Serpent's Skull in Eberron

Monkey Madness

Building on our discovery of the Azlanti sewage treatment facility, we set out to find other functioning utilities. We stumbled around a desolate section of the city, but found little of interest. After a while, we happened upon a mid-sized building, surrounded by a wood palisade and decorated with skulls. Not wishing to wishing to alarm the inhabitants, we called out a warm greeting. With no reply, I took the initiative and entered the building. It was then that we were beset by a plague of monkeys. These vile beasts run rampant in the jungle and attempt to terrorize all good men of the world. Their incessant shrieking and unpleasant disposition are an affront to the refined culture that the Azlanti brought to the Mwangi. Though these monkeys weren’t screechers, they still demonstrated a complete lack of civility. Attacking and retreating, they implemented a strategy of cowardice. My feelings towards them all is plain to see. I cannot tolerate their despoiling of this once glorious place. They must all receive death… and I will be the one to give it to them.

These hairy creatures pervade the peace that my tree brethren once enjoyed. Unwelcome visitors, they cling to every branch and bough as if all plants exist for them to lounge upon. And here, a large tree has rooted itself at the center of this ruin. It’s majestic canopy soars overhead like an umbrella for this once proud structure. I know the monkeys are nesting up there. I seek them out and destroy them all. The bright shine of my Elysium Bronze is dulled by their disgusting blood. It is easily wiped clean.

What's the Kech?

Far, the 20th of Vult
With the camp settling down, the party was ready to head into the city proper. Captain Lewyn tasked the party with entering the city to make sure that areas were safe for her scholars to study identify any locations of interest, and begin collecting artifacts for study.

The party decided to start with the district south of camp. The began by working their way methodically through the buildings along one of the main thoroughfares. A short way in after looking through a few empty buildings, the adventurers found a low, single-story building surrounded by a forest of sharp stakes on which were impaled numerous small simian skulls.

Dadak and Kreshton were attempting to communicate with the inhabitants of the building, when Leif decided to enter the building. Immediately, six simian creatures jumped down from hiding amongst the vines on the roof of the building. The adventurers fought off the first wave, killing some and chasing off others, but not before one of the keches managed to rend deeply into Kreshton.


As the entire party entered the building, wave after wave of the feral simians attacked the party with many of them focusing on the wounded swashbuckler. The party was undaunted and though the clever keches learned quickly to avoid getting near the heavily armed and armored Leif. The adventurers managed to stick close together and soon the keches had all been dispatched or scared away.

Kreshton and Dadak took the time provided by the respite to begin exploring the interior of the building, but Leif was a plant on a mission. After determining that the monkey men were no longer going to attack them within the building, Leif set about tracking down the keches that had escaped to the roof of the building.

Alone , Leif climbed to the roof and was instantly set upon by more of the keches. Unfortunately for the Keches, the heavily armored Leif was ear impossible for them to hurt. Despite their best efforts, they could neither wound Leif, nor remove him from the roof. Leif on the other hand had no problem dispatching one after another. With the outcome clear, some of the Keches abandoned their home and tried to make a break for it. Carrying a number of small bundles they ran from the Warrior.

Even in this though, the adventurers were able to foil the best efforts of the keches. With a timely warning from Leif, Dadak was able to block the escaping monkey men, though he held his attack when he saw that the bundles they were carrying were infant keches. Kreshton too took mercy on the creature choosing to let it run off and spare the babies. No mercy was to be had from Leif though, and with a determined effort every last kech, adult and child alike, was terminated by the ruthless warrior.

Though saddened by the slaughter, the other members of the party were mollified by the knowledge that they had eliminated a serious threat to the explorers that would follow them. They continued to search the building and the rooftop nest and came across a small cache of valuables hidden away by the keches.

20 Keches – 16,000XP
16000 XP/3 = 5,333 XP each (Dadak, Kreshton, Leif)

Dadak – 46982/51000 XP
Level 7

Kreshton – 43859/51000 XP
Level 7
Leif – 43800/51000 XP
Level 7
Chydak – 35000/51000 XP
Level 7

small vial of liquid (Abjuration aura)
Jar of oinment (Conjuration aura)
wand (Enchantment aura)

bronze armband
crystal decanter
black jade idol of a bloated frog demon
silver medallion depicting a discus thrower
76 gp, 405 sp, and 858 cp

First Discovery
Saventh Water District

Zor, the 19th of Vult
The expedition finally arrived, and while they were unpacking, the adventurers explored the 3 long rectangular pools of water near the lake. After spending most of the day here they determined that this was a water treatment facility that processed the waste water of the city before sending it down stream. When fully operational, the facility could also be used to manage the outflow of the lake to maintain a constant water level.

The explorers also briefly examined the Triumphal Stair north of the pools. In the waning light, Dadak thought he saw someone in Khorvairen attire dash of into the jungle to the north west.

XP and Loot:

Discovery of the Water Treatment Facility – 400XP + 1DP

400 XP/3 = 133 XP each (Dadak, Kreshton, Leif)

Dadak – 41649/51000 XP
Level 7

Kreshton – 38526/51000 XP
Level 7
Leif – 38467/51000 XP
Level 7
Chydak – 35000/51000 XP
Level 7


A Day of Rest

Wir the 18th of Vult
The party spent the day recovering from their battle with the ghost of Nareem Daress. A runner arrived at the camp to let them know that the Expedition was only a day away and complain of Pteranodons.

Azlanti Man, Burning Man, Disappearing Man

Saventh-Yi has changed since the last time I was here. The once colorful city has mostly turned to earth tones. There are no people here anymore. The Azlanti man I travel with (Iyum Qreshtonne) appears at a loss in the city. It’s almost like he’s never been in an Azlanti designed city before. He can’t even read the signs. Perhaps I was mistaken about him: he may be a Thassilonian spy… … …

We wandered the ruins nearest our camp. We found an old grain silo filled with rotted vegetation. It was delicious. My companions didn’t think so. To each there own.

After the silo, we returned to the silent pools to investigate them further. There was nothing of interest, except for a campground. It didn’t seem particularly interesting to me, but Iyum Qreshtonne wanted to examine it in-depth. It turns out, he was right, there was something interesting in the camp ground. An oddly dressed man sprung out from the tent and began yelling at Iyum Qreshtonne, as if they were previously acquainted. At first, I wasn’t too concerned but then the man started a fight. I stepped in to help as Iyum Qreshtonne ran away. A swarm of leif-cutter ants began to mill about me. I hate leif-cutter ants. They swarmed over my body and I ran from them. I suspect they are protecting their nest. As I turned the corner of a nearby ruin, I heard I-Daw-Daque yell for me to return. I ran back but found neither Iyum Qreshtonne, nor I-Daw-Daque at the campground. A man, wreathed in flames, was standing alone. I didn’t know this burning man, but he appeared to be fighting on the behalf of my companions. I rejoined the fight and caused the angry camper to disappear. I’m not sure how I did that… maybe it is a special power of the Commander’s morningstar.

With the fight over, I asked Iyum Qreshtonne how he knew the oddly dressed man. At first, he denied knowing the man, but then he said he was familiar with the man’s family. I think he said they were the Pathfinder clan. I’ve never heard of them… perhaps they are Thassilonian as well.

Upping the Ante

Zol, the 17th of Vult

Having established a camp site for the expedition, the party decided to patrol the local ruins to safe guard against any local dangers.
Whatever magics have preserved the city at large did not manage to protect the buildings near the entrance to the city from the ages. These small building were little more than piles of cut stone, the victims of numerous floods over the years. There was little of interest and nothing of value to be found here.

With the nearby ruins cleared of danger, the decision was made to take a closer look at the cenotes that had been so eerily silent. The building here fared even worse than those by the camp. not only being completely over grown by jungle, but many have fallen into the large sinkholes in the area. While searching through the ruins, the adventurers stumbled upon what looked like a recent campsite consisting of a small fire pit, sledge and collapsed tent. The campsite appeared to have been ransacked, and Dadak recognized the footprints of Charau-ka. Kreshton moved to take a closer look at the sledge but was forced away by a swarm of army ants coming from underneath the sledge. Kreshton withdrew a few feet away, but remained in the campsite considering how to deal with the ants. Moments later, when the party had not vacated the area, a half orc stepped out of the collapsed tent and started shouting at Kreshton to leave.

“It’s mine! I found it! The city is mine!” The half-orc shouted as he moved to assault Kreshton. Before Kreshton could move the apparition was upon him quickly followed by the swarm of ants. The half-orc’s attack sweeped through Kreshton’s body leaving no doubt as to the ghostly nature of his attacker and withering Kreshton’s vitality from the inside. Overwhelmed and nauseated by the swarming ants, Kreshton had no choice but to withdraw to a safer distance.

“Nareem Daress will be known as the FIRST to find the city! It’s mine! LEAVE!!” the ghost continued to rant as the Leif and Dadak each in turn tried to vanquish the creature. Dadak, wielding the monkey head fetish, attempted to banish the ghost from this plane, but only managed to upset Nareem further. Leif striking with his mornign star seemed to weaken the spirit, but also took a beating at the hands of Nareem and his ants. One by one the members of the party struck at the ghost only to be subsequently over run by ants and struck hard by Nareem. All were greatly wounded, with Kreshton in full retreat when a final desperate swipe from Leif’s morning star dispersed the ghost at last, the ants disappearing along with him.

In the Jungle not far from the camp the party found the corpse of Nareem, stripped of flesh and with no belongings on him. Searching the camp further, they found loose dirt under the sledge and unearthed a cache of relics that Nareem had hidden away along with his journal.

XP and Loot:

Nareem Daress – 3,200XP

3200 XP/3 = 1,067 XP each (Dadak, Kreshton, Leif)

Dadak – 41516/51000 XP
Level 7

Kreshton – 38393/51000 XP
Level 7
Leif – 38334/51000 XP
Level 7
Chydak – 35000/51000 XP
Level 7

A bronze ring covered in geometric shapes and studded with tiny pearls
a mithral heavy shield
three mithral spearheads (worth 100 gp each)
a small ivory coffer decorated with detailed carvings of Azlanti fighting serpentfolk
46 uncut zircons
170 gp, 476 sp, and 272 cp in ancient Azlanti coins
The Pathfinder Journal of Nareem Daress

Saventh-Yhi at last

Mol, the 16th of Vult

Finally having arrived at Saventh-Yhi, the party spent the rest of Mol and the following day preparing a camp for the expedition.

Although Saventh-Yhi has gone through innumerable changes over its millennia of existence, its appearance has long since settled into a status quo. The first things the party noticed on first sight of the city’s skyline are its seven spears. Protruding from the already lofty tops of seven 100-foot-high ziggurats, these narrow monoliths extend a further 100 feet into the sky. Each of these spires marks the heart of one of the city’s seven districts, and they can be seen from nearly everywhere in the ruins—the seven spears make excellent landmarks.

Nestled in a cradle of sheer cliffs thick with jungle vines and brushed with wisps of fog, the seven districts of Saventh-Yhi are arrayed around a large central lake. The buildings of the city are clearly weathered and worn, but most resist the encroachment of plants and mud, and they refuse to crumble, appearing as a ruin of only a few thousand years of age rather than over 10,000. The architectural style is remarkable, marked by massive guardian sculptures and intricate geometric patterns carved into the stone—any who have studied Azlanti ruins can automatically recognize this style. Up close, countless individual carvings and murals decorate the inner walls of these buildings, and it is from these carvings that the secret history of Saventh-Yhi can be recovered with time.

Fog rises and clings to the waters and cliffs of the city every morning, but these mists quickly burn off by midmorning. By noon, the heat of the sun raises temperatures to agonizing heights (treat the hours between noon and 3:00p.m. as very hot. Heavy rain falls in the late afternoon, providing relief from the sweltering heat. As evening approaches, the rain dies off and the fog returns, remaining until midnight when more rain clears the air.

A Dangerous Crossing

Mol, the 16th of Vult

The Party had camped the night near the top of the waterfall and got an early start in the morning. Their pace was rushed, not only because of their excitement at reaching their long sought after goal, but the path itself seemed to become easier the closer they got to their destination.

The strangely preserved road led into a narrow cleft in the jungle-choked ridges, forcing the river into a swiftly flowing rapid through the gorge. The path ahead of them offered two methods onward—below, a slippery-looking path of wooden bridges connects small islands, while above a rickety rope bridge swings in the air. They chose BOTH.

Attempting to via the bridge, Kreshton was attacked by a group of Pteradons. Though The avians hurt Kreshton badly, he was able to return the injuries and managed to scare off the first of the attackers with nearly mortal wounds. The other two seeking to prey on the rest of the rest of the party found no better luck. Unable to penetrate Leif’s mighty armor and terrorized by Dadak’s horrible visage, the other two quickly gave up their hope of a meal from this party of adventurers. Kreshton quickly crossed to the other side of the bridge to tend to his wounds, while Leif and Dadak still not trusting the old bridge returned to the lower path. Unfortunately for them, the lower path was no safer than the bridge.

Four large crocodiles lay in wait in the turbulent waters of the crossing. Leif and Dadak were set upon, but quick thinking and a little luck left the group with only minors injuries as the crocodiles disappeared feasting on the remains of one of their fallen.

XP and Loot:

Advanced Pteranodons (3) – 3,600XP
Advanced Crocodiles (4) – 3,200XP

6,800 XP/3 = 2,267 XP each (Dadak, Kreshton, Leif)

Dadak – 40449/51000 XP
Level 7

Kreshton – 37326/51000 XP
Level 7
Leif – 37267/51000 XP
Level 7
Chydak – 35000/51000 XP
Level 7

Loot: NONE

The Water Falls

Sul, the 15th of Vult

The vanguard of the Free Captain’s Expedition reached a large waterfall. Knowing that they are very close to reaching the fabled cuity, Captain Kassata Lewynn told the party that she and the rest of the vanguard would clear the path up the waterfall, but that they should continue on and secure a campsite for the expedition.

Return of the Azlanti?

A creature dressed in many colors and a druid made of deadwood, came to my watch tower today. The creature bore a resemblance to the Azlanti, and it spoke of a desire to kill a serpent creature. It has been a long time since I concerned myself with the war between the Azlanti and the serpentfolk. When the empire left, I thought the war was done with. Apparently, it has been raging in other parts of the world for all these countless seasons. This particular Azlanti appears dedicated to his cause, despite its’ lack of appropriate equipment. It seems the modern imperial soldier forgoes heavy armor and shield, in favor of flamboyant capes and blouses. The creatures name is Aiyumqreshtun. Sounds vaguely Azlanti…

As for the deadwood druid, I find myself struggling to commune with it. It gave me the sign of peltor, so I replied with the sign of venil. I waited for further response, but it just stared at me. I patiently waited, but the staring didn’t lead to mukagawa. I’ll try again later…


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