Shaking off the weariness of battle, and double-checking to make sure that the portal the elemental opened was indeed closed now, the party made their way back to the surface of the lake to find that the weather had cleared quite nicely. Talon checked the air to see if they could set foot on the mainland again, and found that it was possible. Both Desmond and Talon however found that staying out of water for an extended period of time caused their skin to quickly dry up and start to burn.
Upon making it back to the island, they found some of the converts of Desna diving in the water and retrieving debris. Enna gathered around all she could and cured each of their diseases caused by their imprisonment by the Aboleth, along with what was afflicting Talon and Desmond. From there, she gave a sermon reading from the book of Desna, while instructing the new followers in building a shrine to their goddess.
Moving to the village in the middle of the small island, the party quickly found that the Lost Treasure of Palming Lake was no longer lost! Two villagers exploring the depths of their island uncovered the lost painting, and were busy showing it off to the others. After some convincing on the parts of Desmond and Adoness, the two were ‘persuaded’ to hand over the painting.
On their way out of the village, one of the new converts chased after the party, and gifted them all with items and gold recovered from the wrecked caravan as a means of thanking them for their assistance.
Making camp for the night on the shores of Palming Lake, Enna used the magical mirror to get back in touch with Tim the Enchanter, who informed them of heavy fighting between the Vorn Empire and the HRG around Newmark. His last word was ‘Lamashtu,’ which caused some consternation in the party. Deciding to head towards the Cairnwood jungle the next day before contacting Tim again, the group had a much needed rest.
Travel the next day was smooth and easy, and ended with another talk with Tim, who warned the party that followers of Lamashtu were looking for them.
The next day saw the group camping just outside of the Cairnwood, where they bedded down for the night, preparing to march into the jungle on the morrow. The session ended with a surprise for Adoness, who was on watch for the night, who was hit in the chest with an arrow!
10,000 gold pieces worth of assorted coins
The surface of this stick of white chalk is covered with silvery runes. Drawing a line with the chalk creates a wall of force that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of boundary chalk can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.
Elixir of Tumbling:
This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.
Elixir of Love:
This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.
A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a plus five bonus on the check). Applied to a diseased area, it removes disease (as remove disease with a plus five bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. grant their wearer a +5 competence bonus on Perception checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.
These thin leather gloves have delicate steel wires running through them. Three times per day as a standard action, the wearer of these gloves may attempt a disarm combat maneuver on a target within 30 feet. The target’s item must be mostly made of metal. If the combat maneuver check is successful, the target is disarmed and the item falls to the ground in the target’s square. For every 5 by which the check exceeds the DC, the item lands 1 square closer to the wearer. If this would place the item in the wearer’s square, the wearer may attempt to catch the item with a DC 10 Dexterity check; otherwise it lands in the wearer’s square. The wearer can only use this ability if she has at least one hand free. If the wearer fails the combat maneuver check, she is not disarmed.
Mind Sentinel Medallion:
The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion’s power fades away entirely and it becomes a simple piece of silver jewelry.
A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn’t enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease. A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.
Necklace of Rememberance:
A silver chain meets at a heart-shaped locket which dangles down off your neck. While wearing this necklace, you are able to memorize a single page of writing perfectly per day, up to five pages memorized. As long as you wear the necklace, you will be able to recall the pages exactly, as the spell Memorize Page. If the necklace is removed, you slowly lose your ability to recall these pages, starting with the most recent page memorized, and losing them at a rate of one per day the necklace is not worn. Putting the necklace back on will not allow you to recall again any pages you have forgotten while not wearing the necklace.
Glasses of Truth:
A sturdy wire frame sits around these two small glass circles, and arms reach back to hook the frame behind your ears. With a swift action, you can activate these glasses, which enables you to determine falsehoods for two rounds as the Discern Lies spell.
Laeryn, after being treated with a Make Whole spell from Enna, was blessed by Desna and enchanted, to become a +1 magical Frosty Elven Curve Blade, adding +1 to damage rolls, and an extra 1d6 cold damage to each blow.
Desmond threw away 100 gold pieces.
Talon paid out 300 gold to the lady who gave the most help to the party, in recompense for the boats lost to sea.
Retrieved the Lost Treasure of Palming Lake: 1000XP
Built a shrine to Desna: 75XP
Retrieved the painting with no loss of life: 100XP
Paid back the boat debt: 75XP