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.
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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.