The Iron Coral, session one

A recent addition to these isolated waters, the Iron Coral manifested on the coast just to the northeast of Dyresanje Berm. A jagged, metallic form growing out of the ocean over no more than a month (since the Halls of the Blood King were reduced to rubble). Cavernous holes beckon from it’s sponge-like shell and the few sent to explore inside have not returned.

Naturally, our party is enlisted by Malique (the huntress/necromancer) to venture inside and perhaps bring back any artifacts or things with mysterious powers. The party consists of:

  • Walter Whiteside, human of noble background, now a Criminal and wanderer who excels at negotiations, diplomacy, and poker.
  • Turlough Quince, a human ne’er-do-well rogue (Criminal) who is a polymath and masterful imposter.
  • Amaris, a human Elementalist wanderer who struggles between a path as a healer/cleric or as an assassin, seeking redemption and revenge for her devastated homeland.
  • Rathy, a xenoblooded (some sort of alien-human hybrid?) Warrior with a carpentry background, would love to start a slave revolt.
  • Bruusa, a dwarven Cleric who serves his deity The Doombringer. Seeking justice, though at times aggressive and vengeful, perhaps past misfortunes leave him cursed with a broken face, burn scar, and stained ceremonial clothes. He wants to find the source of evil and kill it – and kill evil-doers along the way with his large axe.
Map of Iron Coral, session 1.

The adventurers stashed their unnecessaries back at the small encampment and explored the outside and top of the giant coral. They entered via the only passage. Room 1 was a dark cave with echoing waves, with various exits; a red coral wall (west) was soft and meaty. Rathy began his habit of tasting the walls.

An alcove led to Room 2: all the walls were soft red coral, and would regrow slowly if cut. A meaty pile in the center was once a dog; Turlough found a pouch with 20s in the remains. Those in the room started to feel faint until Bruusa cast a sanctify spell on the walls, and the party exited.

A passageway filled with salty, harmless foam led to Room 13. This room is filled with foam and smells like the sea. A passageway south led to Room 11. This room has stone walls, metal pipes in the floor spewing out foam, and a grate in the ceiling babbling an incomprehensible language.