. The air feels a lot warmer here. According to Velkor’s notes these must be the Fungal Caverns.
Another tunnel continues to the north, curving to the west. To the back of the cavern is a large metal basin sunk into the floor and filled with fresh water. Reb looks down into it; there’s large hole of about two feet across in the side of the basin where it meets the rock wall, the start of a water filled tunnel leading west.
Reb ask Usnea what it thinks of all this fungus and mushrooms, does it want to know more? It absolutely does as these are forms it has never encountered before. The fighter starts by licking some but then the entity asks him to eat some. It's not tasty at all but also doesn't seem too harmful. Butch meanwhile has cooked some up, making them more palatable but of no use to Usnea.
Reb decides to check out the underwater tunnel and has Regius cast a light spell as he ties rope around himself and makes Butch take the other end. He swims down the really narrow tube when he thinks he might just see light at the other end, he also finds a tunnel going straight up, there seems to be air at the top. He goes up but runs out of rope, untying it to reach a small room. There's nothing there except for a glowing lime-green potion the Velkor later identifies as Healthium; when imbibed or covered in it, it gives the subject a regeneration of 5 hp per turn for 10 turns.
When Butch mentions the rope going slack, Harpin uses his tome to send a message to the fighter and the reply is assuring, Reb is ok. The battle master then prepares to go back down the tube and to the other side.
Room 22
![](/fc1/images/4/4a/Tulik%C3%A4rp%C3%A4nen.gif)
Reb comes up out of the water in another metal basin just like the one in the room he started from. An earthen tunnel goes north and curves to the east. Another tunnel leads west. Purple fungus covers the walls on the left side of the room, pink fungus the other side, even growing up from the floor in stalks of up to a meter high. Just being near some of these fungi makes his head swim a little.
A small pedestal in the center of the room holds a small brown stone. Inscribed upon it is a downwards pointing triangle with a horizontal line through it. Velkor later identifies this as a Tannerkivi, it gives acid immunity when held.
In the left far corner of the room is something that looks remarkably like an enormous wasps’ nest. And just as Reb ponders this, a giant orange and purple wasp or fly crawls out of it; a Tulikärpänen. The fighter makes his way as silent as he can to the tunnel, figuring it will lead back to the previous room, and it does.
The party discusses strategies and wonders how many wasps might be in the nest; Harpin sagely mentions there might be a hole or tunnel behind the visible nest. They fill another sock with the exploding powder and then tie it to one of Butch' javelins. The return to the room and are now spotted by the wasp which fires orbs of fire at them, which hurt quite a lot.
Fortunately the javelin sticks into the nest and Butch throws his lantern at it, missing it but hitting the floor, the fire climbing up towards the nest. Another of the creatures exits the nest and attacks but then a huge explosion destroys not just the nest but a good part of the room and wall. Our friends need a long rest now but afterwards they are ready to continue. And Usnea managed to add a new trick to its repertoire; staunching bleeding.
Room 23
The only exit from the room other than where you entered is a path cut through huge mushrooms, in one case right through the middle of one the size of a shed. The path is dark. You might be safe, but who could walk between the stipes of these myceliad colossi without an instinctive shiver of mammalian unease? A gossamer-vaned spore the size of a dog's eye settles on your shoulder. It bursts as you brush it off. Filthy thing!
At the end of the path is a modestly sized cavern dotted in colorful fungi including many stalks growing from the floor, the spores in the air are almost overpowering. In the middle of the cavern a small plinth made out of the same brickwork as Holy Mountain has been built and a glyph resembling an eye has been carved into it. On the plinth lays a notebook, once translated it reads:
"One of my brethren ran away in order to escape our predicament... They felt our understanding of this world was to be forbidden. They hid something here, in this room, but... I lack the ability to truly see what is here!"
When Reb looks through the Paha Silmä he sees a large multicolored mushroom with four eyes in its stalk hovering in the air above the plinth. There is no other exit from the room. After some discussion the party decides that the fighter should lick/eat more of the fungi and mushrooms and see if anything happens. He does so and after a few minutes he is high as a kite. He has triggered a Fungal Reality Shift and hears the words: "You feel something has changed". A path out of the room has become visible and on the platform there now lies a second notebook:
“Among the great alchemical endeavors there are some that, while not equal to the Great Work, nonetheless are revered greatly for the deific potence they instill to whomsoever succeeds in harnessing their power.”
Room 24
A short tunnel leads to a large and high-ceilinged cavern that consists of two levels. Our friends arrive at the higher level which is about a third of the cavern in size. The rest of the cavern floor is down a sharp drop of about forty feet. The walls and ceiling of the cavern are covered with different fungi and lichen, except for the cliff face which is slick with something they hope is water.
![](/fc1/images/8/84/M%C3%A4rki%C3%A4inen.gif)
At the lower level the floor consists of soil and rock, except for in the left corner where a patch of about thirty by thirty feet seems to be sand. Getting down is tricky but with the help of a rope tied to a large mushroom, Regius is the first to make it down, arriving near the sandy patch. Just as he is looking at the sand, red orbs hit him from behind. A strange, green creature has peeked around a bend in the cliff face and is the source of the attack.
The cleric casts a Fog Cloud to hide from the enemy as the orbs hit *hard*. Reb goes down the rope next and Butch runs closer along the top of the cliff face with Harpin casting some of his own magic back at the creature. It then takes its turn to cast more orbs, this time at Reb, making the fighter enter the Fog Cloud as well, he has taken a lot of damage and the enemy is at least sixty feet away.
Butch jumps forty feet down at the creature and hits for all he is worth, using gravity to increase the damage. Unfortunately the creature then moves away and teleports onto the higher part of the cave where only Harpin is left. The warlock takes a lot of damage but luckily a Healing Word spell by Regius keeps him in the fight and with a Shillelagh spell on his quarterstaff he finishes off the creature.
Hidden from sight from above due to the cliff sloping back is a small cave that clearly was the home of the creature. Inside is some dirty bedding, a lot of dead bugs that might be a food supply and on a small pedestal is an orange stone shaped like an egg but more pointy at the top. It’s about a foot tall and carved into it is a rune of a circle bisected by vertical line and horizontal line from the left side of the circle to the vertical line.
Velkor identifies it as a Runestone of Fire and their enemy as a Märkiäinen. Harpin takes some time to dig out the sand pit but finds nothing of interest.
Room 25
A long tunnel leads to a small cavern filled with mushrooms, some the size of a shed, others more regular size but most about as tall as a dwarf. Most walls are covered with vines and fungi, except for the wall opposite of the entry tunnel, which is just light grey rock.
A number of metal beams are set into the ceiling but the one near the only other exit from the cavern has come down from the ceiling together with quite a bit of rock which has blocked the tunnel entrance.
Our friends discuss what to do with the blockage and Butch has a good look at the grey wall, determining it's not too thick. They use more of the explosive powder, making a hole in the wall and then blowing it up quite effectively. Behind it is a tunnel that, when going right, loops back to the blocked entrance.
Room 26
A short tunnel leads to a cavern with smooth brown/yellowish brickwork at the end of it. The back of the room is taken up with a large plinth, inscribed with runes along the bottom, floating above it is a large swirling purple vertical disc. On the right side is a slightly smaller plinth, also inscribed with runes, on it sits a dark blue sphere engulfed in lighter blue magical flames, inside of it one can just about make out a stylized axe head covered in blood. Next to it lays an emerald tablet. The runes are the same as in the previous room that looked like this, the tablet translates to this:
“If all the mountains were of silver and gold, What would they profit a man who lives in constant fear of death? Hence there cannot be in the whole world anything better than our Medicine, Which has power to heal all the diseases of the flesh.”
This time Butch interacts with the blue sphere and when he does, he hears the words: “Secrets of otherworldly life have been unlocked to you.” He has gained the Critical Hit + perk. Then our friends step through the portal.
Room 27
Stepping through the portal they arrive inside a large room made of the same brickwork as the previous one though there is no portal on this side, so no way back. One large stone basin contains clear, fresh water, another contains fish, which Butch catches for a nice meal. A large pedestal inscribed with runes, "Refreshing", along the bottom sits next to it, motes of light float above it.
Beyond it is a large rack containing a number of weapons, ammunition, and armor repair tools. At the end of the room is an exit tunnel. It's another Holy Mountain. No magic weapons are found this time.
Snowy Depths
Room 28
As the party goes down the exit tunnel the air gets quite cold and they come to the end of the passageway they see why; all they see is snowy slopes and a starry sky. Once outside they can look up and that’s when they find out they are about halfway up a mountain. The incline up the mountain is quite severe and packed with snow.
They are on a small ledge of about a hundred by sixty feet and at the edge of the shelf are six wooden contraptions with metal runners attached to the bottom of them. Velkor is quite surprised, he doesn’t understand how but these must be the Snowy Depths, “between the woods and frozen lake, the darkest evening of the year,” he whispers.
Standing at the edge our friends gaze down the mountain. It looks a little steep for the first part but then it sort of levels off into a number of small valleys. At that moment a thunderous rumble sounds and the earth starts to move. Looking behind them, the party sees immeasurable tons of snow starting to come down the mountain over a front hundreds of feet wide; avalanche!
Our friends get onto the toboggans and race down slope, staying only just ahead of the avalanche. Butch and Harpin crash their sled but the warlock in-cases himself in a block of ice and Butch rides it out into the snowy valley.
![](/fc1/images/thumb/e/ee/Toboggan.png/938px-Toboggan.png)
Room 29
Our friends recover from their hasty descent down the mountain and get their bearings. They are in a small dale a few hundred feet across. To either side is a snow-covered hill and ahead a thick wall of ice blocks their way. Behind them the avalanche has made short work of any ideas about climbing back up the mountain.
The ground is almost completely covered with snow and there doesn’t seem to be much in the way of vegetation. A small pool of, likely ice-cold, water is the only thing of interest.
Room 30
Loot Found
Magic Items
- Chest of Preserving - keeps food fresh.
- Ruusu - a Wand of Entangle, with 7 charges that do not recharge. Has this added effect: while restrained by this spell, targets takes 1d6 piercing damage at the start of each of their turns.
- Kiuaskivi - a small, fiery rock, gives Fire Resistance when held.
- Keihäs - magical spear.
- Varpuluuta - a Wand of Secrets with 30 charges.
- Paha Silmä - an eye the size of a human's head.
- Kiekurakeppi - a Wand of Viscid Globs with 7 charges that do not recharge.
- Tannerkivi - a small rock, gives Acid Immunity when held.
- Runestone of Fire - as an Action you can kick it and it creates a 30' diameter field for 1 minute that changes any magical elemental damage from any other type to fire.
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.
- Healthium; when imbibed or covered in it, it gives the subject a regeneration of 5 hp per turn for 10 turns.
Valuables
- Kantele; a musical instrument.
- An ancient looking set of playing cards made of sliced bone, one card missing.