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	<title>Event:4713/04/30 Exploring Olah-Kakanket - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https:///wiki.witchtower.org/index.php?action=history&amp;feed=atom&amp;title=Event%3A4713%2F04%2F30_Exploring_Olah-Kakanket"/>
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	<updated>2026-05-09T17:30:45Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4387&amp;oldid=prev</id>
		<title>imported&gt;Magatone at 00:21, 4 April 2019</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4387&amp;oldid=prev"/>
		<updated>2019-04-04T00:21:03Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 00:21, 4 April 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l7&quot; &gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On 5/3, we take [[Xamanthe]] outside to be guarded by the horses and wolves, then head back in.  The first water trap room is turned off by a switch in the zombie cleanup squad closet.  In the [[Charon]] room, [[Kessler]] summons a [[Vulpinal]] to assess the religious context.  We try lighting the lanterns to go through the door again, but the trap goes off.  [[Moto]] dies to the cold fire, the rest of us take damage.  We continue.  We explore the door off the other room, but it's just a set of unfinished stairs.  We go back to the [[Charon]] room and go through the *other* doors.  There's a hallway to stairs down to a 50x50 room with 2 pillars carved with daemonic faces and burial alcoves lining the sides and a door directly opposite the entrance.  The burial alcoves are sized for large creatures hold assorted bits of pottery.  We fight two [[Soul Eater]]s upon entering.  Looks like anything that was here is long gone.  We find a door among the alcoves and head through it, going down a hallway.  It brings us to a wide chamber about 90' across - the chamber stinks of tar and sulfur with a bubbling lake of tar in the middle.  [[Grikk]] can make out a skeletal figure in a robe on the other side of the tar lake.  We retreat back to the burial room and go through the other door.  A hallway leads to a small 15x15 room with frescoes depicting a necromancer taking out a peacock, then an elephant, then a horse.  Then it shows the necromancer in a crown being worshiped by [[Cyclops|Cyclopes]].  The necromancer is wearing rings that look like the jade bracelets (bracelets are rings for large creatures).  Then it's sitting on a throne with a comet over its head, followed by [[Cyclops|Cyclopes]] fleeing and images of death.  Finally, there's an image of a [[Cyclops]] picking up the crown and donning it and then [[Cyclops|Cyclopes]] carrying the crowned [[Cyclops]], and the last image of it being carried into a cliff with water rushing over the cliff.  We leave through the other door.  There's a 25x15 room on the other side.  There is a [[Cyclops]] statue on the other side of this room.  The room also contains a stone workbench at shoulder height with stone vessels and bronze tools that we identify as funerary tools.  [[Onica]] finds a door behind the statue.  It's magically locked.  [[Kessler]] dispels it and then [[Grikk]] cuts through the lock.  The next chamber has eyes painted all over the room looking at one spot with the carving of a giant stylized eye with a pupil the size of an average human hand.  The eye has strong conjuration and divination magic, and [[Grikk]] determines that teleportation magic has been cast here.  We go back to the tar pit room.  We buff up ([https://www.d20pfsrd.com/magic/all-spells/f/fly/ fly], [https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/ enlarge], [https://www.d20pfsrd.com/magic/all-spells/r/reduce-person/ reduce], [https://www.d20pfsrd.com/magic/all-spells/h/haste/ haste], [https://www.d20pfsrd.com/classes/core-classes/Bard/#TOC-Bardic-Performance inspire], etc.) and head into the room.  A [https://www.d20pfsrd.com/magic/all-spells/f/fireball/ fireball] hits us as we prepare to enter, and [[Grikk]] notices a figure among the stalactites of the ceiling.  [[Grikk]] flies in to hit him, and realizes that the figure he saw earlier is [[Cephal Lorentus]] ([[Varn]]'s magister.  We cut him down quickly and grab the body.  Going through the swollen black door, we head down the hallway, going up a couple sets of stairs, and then we find two doors, one on the right and left.  We go through the door on the left.  There's a 20x30 antechamber with a hallway headed off the right on the other end.  There's a table in the room that has the body of an [[Ulfen]] in [[Varnhold]] livery.  [[Onica]] determines that his head was removed, cracked open, and his brain eaten.  The body is 2-3 months old.  We explore down the hallway, noting that it's a very long crypt.  Just as the end (with a turn) comes into [[Grikk]]'s sight, an arm reaches through the wall to strike us.  Two [[Spectre]]s assault us, causing negative levels every time they touch us.  [[Grikk]] breaks out the big spells to bring them down once we realize we aren't doing much damage.  We recognize the first as the [[Ulfan]] man and the second as [[Sybil]], the Grand Diplomat of [[Varnhold]].  We evacuate afterward without further incident.  Back at camp, we give [[Xamanthe]] the [https://www.d20pfsrd.com/magic-items/rings/ring-of-freedom-of-movement/ Ring of Freedom of Movement] and rest for the night.  [[Xamanthe]] is willing to return to her people or fight by our side.  [[Kessler]] reads the [[Ulfen]] book overnight, and we learn:  It's the journal of [[Willis Gunderson]] and starts prior to founding of [[Varnhold]].  There's an entry on Neth 11, 4712, where he found a [[jade bracelet]] by the river.  The journal continues through Abadus 14, 4713, which is a mundane scouting report of [[Varnhold Pass]].   &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On 5/3, we take [[Xamanthe]] outside to be guarded by the horses and wolves, then head back in.  The first water trap room is turned off by a switch in the zombie cleanup squad closet.  In the [[Charon]] room, [[Kessler]] summons a [[Vulpinal]] to assess the religious context.  We try lighting the lanterns to go through the door again, but the trap goes off.  [[Moto]] dies to the cold fire, the rest of us take damage.  We continue.  We explore the door off the other room, but it's just a set of unfinished stairs.  We go back to the [[Charon]] room and go through the *other* doors.  There's a hallway to stairs down to a 50x50 room with 2 pillars carved with daemonic faces and burial alcoves lining the sides and a door directly opposite the entrance.  The burial alcoves are sized for large creatures hold assorted bits of pottery.  We fight two [[Soul Eater]]s upon entering.  Looks like anything that was here is long gone.  We find a door among the alcoves and head through it, going down a hallway.  It brings us to a wide chamber about 90' across - the chamber stinks of tar and sulfur with a bubbling lake of tar in the middle.  [[Grikk]] can make out a skeletal figure in a robe on the other side of the tar lake.  We retreat back to the burial room and go through the other door.  A hallway leads to a small 15x15 room with frescoes depicting a necromancer taking out a peacock, then an elephant, then a horse.  Then it shows the necromancer in a crown being worshiped by [[Cyclops|Cyclopes]].  The necromancer is wearing rings that look like the jade bracelets (bracelets are rings for large creatures).  Then it's sitting on a throne with a comet over its head, followed by [[Cyclops|Cyclopes]] fleeing and images of death.  Finally, there's an image of a [[Cyclops]] picking up the crown and donning it and then [[Cyclops|Cyclopes]] carrying the crowned [[Cyclops]], and the last image of it being carried into a cliff with water rushing over the cliff.  We leave through the other door.  There's a 25x15 room on the other side.  There is a [[Cyclops]] statue on the other side of this room.  The room also contains a stone workbench at shoulder height with stone vessels and bronze tools that we identify as funerary tools.  [[Onica]] finds a door behind the statue.  It's magically locked.  [[Kessler]] dispels it and then [[Grikk]] cuts through the lock.  The next chamber has eyes painted all over the room looking at one spot with the carving of a giant stylized eye with a pupil the size of an average human hand.  The eye has strong conjuration and divination magic, and [[Grikk]] determines that teleportation magic has been cast here.  We go back to the tar pit room.  We buff up ([https://www.d20pfsrd.com/magic/all-spells/f/fly/ fly], [https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/ enlarge], [https://www.d20pfsrd.com/magic/all-spells/r/reduce-person/ reduce], [https://www.d20pfsrd.com/magic/all-spells/h/haste/ haste], [https://www.d20pfsrd.com/classes/core-classes/Bard/#TOC-Bardic-Performance inspire], etc.) and head into the room.  A [https://www.d20pfsrd.com/magic/all-spells/f/fireball/ fireball] hits us as we prepare to enter, and [[Grikk]] notices a figure among the stalactites of the ceiling.  [[Grikk]] flies in to hit him, and realizes that the figure he saw earlier is [[Cephal Lorentus]] ([[Varn]]'s magister.  We cut him down quickly and grab the body.  Going through the swollen black door, we head down the hallway, going up a couple sets of stairs, and then we find two doors, one on the right and left.  We go through the door on the left.  There's a 20x30 antechamber with a hallway headed off the right on the other end.  There's a table in the room that has the body of an [[Ulfen]] in [[Varnhold]] livery.  [[Onica]] determines that his head was removed, cracked open, and his brain eaten.  The body is 2-3 months old.  We explore down the hallway, noting that it's a very long crypt.  Just as the end (with a turn) comes into [[Grikk]]'s sight, an arm reaches through the wall to strike us.  Two [[Spectre]]s assault us, causing negative levels every time they touch us.  [[Grikk]] breaks out the big spells to bring them down once we realize we aren't doing much damage.  We recognize the first as the [[Ulfan]] man and the second as [[Sybil]], the Grand Diplomat of [[Varnhold]].  We evacuate afterward without further incident.  Back at camp, we give [[Xamanthe]] the [https://www.d20pfsrd.com/magic-items/rings/ring-of-freedom-of-movement/ Ring of Freedom of Movement] and rest for the night.  [[Xamanthe]] is willing to return to her people or fight by our side.  [[Kessler]] reads the [[Ulfen]] book overnight, and we learn:  It's the journal of [[Willis Gunderson]] and starts prior to founding of [[Varnhold]].  There's an entry on Neth 11, 4712, where he found a [[jade bracelet]] by the river.  The journal continues through Abadus 14, 4713, which is a mundane scouting report of [[Varnhold Pass]].   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The following day, 5/4, we hang out until the pall of our negative levels pass, and then we head back in, going to the horrible cold fire trap room and going through the door that doesn't set it off.  We make our way back to the [[Specter]] room and continue to the end of the hall and head right.  The passageway looks unfinished after the turn.  We go back to the door on the right.  It's a large room with a dinner party where attendees were feeding on 12 humans' brains.  [[Cyclops|Cyclopes]] are cleaning up the leftovers, watched over by a [[Piscodaemon]].  Among the bodies, we recognize [[Maegar Varn]] and [[Daymia Merril]], the Warden.  We slay the [[Cyclops|Cyclopes]] and daemon.  Going through the room, we count no less than 40 bodies, no children (57 total bodies including the 12 at the table).  They are all from [[Varnhold]].  One of them is wearing the trappings of a priest of [[Erastil]].  The bodies range in time of death from a week to two months ago.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The following day, 5/4, we hang out until the pall of our negative levels pass, and then we head back in, going to the horrible cold fire trap room and going through the door that doesn't set it off.  We make our way back to the [[Specter]] room and continue to the end of the hall and head right.  The passageway looks unfinished after the turn.  We go back to the door on the right.  It's a large room with a dinner party where attendees were feeding on 12 humans' brains.  [[Cyclops|Cyclopes]] are cleaning up the leftovers, watched over by a [[Piscodaemon]].  Among the bodies, we recognize [[Maegar Varn]] and [[Daymia Merril]], the Warden.  We slay the [[Cyclops|Cyclopes]] and daemon.  Going through the room, we count no less than 40 bodies, no children (57 total bodies including the 12 at the table).  They are all from [[Varnhold]].  One of them is wearing the trappings of a priest of [[Erastil]].  The bodies range in time of death from a week to two months ago&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  We head up the stairs and enter a room with a well of [[Styx]] water.  A [[Water Elemental]] rises out of it, and we beat it down.  There are doors east and south.  Heading through the south door, we find an octagon-shaped room with a crystal dome with an inverted eye that is staring down into a 20' diameter circle inscribed into the floor.  We enter the other room and find [[Vordakai]]'s throne room.  A brutal combat ensues, in which [[Grikk]] is horribly cursed (lowering his strength) and rendered blind.  [[Grikk]] still manages to land a killing blow on [[Vordakai]] though.  We recover [[Soul Jar]]s with the remaining populace of [[Varnhold]].  [[Warin Colson]], [[Varnhold]]'s Councilor is among them.  We loot what we can, place the [[Soul Jar]]s gently into a convenient [https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/portable-hole/ portable hole] that we found, and head back to the [[Centaur Camp]]&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Magatone</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4386&amp;oldid=prev</id>
		<title>imported&gt;Magatone at 00:18, 4 April 2019</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4386&amp;oldid=prev"/>
		<updated>2019-04-04T00:18:23Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 00:18, 4 April 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l7&quot; &gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On 5/3, we take [[Xamanthe]] outside to be guarded by the horses and wolves, then head back in.  The first water trap room is turned off by a switch in the zombie cleanup squad closet.  In the [[Charon]] room, [[Kessler]] summons a [[Vulpinal]] to assess the religious context.  We try lighting the lanterns to go through the door again, but the trap goes off.  [[Moto]] dies to the cold fire, the rest of us take damage.  We continue.  We explore the door off the other room, but it's just a set of unfinished stairs.  We go back to the [[Charon]] room and go through the *other* doors.  There's a hallway to stairs down to a 50x50 room with 2 pillars carved with daemonic faces and burial alcoves lining the sides and a door directly opposite the entrance.  The burial alcoves are sized for large creatures hold assorted bits of pottery.  We fight two [[Soul Eater]]s upon entering.  Looks like anything that was here is long gone.  We find a door among the alcoves and head through it, going down a hallway.  It brings us to a wide chamber about 90' across - the chamber stinks of tar and sulfur with a bubbling lake of tar in the middle.  [[Grikk]] can make out a skeletal figure in a robe on the other side of the tar lake.  We retreat back to the burial room and go through the other door.  A hallway leads to a small 15x15 room with frescoes depicting a necromancer taking out a peacock, then an elephant, then a horse.  Then it shows the necromancer in a crown being worshiped by [[Cyclops|Cyclopes]].  The necromancer is wearing rings that look like the jade bracelets (bracelets are rings for large creatures).  Then it's sitting on a throne with a comet over its head, followed by [[Cyclops|Cyclopes]] fleeing and images of death.  Finally, there's an image of a [[Cyclops]] picking up the crown and donning it and then [[Cyclops|Cyclopes]] carrying the crowned [[Cyclops]], and the last image of it being carried into a cliff with water rushing over the cliff.  We leave through the other door.  There's a 25x15 room on the other side.  There is a [[Cyclops]] statue on the other side of this room.  The room also contains a stone workbench at shoulder height with stone vessels and bronze tools that we identify as funerary tools.  [[Onica]] finds a door behind the statue.  It's magically locked.  [[Kessler]] dispels it and then [[Grikk]] cuts through the lock.  The next chamber has eyes painted all over the room looking at one spot with the carving of a giant stylized eye with a pupil the size of an average human hand.  The eye has strong conjuration and divination magic, and [[Grikk]] determines that teleportation magic has been cast here.  We go back to the tar pit room.  We buff up ([https://www.d20pfsrd.com/magic/all-spells/f/fly/ fly], [https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/ enlarge], [https://www.d20pfsrd.com/magic/all-spells/r/reduce-person/ reduce], [https://www.d20pfsrd.com/magic/all-spells/h/haste/ haste], [https://www.d20pfsrd.com/classes/core-classes/Bard/#TOC-Bardic-Performance inspire], etc.) and head into the room.  A [https://www.d20pfsrd.com/magic/all-spells/f/fireball/ fireball] hits us as we prepare to enter, and [[Grikk]] notices a figure among the stalactites of the ceiling.  [[Grikk]] flies in to hit him, and realizes that the figure he saw earlier is [[Cephal Lorentus]] ([[Varn]]'s magister.  We cut him down quickly and grab the body.  Going through the swollen black door, we head down the hallway, going up a couple sets of stairs, and then we find two doors, one on the right and left.  We go through the door on the left.  There's a 20x30 antechamber with a hallway headed off the right on the other end.  There's a table in the room that has the body of an [[Ulfen]] in [[Varnhold]] livery.  [[Onica]] determines that his head was removed, cracked open, and his brain eaten.  The body is 2-3 months old.  We explore down the hallway, noting that it's a very long crypt.  Just as the end (with a turn) comes into [[Grikk]]'s sight, an arm reaches through the wall to strike us.  Two [[Spectre]]s assault us, causing negative levels every time they touch us.  [[Grikk]] breaks out the big spells to bring them down once we realize we aren't doing much damage.  We recognize the first as the [[Ulfan]] man and the second as [[Sybil]], the Grand Diplomat of [[Varnhold]].  We evacuate afterward without further incident.  Back at camp, we give [[Xamanthe]] the [https://www.d20pfsrd.com/magic-items/rings/ring-of-freedom-of-movement/ Ring of Freedom of Movement] and rest for the night.  [[Xamanthe]] is willing to return to her people or fight by our side.  [[Kessler]] reads the [[Ulfen]] book overnight, and we learn:  It's the journal of [[Willis Gunderson]] and starts prior to founding of [[Varnhold]].  There's an entry on Neth 11, 4712, where he found a [[jade bracelet]] by the river.  The journal continues through Abadus 14, 4713, which is a mundane scouting report of [[Varnhold Pass]].   &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On 5/3, we take [[Xamanthe]] outside to be guarded by the horses and wolves, then head back in.  The first water trap room is turned off by a switch in the zombie cleanup squad closet.  In the [[Charon]] room, [[Kessler]] summons a [[Vulpinal]] to assess the religious context.  We try lighting the lanterns to go through the door again, but the trap goes off.  [[Moto]] dies to the cold fire, the rest of us take damage.  We continue.  We explore the door off the other room, but it's just a set of unfinished stairs.  We go back to the [[Charon]] room and go through the *other* doors.  There's a hallway to stairs down to a 50x50 room with 2 pillars carved with daemonic faces and burial alcoves lining the sides and a door directly opposite the entrance.  The burial alcoves are sized for large creatures hold assorted bits of pottery.  We fight two [[Soul Eater]]s upon entering.  Looks like anything that was here is long gone.  We find a door among the alcoves and head through it, going down a hallway.  It brings us to a wide chamber about 90' across - the chamber stinks of tar and sulfur with a bubbling lake of tar in the middle.  [[Grikk]] can make out a skeletal figure in a robe on the other side of the tar lake.  We retreat back to the burial room and go through the other door.  A hallway leads to a small 15x15 room with frescoes depicting a necromancer taking out a peacock, then an elephant, then a horse.  Then it shows the necromancer in a crown being worshiped by [[Cyclops|Cyclopes]].  The necromancer is wearing rings that look like the jade bracelets (bracelets are rings for large creatures).  Then it's sitting on a throne with a comet over its head, followed by [[Cyclops|Cyclopes]] fleeing and images of death.  Finally, there's an image of a [[Cyclops]] picking up the crown and donning it and then [[Cyclops|Cyclopes]] carrying the crowned [[Cyclops]], and the last image of it being carried into a cliff with water rushing over the cliff.  We leave through the other door.  There's a 25x15 room on the other side.  There is a [[Cyclops]] statue on the other side of this room.  The room also contains a stone workbench at shoulder height with stone vessels and bronze tools that we identify as funerary tools.  [[Onica]] finds a door behind the statue.  It's magically locked.  [[Kessler]] dispels it and then [[Grikk]] cuts through the lock.  The next chamber has eyes painted all over the room looking at one spot with the carving of a giant stylized eye with a pupil the size of an average human hand.  The eye has strong conjuration and divination magic, and [[Grikk]] determines that teleportation magic has been cast here.  We go back to the tar pit room.  We buff up ([https://www.d20pfsrd.com/magic/all-spells/f/fly/ fly], [https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/ enlarge], [https://www.d20pfsrd.com/magic/all-spells/r/reduce-person/ reduce], [https://www.d20pfsrd.com/magic/all-spells/h/haste/ haste], [https://www.d20pfsrd.com/classes/core-classes/Bard/#TOC-Bardic-Performance inspire], etc.) and head into the room.  A [https://www.d20pfsrd.com/magic/all-spells/f/fireball/ fireball] hits us as we prepare to enter, and [[Grikk]] notices a figure among the stalactites of the ceiling.  [[Grikk]] flies in to hit him, and realizes that the figure he saw earlier is [[Cephal Lorentus]] ([[Varn]]'s magister.  We cut him down quickly and grab the body.  Going through the swollen black door, we head down the hallway, going up a couple sets of stairs, and then we find two doors, one on the right and left.  We go through the door on the left.  There's a 20x30 antechamber with a hallway headed off the right on the other end.  There's a table in the room that has the body of an [[Ulfen]] in [[Varnhold]] livery.  [[Onica]] determines that his head was removed, cracked open, and his brain eaten.  The body is 2-3 months old.  We explore down the hallway, noting that it's a very long crypt.  Just as the end (with a turn) comes into [[Grikk]]'s sight, an arm reaches through the wall to strike us.  Two [[Spectre]]s assault us, causing negative levels every time they touch us.  [[Grikk]] breaks out the big spells to bring them down once we realize we aren't doing much damage.  We recognize the first as the [[Ulfan]] man and the second as [[Sybil]], the Grand Diplomat of [[Varnhold]].  We evacuate afterward without further incident.  Back at camp, we give [[Xamanthe]] the [https://www.d20pfsrd.com/magic-items/rings/ring-of-freedom-of-movement/ Ring of Freedom of Movement] and rest for the night.  [[Xamanthe]] is willing to return to her people or fight by our side.  [[Kessler]] reads the [[Ulfen]] book overnight, and we learn:  It's the journal of [[Willis Gunderson]] and starts prior to founding of [[Varnhold]].  There's an entry on Neth 11, 4712, where he found a [[jade bracelet]] by the river.  The journal continues through Abadus 14, 4713, which is a mundane scouting report of [[Varnhold Pass]].   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The following day, 5/4, we hang out until the pall of our negative levels pass, and then we head back in, going to the horrible cold fire trap room and going through the door that doesn't set it off.  We make our way back to the [[Specter]] room and continue to the end of the hall and head right.  The passageway looks unfinished after the turn.  We go back to the door on the right.  It's a large room with a dinner party where attendees were feeding on 12 humans' brains.  [[Cyclops|Cyclopes]] are cleaning up the leftovers, watched over by a [[Piscodaemon]].  Among the bodies, we recognize [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Mager &lt;/del&gt;Varn]] and [[Daymia Merril]], the Warden.  We slay the [[Cyclops|Cyclopes]] and daemon.  Going through the room, we count no less than 40 bodies, no children (57 total bodies including the 12 at the table).  They are all from [[Varnhold]].  One of them is wearing the trappings of a priest of [[Erastil]].  The bodies range in time of death from a week to two months ago.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The following day, 5/4, we hang out until the pall of our negative levels pass, and then we head back in, going to the horrible cold fire trap room and going through the door that doesn't set it off.  We make our way back to the [[Specter]] room and continue to the end of the hall and head right.  The passageway looks unfinished after the turn.  We go back to the door on the right.  It's a large room with a dinner party where attendees were feeding on 12 humans' brains.  [[Cyclops|Cyclopes]] are cleaning up the leftovers, watched over by a [[Piscodaemon]].  Among the bodies, we recognize [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Maegar &lt;/ins&gt;Varn]] and [[Daymia Merril]], the Warden.  We slay the [[Cyclops|Cyclopes]] and daemon.  Going through the room, we count no less than 40 bodies, no children (57 total bodies including the 12 at the table).  They are all from [[Varnhold]].  One of them is wearing the trappings of a priest of [[Erastil]].  The bodies range in time of death from a week to two months ago.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Magatone</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4385&amp;oldid=prev</id>
		<title>imported&gt;Magatone at 00:17, 4 April 2019</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4385&amp;oldid=prev"/>
		<updated>2019-04-04T00:17:33Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 00:17, 4 April 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l5&quot; &gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The next day, 5/2, we return to the room with the flooded stairs.  [[Onica]] casts water breathing, and we make our way through the flooded passage.  On the other side, we find a small room with art of cyclopes fighting centaurs.  We proceed through a set of brass doors into a room with 12 cyclops statues wearing helmets and 4 wearing full armor.  We take some things.  Searching, we find a secret passage on one wall.  Opening it, portcullises close on both doors and the room begins to flood!  [[Grikk]] lifts the portcullis and we make our way to stairs leading up beyond the room.  They take us to a room with pillars carved into fiends and friezes on oppose walls depicting a shadowy man on a boat on a long river with a procession of animal-headed figures along the banks.  The shadowy figure is clearly meant to be [[Charon]], one of the horsemen of the apocalypse, a daemon (knowledge: planes).  [[Onica]] drinks a [https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/ Potion of Detect Evil], and sees a minor evil aura on the door to the north.  There are 3 shrines in the room, 2 in the north and 1 in the south.  The southern one is simple, carved from stone, and holds an oil lamp.  The northern ones also hold lamps in addition to cups with dark residue.  Opening the northern door soaks the room in a cold wave that does massive damage.  We heal up and head to the next room.  The corridor continues north, with a door to the west.  We head north.  Mist in next room coalesces into a [[Piscodaemon]].  It asks, &amp;quot;In whose name do you dare to intrude on the sanctum of [[Charon]]?&amp;quot; [[Roland]] intimates &amp;quot;[[Vordakai]]&amp;quot;.  Daemon asks, &amp;quot;What is the will of the mistress?&amp;quot;  [[Roland]] says, &amp;quot;To assess the security of the sanctum.&amp;quot;  Daemon says, &amp;quot;By the will of [[Charon]],&amp;quot; and settles into a crouch, letting us pass.  Next room looks like a prison.  [[Xamanthe]] is shackled in a corner.  [[Onica]] gets her moving with a [https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement/ Freedom of Movement] spell.  She relates her tale of getting captured by undead [[Cyclops|cyclopes]].  She has only vague memories since then.  A skeleton with a glowing gem eye visited her and said it would return when all will was driven out of her.  Attempting to sneak her out, the [[Piscodaemon]] notices us, and we have a painful fight.  The group decides (against [[Roland]]'s wishes) to head back to the cave.  In the drowning room, we encounter a pair of zombie [[Cyclops|cyclopes]] trying to remove the water.  We slay them and make our way back to our safe cave.  There, [[Kessler]] summons a knowledgeable [[Azata]] that helps us identify that [[Xamanthe]]'s paralysis is caused by a [[Lich]]!  We rest for the night...&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The next day, 5/2, we return to the room with the flooded stairs.  [[Onica]] casts water breathing, and we make our way through the flooded passage.  On the other side, we find a small room with art of cyclopes fighting centaurs.  We proceed through a set of brass doors into a room with 12 cyclops statues wearing helmets and 4 wearing full armor.  We take some things.  Searching, we find a secret passage on one wall.  Opening it, portcullises close on both doors and the room begins to flood!  [[Grikk]] lifts the portcullis and we make our way to stairs leading up beyond the room.  They take us to a room with pillars carved into fiends and friezes on oppose walls depicting a shadowy man on a boat on a long river with a procession of animal-headed figures along the banks.  The shadowy figure is clearly meant to be [[Charon]], one of the horsemen of the apocalypse, a daemon (knowledge: planes).  [[Onica]] drinks a [https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/ Potion of Detect Evil], and sees a minor evil aura on the door to the north.  There are 3 shrines in the room, 2 in the north and 1 in the south.  The southern one is simple, carved from stone, and holds an oil lamp.  The northern ones also hold lamps in addition to cups with dark residue.  Opening the northern door soaks the room in a cold wave that does massive damage.  We heal up and head to the next room.  The corridor continues north, with a door to the west.  We head north.  Mist in next room coalesces into a [[Piscodaemon]].  It asks, &amp;quot;In whose name do you dare to intrude on the sanctum of [[Charon]]?&amp;quot; [[Roland]] intimates &amp;quot;[[Vordakai]]&amp;quot;.  Daemon asks, &amp;quot;What is the will of the mistress?&amp;quot;  [[Roland]] says, &amp;quot;To assess the security of the sanctum.&amp;quot;  Daemon says, &amp;quot;By the will of [[Charon]],&amp;quot; and settles into a crouch, letting us pass.  Next room looks like a prison.  [[Xamanthe]] is shackled in a corner.  [[Onica]] gets her moving with a [https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement/ Freedom of Movement] spell.  She relates her tale of getting captured by undead [[Cyclops|cyclopes]].  She has only vague memories since then.  A skeleton with a glowing gem eye visited her and said it would return when all will was driven out of her.  Attempting to sneak her out, the [[Piscodaemon]] notices us, and we have a painful fight.  The group decides (against [[Roland]]'s wishes) to head back to the cave.  In the drowning room, we encounter a pair of zombie [[Cyclops|cyclopes]] trying to remove the water.  We slay them and make our way back to our safe cave.  There, [[Kessler]] summons a knowledgeable [[Azata]] that helps us identify that [[Xamanthe]]'s paralysis is caused by a [[Lich]]!  We rest for the night...&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On 5/3, we take [[Xamanthe]] outside to be guarded by the horses and wolves, then head back in.  The first water trap room is turned off by a switch in the zombie cleanup squad closet.  In the [[Charon]] room, [[Kessler]] summons a [[Vulpinal]] to assess the religious context.  We try lighting the lanterns to go through the door again, but the trap goes off.  [[Moto]] dies to the cold fire, the rest of us take damage.  We continue.  We explore the door off the other room, but it's just a set of unfinished stairs.  We go back to the [[Charon]] room and go through the *other* doors.  There's a hallway to stairs down to a 50x50 room with 2 pillars carved with daemonic faces and burial alcoves lining the sides and a door directly opposite the entrance.  The burial alcoves are sized for large creatures hold assorted bits of pottery.  We fight two [[Soul Eater]]s upon entering.  Looks like anything that was here is long gone.  We find a door among the alcoves and head through it, going down a hallway.  It brings us to a wide chamber about 90' across - the chamber stinks of tar and sulfur with a bubbling lake of tar in the middle.  [[Grikk]] can make out a skeletal figure in a robe on the other side of the tar lake.  We retreat back to the burial room and go through the other door.  A hallway leads to a small 15x15 room with frescoes depicting a necromancer taking out a peacock, then an elephant, then a horse.  Then it shows the necromancer in a crown being worshiped by [[Cyclops|Cyclopes]].  The necromancer is wearing rings that look like the jade bracelets (bracelets are rings for large creatures).  Then it's sitting on a throne with a comet over its head, followed by [[Cyclops|Cyclopes]] fleeing and images of death.  Finally, there's an image of a [[Cyclops]] picking up the crown and donning it and then [[Cyclops|Cyclopes]] carrying the crowned [[Cyclops]], and the last image of it being carried into a cliff with water rushing over the cliff.  We leave through the other door.  There's a 25x15 room on the other side.  There is a [[Cyclops]] statue on the other side of this room.  The room also contains a stone workbench at shoulder height with stone vessels and bronze tools that we identify as funerary tools.  [[Onica]] finds a door behind the statue.  It's magically locked.  [[Kessler]] dispels it and then [[Grikk]] cuts through the lock.  The next chamber has eyes painted all over the room looking at one spot with the carving of a giant stylized eye with a pupil the size of an average human hand.  The eye has strong conjuration and divination magic, and [[Grikk]] determines that teleportation magic has been cast here.  We go back to the tar pit room.  We buff up ([https://www.d20pfsrd.com/magic/all-spells/f/fly/ fly], [https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/ enlarge], [https://www.d20pfsrd.com/magic/all-spells/r/reduce-person/ reduce], [https://www.d20pfsrd.com/magic/all-spells/h/haste/ haste], [https://www.d20pfsrd.com/classes/core-classes/Bard/#TOC-Bardic-Performance inspire], etc.) and head into the room.  A [https://www.d20pfsrd.com/magic/all-spells/f/fireball/ fireball] hits us as we prepare to enter, and [[Grikk]] notices a figure among the stalactites of the ceiling.  [[Grikk]] flies in to hit him, and realizes that the figure he saw earlier is [[Cephal Lorentus]] ([[Varn]]'s magister.  We cut him down quickly and grab the body.  Going through the swollen black door, we head down the hallway, going up a couple sets of stairs, and then we find two doors, one on the right and left.  We go through the door on the left.  There's a 20x30 antechamber with a hallway headed off the right on the other end.  There's a table in the room that has the body of an [[Ulfen]] in [[Varnhold]] livery.  [[Onica]] determines that his head was removed, cracked open, and his brain eaten.  The body is 2-3 months old.  We explore down the hallway, noting that it's a very long crypt.  Just as the end (with a turn) comes into [[Grikk]]'s sight, an arm reaches through the wall to strike us.  Two [[Spectre]]s assault us, causing negative levels every time they touch us.  [[Grikk]] breaks out the big spells to bring them down once we realize we aren't doing much damage.  We recognize the first as the [[Ulfan]] man and the second as [[Sybil]], the Grand Diplomat of [[Varnhold]].  We evacuate afterward without further incident.  Back at camp, we give [[Xamanthe]] the [https://www.d20pfsrd.com/magic-items/rings/ring-of-freedom-of-movement/ Ring of Freedom of Movement] and rest for the night.  [[Xamanthe]] is willing to return to her people or fight by our side.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On 5/3, we take [[Xamanthe]] outside to be guarded by the horses and wolves, then head back in.  The first water trap room is turned off by a switch in the zombie cleanup squad closet.  In the [[Charon]] room, [[Kessler]] summons a [[Vulpinal]] to assess the religious context.  We try lighting the lanterns to go through the door again, but the trap goes off.  [[Moto]] dies to the cold fire, the rest of us take damage.  We continue.  We explore the door off the other room, but it's just a set of unfinished stairs.  We go back to the [[Charon]] room and go through the *other* doors.  There's a hallway to stairs down to a 50x50 room with 2 pillars carved with daemonic faces and burial alcoves lining the sides and a door directly opposite the entrance.  The burial alcoves are sized for large creatures hold assorted bits of pottery.  We fight two [[Soul Eater]]s upon entering.  Looks like anything that was here is long gone.  We find a door among the alcoves and head through it, going down a hallway.  It brings us to a wide chamber about 90' across - the chamber stinks of tar and sulfur with a bubbling lake of tar in the middle.  [[Grikk]] can make out a skeletal figure in a robe on the other side of the tar lake.  We retreat back to the burial room and go through the other door.  A hallway leads to a small 15x15 room with frescoes depicting a necromancer taking out a peacock, then an elephant, then a horse.  Then it shows the necromancer in a crown being worshiped by [[Cyclops|Cyclopes]].  The necromancer is wearing rings that look like the jade bracelets (bracelets are rings for large creatures).  Then it's sitting on a throne with a comet over its head, followed by [[Cyclops|Cyclopes]] fleeing and images of death.  Finally, there's an image of a [[Cyclops]] picking up the crown and donning it and then [[Cyclops|Cyclopes]] carrying the crowned [[Cyclops]], and the last image of it being carried into a cliff with water rushing over the cliff.  We leave through the other door.  There's a 25x15 room on the other side.  There is a [[Cyclops]] statue on the other side of this room.  The room also contains a stone workbench at shoulder height with stone vessels and bronze tools that we identify as funerary tools.  [[Onica]] finds a door behind the statue.  It's magically locked.  [[Kessler]] dispels it and then [[Grikk]] cuts through the lock.  The next chamber has eyes painted all over the room looking at one spot with the carving of a giant stylized eye with a pupil the size of an average human hand.  The eye has strong conjuration and divination magic, and [[Grikk]] determines that teleportation magic has been cast here.  We go back to the tar pit room.  We buff up ([https://www.d20pfsrd.com/magic/all-spells/f/fly/ fly], [https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/ enlarge], [https://www.d20pfsrd.com/magic/all-spells/r/reduce-person/ reduce], [https://www.d20pfsrd.com/magic/all-spells/h/haste/ haste], [https://www.d20pfsrd.com/classes/core-classes/Bard/#TOC-Bardic-Performance inspire], etc.) and head into the room.  A [https://www.d20pfsrd.com/magic/all-spells/f/fireball/ fireball] hits us as we prepare to enter, and [[Grikk]] notices a figure among the stalactites of the ceiling.  [[Grikk]] flies in to hit him, and realizes that the figure he saw earlier is [[Cephal Lorentus]] ([[Varn]]'s magister.  We cut him down quickly and grab the body.  Going through the swollen black door, we head down the hallway, going up a couple sets of stairs, and then we find two doors, one on the right and left.  We go through the door on the left.  There's a 20x30 antechamber with a hallway headed off the right on the other end.  There's a table in the room that has the body of an [[Ulfen]] in [[Varnhold]] livery.  [[Onica]] determines that his head was removed, cracked open, and his brain eaten.  The body is 2-3 months old.  We explore down the hallway, noting that it's a very long crypt.  Just as the end (with a turn) comes into [[Grikk]]'s sight, an arm reaches through the wall to strike us.  Two [[Spectre]]s assault us, causing negative levels every time they touch us.  [[Grikk]] breaks out the big spells to bring them down once we realize we aren't doing much damage.  We recognize the first as the [[Ulfan]] man and the second as [[Sybil]], the Grand Diplomat of [[Varnhold]].  We evacuate afterward without further incident.  Back at camp, we give [[Xamanthe]] the [https://www.d20pfsrd.com/magic-items/rings/ring-of-freedom-of-movement/ Ring of Freedom of Movement] and rest for the night.  [[Xamanthe]] is willing to return to her people or fight by our side&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  [[Kessler]] reads the [[Ulfen]] book overnight, and we learn:  It's the journal of [[Willis Gunderson]] and starts prior to founding of [[Varnhold]].  There's an entry on Neth 11, 4712, where he found a [[jade bracelet]] by the river.  The journal continues through Abadus 14, 4713, which is a mundane scouting report of [[Varnhold Pass]].  &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The following day, 5/4, we hang out until the pall of our negative levels pass, and then we head back in, going to the horrible cold fire trap room and going through the door that doesn't set it off.  We make our way back to the [[Specter]] room and continue to the end of the hall and head right.  The passageway looks unfinished after the turn.  We go back to the door on the right.  It's a large room with a dinner party where attendees were feeding on 12 humans' brains.  [[Cyclops|Cyclopes]] are cleaning up the leftovers, watched over by a [[Piscodaemon]].  Among the bodies, we recognize [[Mager Varn]] and [[Daymia Merril]], the Warden.  We slay the [[Cyclops|Cyclopes]] and daemon.  Going through the room, we count no less than 40 bodies, no children (57 total bodies including the 12 at the table).  They are all from [[Varnhold]].  One of them is wearing the trappings of a priest of [[Erastil]].  The bodies range in time of death from a week to two months ago&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Magatone</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4384&amp;oldid=prev</id>
		<title>imported&gt;Magatone at 00:13, 4 April 2019</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4384&amp;oldid=prev"/>
		<updated>2019-04-04T00:13:37Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 00:13, 4 April 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot; &gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The next day, 5/2, we return to the room with the flooded stairs.  [[Onica]] casts water breathing, and we make our way through the flooded passage.  On the other side, we find a small room with art of cyclopes fighting centaurs.  We proceed through a set of brass doors into a room with 12 cyclops statues wearing helmets and 4 wearing full armor.  We take some things.  Searching, we find a secret passage on one wall.  Opening it, portcullises close on both doors and the room begins to flood!  [[Grikk]] lifts the portcullis and we make our way to stairs leading up beyond the room.  They take us to a room with pillars carved into fiends and friezes on oppose walls depicting a shadowy man on a boat on a long river with a procession of animal-headed figures along the banks.  The shadowy figure is clearly meant to be [[Charon]], one of the horsemen of the apocalypse, a daemon (knowledge: planes).  [[Onica]] drinks a [https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/ Potion of Detect Evil], and sees a minor evil aura on the door to the north.  There are 3 shrines in the room, 2 in the north and 1 in the south.  The southern one is simple, carved from stone, and holds an oil lamp.  The northern ones also hold lamps in addition to cups with dark residue.  Opening the northern door soaks the room in a cold wave that does massive damage.  We heal up and head to the next room.  The corridor continues north, with a door to the west.  We head north.  Mist in next room coalesces into a [[Piscodaemon]].  It asks, &amp;quot;In whose name do you dare to intrude on the sanctum of [[Charon]]?&amp;quot; [[Roland]] intimates &amp;quot;[[Vordakai]]&amp;quot;.  Daemon asks, &amp;quot;What is the will of the mistress?&amp;quot;  [[Roland]] says, &amp;quot;To assess the security of the sanctum.&amp;quot;  Daemon says, &amp;quot;By the will of [[Charon]],&amp;quot; and settles into a crouch, letting us pass.  Next room looks like a prison.  [[Xamanthe]] is shackled in a corner.  [[Onica]] gets her moving with a [https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement/ Freedom of Movement] spell.  She relates her tale of getting captured by undead [[Cyclops|cyclopes]].  She has only vague memories since then.  A skeleton with a glowing gem eye visited her and said it would return when all will was driven out of her.  Attempting to sneak her out, the [[Piscodaemon]] notices us, and we have a painful fight.  The group decides (against [[Roland]]'s wishes) to head back to the cave.  In the drowning room, we encounter a pair of zombie [[Cyclops|cyclopes]] trying to remove the water.  We slay them and make our way back to our safe cave.  There, [[Kessler]] summons a knowledgeable [[Azata]] that helps us identify that [[Xamanthe]]'s paralysis is caused by a [[Lich]]!  We rest for the night...&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The next day, 5/2, we return to the room with the flooded stairs.  [[Onica]] casts water breathing, and we make our way through the flooded passage.  On the other side, we find a small room with art of cyclopes fighting centaurs.  We proceed through a set of brass doors into a room with 12 cyclops statues wearing helmets and 4 wearing full armor.  We take some things.  Searching, we find a secret passage on one wall.  Opening it, portcullises close on both doors and the room begins to flood!  [[Grikk]] lifts the portcullis and we make our way to stairs leading up beyond the room.  They take us to a room with pillars carved into fiends and friezes on oppose walls depicting a shadowy man on a boat on a long river with a procession of animal-headed figures along the banks.  The shadowy figure is clearly meant to be [[Charon]], one of the horsemen of the apocalypse, a daemon (knowledge: planes).  [[Onica]] drinks a [https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/ Potion of Detect Evil], and sees a minor evil aura on the door to the north.  There are 3 shrines in the room, 2 in the north and 1 in the south.  The southern one is simple, carved from stone, and holds an oil lamp.  The northern ones also hold lamps in addition to cups with dark residue.  Opening the northern door soaks the room in a cold wave that does massive damage.  We heal up and head to the next room.  The corridor continues north, with a door to the west.  We head north.  Mist in next room coalesces into a [[Piscodaemon]].  It asks, &amp;quot;In whose name do you dare to intrude on the sanctum of [[Charon]]?&amp;quot; [[Roland]] intimates &amp;quot;[[Vordakai]]&amp;quot;.  Daemon asks, &amp;quot;What is the will of the mistress?&amp;quot;  [[Roland]] says, &amp;quot;To assess the security of the sanctum.&amp;quot;  Daemon says, &amp;quot;By the will of [[Charon]],&amp;quot; and settles into a crouch, letting us pass.  Next room looks like a prison.  [[Xamanthe]] is shackled in a corner.  [[Onica]] gets her moving with a [https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement/ Freedom of Movement] spell.  She relates her tale of getting captured by undead [[Cyclops|cyclopes]].  She has only vague memories since then.  A skeleton with a glowing gem eye visited her and said it would return when all will was driven out of her.  Attempting to sneak her out, the [[Piscodaemon]] notices us, and we have a painful fight.  The group decides (against [[Roland]]'s wishes) to head back to the cave.  In the drowning room, we encounter a pair of zombie [[Cyclops|cyclopes]] trying to remove the water.  We slay them and make our way back to our safe cave.  There, [[Kessler]] summons a knowledgeable [[Azata]] that helps us identify that [[Xamanthe]]'s paralysis is caused by a [[Lich]]!  We rest for the night...&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On 5/3, we take [[Xamanthe]] outside to be guarded by the horses and wolves, then head back in.  The first water trap room is turned off by a switch in the zombie cleanup squad closet.  In the [[Charon]] room, [[Kessler]] summons a [[Vulpinal]] to assess the religious context.  We try lighting the lanterns to go through the door again, but the trap goes off.  [[Moto]] dies to the cold fire, the rest of us take damage.  We continue.  We explore the door off the other room, but it's just a set of unfinished stairs.  We go back to the [[Charon]] room and go through the *other* doors.  There's a hallway to stairs down to a 50x50 room with 2 pillars carved with daemonic faces and burial alcoves lining the sides and a door directly opposite the entrance.  The burial alcoves are sized for large creatures hold assorted bits of pottery.  We fight two [[Soul Eater]]s upon entering.  Looks like anything that was here is long gone.  We find a door among the alcoves and head through it, going down a hallway.  It brings us to a wide chamber about 90' across - the chamber stinks of tar and sulfur with a bubbling lake of tar in the middle.  [[Grikk]] can make out a skeletal figure in a robe on the other side of the tar lake.  We retreat back to the burial room and go through the other door.  A hallway leads to a small 15x15 room with frescoes depicting a necromancer taking out a peacock, then an elephant, then a horse.  Then it shows the necromancer in a crown being worshiped by [[Cyclops|Cyclopes]].  The necromancer is wearing rings that look like the jade bracelets (bracelets are rings for large creatures).  Then it's sitting on a throne with a comet over its head, followed by [[Cyclops|Cyclopes]] fleeing and images of death.  Finally, there's an image of a [[Cyclops]] picking up the crown and donning it and then [[Cyclops|Cyclopes]] carrying the crowned [[Cyclops]], and the last image of it being carried into a cliff with water rushing over the cliff.  We leave through the other door.  There's a 25x15 room on the other side.  There is a [[Cyclops]] statue on the other side of this room.  The room also contains a stone workbench at shoulder height with stone vessels and bronze tools that we identify as funerary tools.  [[Onica]] finds a door behind the statue.  It's magically locked.  [[Kessler]] dispels it and then [[Grikk]] cuts through the lock.  The next chamber has eyes painted all over the room looking at one spot with the carving of a giant stylized eye with a pupil the size of an average human hand.  The eye has strong conjuration and divination magic, and [[Grikk]] determines that teleportation magic has been cast here.  We go back to the tar pit room.  We buff up ([https://www.d20pfsrd.com/magic/all-spells/f/fly/ fly], [https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/ enlarge], [https://www.d20pfsrd.com/magic/all-spells/r/reduce-person/ reduce], [https://www.d20pfsrd.com/magic/all-spells/h/haste/ haste], [https://www.d20pfsrd.com/classes/core-classes/Bard/#TOC-Bardic-Performance inspire], etc.) and head into the room.  A [https://www.d20pfsrd.com/magic/all-spells/f/fireball/ fireball] hits us as we prepare to enter, and [[Grikk]] notices a figure among the stalactites of the ceiling.  [[Grikk]] flies in to hit him, and realizes that the figure he saw earlier is [[Cephal Lorentus]] ([[Varn]]'s magister.  We cut him down quickly and grab the body.  Going through the swollen black door, we head down the hallway, going up a couple sets of stairs, and then we find two doors, one on the right and left.  We go through the door on the left.  There's a 20x30 antechamber with a hallway headed off the right on the other end.  There's a table in the room that has the body of an [[Ulfen]] in [[Varnhold]] livery.  [[Onica]] determines that his head was removed, cracked open, and his brain eaten.  The body is 2-3 months old.  We explore down the hallway, noting that it's a very long crypt.  Just as the end (with a turn) comes into [[Grikk]]'s sight, an arm reaches through the wall to strike us.  Two [[Spectre]]s assault us, causing negative levels every time they touch us.  [[Grikk]] breaks out the big spells to bring them down once we realize we aren't doing much damage.  We recognize the first as the [[Ulfan]] man and the second as [[Sybil]], the Grand Diplomat of [[Varnhold]].  We evacuate afterward without further incident.  Back at camp, we give [[Xamanthe]] the [https://www.d20pfsrd.com/magic-items/rings/ring-of-freedom-of-movement/ Ring of Freedom of Movement] and rest for the night.  [[Xamanthe]] is willing to return to her people or fight by our side.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Magatone</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4383&amp;oldid=prev</id>
		<title>imported&gt;Magatone at 02:09, 25 March 2019</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4383&amp;oldid=prev"/>
		<updated>2019-03-25T02:09:34Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 02:09, 25 March 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On 5/1, we set out looking for [[Olah-Kakanket]].  We find a wall of warnings bordering the valley.  The valley is about 6 miles across, and Every 50/60 feet, a post with a bone/skull on it marks the warning wall.  A strange feeling of oppression grows as we ride through the valley.  We start to see gravestones about a mile past the wall.  There are 6-10' tall steles marking graves baring [[Cyclops]] writing, which seems to be names.  Cyclopse empire predated Azlant - Age of Legend.  History says they were brutish, tribal creatures that were happy to eat whatever they encountered.  [[Moto]] notices a stone staircase carved into the mountains, but can't see where it goes or how to get to it.  We eventually see a crack in the [[Tors of Levenies]] containing the start of a 15' wide stone staircase.  [[Onica]] spots tracks of a large lumbering humanoid and unshod hoofprints.  Heading up the staircase, we encounter an undead cyclops and a [[Soul Eater]].  We dispatch them and head up the trail.  At the top, we find a huge waterfall with a pond and an island in the middle, which all matches the [[Media:Pendrod'sNotes.pdf|Vordakai's Island story]].  [[Grikk]] notices a protected beach access to the island.  We make our way to the water and use our [https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boat-folding/ folding boat] to cross.  [[Onica]] turns into an air elemental and flies over, scouting.  Landing, we see centaur prints, humanoid boot prints, and presumably more cyclops prints.  The island is basically a 100' pillar.  There's a cleft allowing entrance across from our beach landing.  [[Onica]] flies up and sees an overlook 60' up, and the smoke at the top isn't typical fire smoke.  She returns and we go in.  Pictograph artwork in bas-relief decorate the hall.  Past an arch, we find a broken amphora with the bracelet we're looking for.  We take it.  Then we we loot the remainder of the amphora in niches.  There's a broken wall in the hallway from something breaking out... Going through the broken wall, we enter a diamond-shaped chamber with 3 passages leading off of it. We find a secret door behind a bier and proceed into a natural chamber with a 60' pond.  Sunken stairs are in the pond, and a passage on the other side.  [[Onica]] becomes a water elemental and checks out the stairs, leading to an encounter with an [[Elasmosaurus]] and then another undead cyclops.  Across the pond, we find a passage that ends flooded and leads out into the outside lake.  We sleep in the tunnel.   &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On 5/1, we set out looking for [[Olah-Kakanket]].  We find a wall of warnings bordering the valley.  The valley is about 6 miles across, and Every 50/60 feet, a post with a bone/skull on it marks the warning wall.  A strange feeling of oppression grows as we ride through the valley.  We start to see gravestones about a mile past the wall.  There are 6-10' tall steles marking graves baring [[Cyclops]] writing, which seems to be names.  Cyclopse empire predated Azlant - Age of Legend.  History says they were brutish, tribal creatures that were happy to eat whatever they encountered.  [[Moto]] notices a stone staircase carved into the mountains, but can't see where it goes or how to get to it.  We eventually see a crack in the [[Tors of Levenies]] containing the start of a 15' wide stone staircase.  [[Onica]] spots tracks of a large lumbering humanoid and unshod hoofprints.  Heading up the staircase, we encounter an undead cyclops and a [[Soul Eater]].  We dispatch them and head up the trail.  At the top, we find a huge waterfall with a pond and an island in the middle, which all matches the [[Media:Pendrod'sNotes.pdf|Vordakai's Island story]].  [[Grikk]] notices a protected beach access to the island.  We make our way to the water and use our [https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boat-folding/ folding boat] to cross.  [[Onica]] turns into an air elemental and flies over, scouting.  Landing, we see centaur prints, humanoid boot prints, and presumably more cyclops prints.  The island is basically a 100' pillar.  There's a cleft allowing entrance across from our beach landing.  [[Onica]] flies up and sees an overlook 60' up, and the smoke at the top isn't typical fire smoke.  She returns and we go in.  Pictograph artwork in bas-relief decorate the hall.  Past an arch, we find a broken amphora with the bracelet we're looking for.  We take it.  Then we we loot the remainder of the amphora in niches.  There's a broken wall in the hallway from something breaking out... Going through the broken wall, we enter a diamond-shaped chamber with 3 passages leading off of it. We find a secret door behind a bier and proceed into a natural chamber with a 60' pond.  Sunken stairs are in the pond, and a passage on the other side.  [[Onica]] becomes a water elemental and checks out the stairs, leading to an encounter with an [[Elasmosaurus]] and then another undead cyclops.  Across the pond, we find a passage that ends flooded and leads out into the outside lake.  We sleep in the tunnel.   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The next day, 5/2, we return to the room with the flooded stairs.  [[Onica]] casts water breathing, and we make our way through the flooded passage.  On the other side, we find a small room with art of cyclopes fighting centaurs.  We proceed through a set of brass doors into a room with 12 cyclops statues wearing helmets and 4 wearing full armor.  We take some things.  Searching, we find a secret passage on one wall.  Opening it, portcullises close on both doors and the room begins to flood!  [[Grikk]] lifts the portcullis and we make our way to stairs leading up beyond the room.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The next day, 5/2, we return to the room with the flooded stairs.  [[Onica]] casts water breathing, and we make our way through the flooded passage.  On the other side, we find a small room with art of cyclopes fighting centaurs.  We proceed through a set of brass doors into a room with 12 cyclops statues wearing helmets and 4 wearing full armor.  We take some things.  Searching, we find a secret passage on one wall.  Opening it, portcullises close on both doors and the room begins to flood!  [[Grikk]] lifts the portcullis and we make our way to stairs leading up beyond the room&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  They take us to a room with pillars carved into fiends and friezes on oppose walls depicting a shadowy man on a boat on a long river with a procession of animal-headed figures along the banks.  The shadowy figure is clearly meant to be [[Charon]], one of the horsemen of the apocalypse, a daemon (knowledge: planes).  [[Onica]] drinks a [https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/ Potion of Detect Evil], and sees a minor evil aura on the door to the north.  There are 3 shrines in the room, 2 in the north and 1 in the south.  The southern one is simple, carved from stone, and holds an oil lamp.  The northern ones also hold lamps in addition to cups with dark residue.  Opening the northern door soaks the room in a cold wave that does massive damage.  We heal up and head to the next room.  The corridor continues north, with a door to the west.  We head north.  Mist in next room coalesces into a [[Piscodaemon]].  It asks, &amp;quot;In whose name do you dare to intrude on the sanctum of [[Charon]]?&amp;quot; [[Roland]] intimates &amp;quot;[[Vordakai]]&amp;quot;.  Daemon asks, &amp;quot;What is the will of the mistress?&amp;quot;  [[Roland]] says, &amp;quot;To assess the security of the sanctum.&amp;quot;  Daemon says, &amp;quot;By the will of [[Charon]],&amp;quot; and settles into a crouch, letting us pass.  Next room looks like a prison.  [[Xamanthe]] is shackled in a corner.  [[Onica]] gets her moving with a [https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement/ Freedom of Movement] spell.  She relates her tale of getting captured by undead [[Cyclops|cyclopes]].  She has only vague memories since then.  A skeleton with a glowing gem eye visited her and said it would return when all will was driven out of her.  Attempting to sneak her out, the [[Piscodaemon]] notices us, and we have a painful fight.  The group decides (against [[Roland]]'s wishes) to head back to the cave.  In the drowning room, we encounter a pair of zombie [[Cyclops|cyclopes]] trying to remove the water.  We slay them and make our way back to our safe cave.  There, [[Kessler]] summons a knowledgeable [[Azata]] that helps us identify that [[Xamanthe]]'s paralysis is caused by a [[Lich]]!  We rest for the night..&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Magatone</name></author>
		
	</entry>
	<entry>
		<id>https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4382&amp;oldid=prev</id>
		<title>imported&gt;Magatone: Created page with &quot;Overnight, Tamerak Elenark, a male centaur, introduces himself to Onica.  He's from Iobaria and researches history of Iobarian centaurs among this group.  If w...&quot;</title>
		<link rel="alternate" type="text/html" href="https:///wiki.witchtower.org/index.php?title=Event:4713/04/30_Exploring_Olah-Kakanket&amp;diff=4382&amp;oldid=prev"/>
		<updated>2018-09-22T02:41:13Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Overnight, &lt;a href=&quot;/index.php?title=Tamerak_Elenark&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Tamerak Elenark (page does not exist)&quot;&gt;Tamerak Elenark&lt;/a&gt;, a male &lt;a href=&quot;/Centaur&quot; title=&quot;Centaur&quot;&gt;centaur&lt;/a&gt;, introduces himself to &lt;a href=&quot;/Onica&quot; class=&quot;mw-redirect&quot; title=&quot;Onica&quot;&gt;Onica&lt;/a&gt;.  He&amp;#039;s from &lt;a href=&quot;/Iobaria&quot; title=&quot;Iobaria&quot;&gt;Iobaria&lt;/a&gt; and researches history of Iobarian centaurs among this group.  If w...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Overnight, [[Tamerak Elenark]], a male [[centaur]], introduces himself to [[Onica]].  He's from [[Iobaria]] and researches history of Iobarian centaurs among this group.  If we can bring him clues about ancient centaurs or other ancient civilizations, he will give her a magic headband.  In the morning, we set out for [[Olah-Kakanket]].  We travel from [[F27]] to [[G27]] to [[H27]] to [[I27]].  We arrive in the evening.  &lt;br /&gt;
&lt;br /&gt;
On 5/1, we set out looking for [[Olah-Kakanket]].  We find a wall of warnings bordering the valley.  The valley is about 6 miles across, and Every 50/60 feet, a post with a bone/skull on it marks the warning wall.  A strange feeling of oppression grows as we ride through the valley.  We start to see gravestones about a mile past the wall.  There are 6-10' tall steles marking graves baring [[Cyclops]] writing, which seems to be names.  Cyclopse empire predated Azlant - Age of Legend.  History says they were brutish, tribal creatures that were happy to eat whatever they encountered.  [[Moto]] notices a stone staircase carved into the mountains, but can't see where it goes or how to get to it.  We eventually see a crack in the [[Tors of Levenies]] containing the start of a 15' wide stone staircase.  [[Onica]] spots tracks of a large lumbering humanoid and unshod hoofprints.  Heading up the staircase, we encounter an undead cyclops and a [[Soul Eater]].  We dispatch them and head up the trail.  At the top, we find a huge waterfall with a pond and an island in the middle, which all matches the [[Media:Pendrod'sNotes.pdf|Vordakai's Island story]].  [[Grikk]] notices a protected beach access to the island.  We make our way to the water and use our [https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boat-folding/ folding boat] to cross.  [[Onica]] turns into an air elemental and flies over, scouting.  Landing, we see centaur prints, humanoid boot prints, and presumably more cyclops prints.  The island is basically a 100' pillar.  There's a cleft allowing entrance across from our beach landing.  [[Onica]] flies up and sees an overlook 60' up, and the smoke at the top isn't typical fire smoke.  She returns and we go in.  Pictograph artwork in bas-relief decorate the hall.  Past an arch, we find a broken amphora with the bracelet we're looking for.  We take it.  Then we we loot the remainder of the amphora in niches.  There's a broken wall in the hallway from something breaking out... Going through the broken wall, we enter a diamond-shaped chamber with 3 passages leading off of it. We find a secret door behind a bier and proceed into a natural chamber with a 60' pond.  Sunken stairs are in the pond, and a passage on the other side.  [[Onica]] becomes a water elemental and checks out the stairs, leading to an encounter with an [[Elasmosaurus]] and then another undead cyclops.  Across the pond, we find a passage that ends flooded and leads out into the outside lake.  We sleep in the tunnel.  &lt;br /&gt;
&lt;br /&gt;
The next day, 5/2, we return to the room with the flooded stairs.  [[Onica]] casts water breathing, and we make our way through the flooded passage.  On the other side, we find a small room with art of cyclopes fighting centaurs.  We proceed through a set of brass doors into a room with 12 cyclops statues wearing helmets and 4 wearing full armor.  We take some things.  Searching, we find a secret passage on one wall.  Opening it, portcullises close on both doors and the room begins to flood!  [[Grikk]] lifts the portcullis and we make our way to stairs leading up beyond the room.&lt;/div&gt;</summary>
		<author><name>imported&gt;Magatone</name></author>
		
	</entry>
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