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Aqua Team (The Dolphins) DM - Matt Sm. Wishoner - Jeff Seewalen - Tracy Xalloweth - Delida Malagon - Rob Lanni - Bob Pellin - Matt Se. | |
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Green Team (The Whales) Wishoner - Jodi Seewalen - Torrey Xalloweth - Jim Malagon - Ethan Lanni - Steve Pellin - Pat | |
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Tan Team (The Rockfish) DM - Bret Wishoner - Roberto Seewalen - Alex Xalloweth - Mike Malagon - Peter Lanni - Paul S Pellin - Paul H |
Through a series of newspaper articles (see the references), the players see the first 3 days of the event unfold. They immediately offer their assistance to good King Tirilion, but he chooses another group of heroes led by the Gaylon the Gallant to perform a daring rescue.
Sirella is being held in the ruins of Grish, an ancient Gnomish city that was destroyed (and flooded) in the Cataclysm. The city has been abandoned for hundreds of years, but now Kagok and his minions, including a Great White shark, have made it their fortress.
The day after Gaylon's group leaves, the Princess' pet perch, Finnie returns to the castle. This is taken as excellent news, as the druids learn from Finnie that the Princess is alive and well. And Finnie may know the way back to her.
Wishoner's group, the tournament players, is asked to the castle, and charged with bringing Finnie to Gaylon, and told about a recent shipwreck that may contain a map of the Lobster's Lair.
Upon reaching the outskirts of Grish, the party finds signs that something has befallen Gaylon's group... a great battle, with no signs of survivors or victors. Taking destiny into their own hands, they carefully let Finnie guide them into a deep fissure, retracing his path to the Princess. They are surprised by giant electric eels, but escape into a tunnel, which collapses behind them. They are trapped in the underground of the ancient city of Grish.
Finnie leads them through a maze of twisty passages to a circular room guarded by Locathath warriors. After a quick victory, the group descends a staircase to find Princess Sirella in a sturdy cage. Dispatching the "siren fish" watching the Princess, and using the key from a guard upstairs, they learn there that Kagok isn't such always a bad lobster afterall, but that his right-hand crab, Tikdary, is far more grumpy.
The party chooses to explore the underwater city for an exit, which they do for a while, but then decide that Kagok must be charmed by the spellcasting crab, and they carefuly prepare to sneak up into the castle to cast Detect Charm. Cautiously, they explore the castle and at last, invisibly peer into the throne room at the huge lobster. The Detect Charm spell cast, they dash back down to safety. Kagok was not charmed.
For hours they explore the underwater city. At one point, they speak with a Sea Hag who tells them that an exit might be found from the two towers in the Merchat Quadrant. Fighting marine trolls to reach the buildings, they learn that the Bassomatic makes excellent marine troll soup.
There are many locked doors in the twin buildings, each color coded, and a set of fragile keys. After exploring the building, they find a door which seems to have natural sunlight coming from a crack beneath. Thinking they'd solved the puzzle, they try the keys, but end up breaking them.
Finally, in desperation, (and at 4am in the morning), the group plots a successful "Get It" strategy out through the throne room, fighting all manner of creatures along the way, but escaping safely with the Princess and the hapiness of the Kingdom.
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