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Charles tries to press the assault but the Cyclopean giant is just too close for comfort and Charles isn't able to break through its defenses.
Natalie burns the creature's chest once more with twin scorching rays as Jack is able to narrowly down the giant with a series of well-timed arrows. The feathered arrows riddle it's massive pectoral as it falls to it's knees on onto its face in the dust caked ground.
- Potion of CSW (2)
- +1 Hide Armor (Huge)
- +1 Greatclub (Huge)
Charles (72/111)
Aishe (7/66)
Natalie (65/65)
Jack (20/66)

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Continuing on. Heal as neccessary.
Several statues and two ornate runic circles stretch along this rubble-strewn hall. Several exits have been blocked by a caveins, but a single open passage, its dusty floor marked with giant-sized footprints, leads eastward.

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Passing through this room to the next? Is that what you meant?

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The domed ceiling of this chamber rises eighty feet overhead. In the center of the hall, a thirty-foot-high egg-shaped structure stands on the floor. Stone stairs climb the side of this domed structure, ending before a stone wall chiseled to resemble an immense eye, circled with strange runes glowing with an eldritch light. The stairs and eye are mirrored on the opposite side of the dome. Tiny stars roil across the top of the structure, their light projecting strange constellations on the ceiling overhead. Much of the northeast corner of the chamber lies in ruin, collapsed by obvious cave-ins, but three other exits remain—doors to the east and west, and a corridor leading southeast.
A flare of light sweeps through this oval chamber, blazing from a large, singular crystal resting atop a six-foot-high silver pedestal in the center of a raised dais. Two large statues face the pedestal, holding up large, curved swords that nearly touch the chamber’s ceiling.

Aishe Kaleja |

Linguistics: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27
Aishe reads the runes and cringes. ""Only by blinding yourself to the world around you can you see the way forward to the Eye of Serenity." That's pleasant" She looks up at the Eye and says, "It appears that, in order to enter the Eye, a supplicant must purposefully blind himself. A blindfold or closing one's eyes is not enough; the eyes must be open and uncovered, but unable to see..."

Charles Beecroft |

Charles wrinkles his nose in distaste.
"Let's consider that as a last resort, then."
Of course, if we had access to Blindness/Deafness, that would make things *really* simple, as the spell is dismissable...
He then moves to check the other rooms.
Starting with the small one to the west, and if that does not trigger a combat, moving on to the larger one to the east.

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Jack takes his time searching the room and finds very little within the rubble-strewn room besides a pair of double doors to the north and south and another open tunnel to the north-east.

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Dozens of crates fill this small storeroom, the air heavy with the smell of incense.
The cyclops seers stored special incense called irthaval here as a means for readying visitors to the Eye of Serenity. The incense has lost much of its potency over the years, but when used in quantity, it can still produce its original effect. Irthaval incense is an addictive, mind-altering drug that causes temporary blindness. The storeroom holds enough remaining incense for 8 preparations.

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A wall of silent darkness looms past this solid brass door, obscuring and muting anything within. The room is eerily dark that not even the keenest eyes are able to penetrate and even the screams of an individual cannot be heard.

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Jack scans the room and determines that there are powerful magics at work within. After a few moments Jack senses magic from three different schools. Universal, Evocation and Illusionary.

Aishe Kaleja |

"I don't like the looks...or, rather, the lack of them...of this room. While we could go feeling around on the floor for anything of value, I would just as soon leave whatever is in there to starve rather than give it such a tasty morsel as myself."

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Heading down the last corridor Charles encounters a monstrous set of double doors that appear to be locked.

Jack Handsome |

Looking at the doors Jack shakes his head. "Apart from your kind of lockpicking, no. I am a faithful of the Lady of Piratry, not a thief! Ok, thats debatable, actually I am, but I have no talent in picking locks!"

Charles Beecroft |

Ah, I keep forgetting that we have no-one with DD in this party...
Charles shrugs.
"Well then, I guess we will just have to beat the doors down!"
He then sighs ruefully.
"This will probably take a while..."
He then moves to try and start battering his way through the doors.

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With no way through the door but with force Charles begins to hack at dig at it with his trident. It takes several long minutes but eventually the door splinters open enough to fit a full-sized man to squeeze through.
Several urns, chests, and strange relics fill this ancient vault. They all seem born of a bygone age, ancient artifacts of a distant time.
Inside the vault are several items that rest on large shelves around the room.
- A net that seems light and sticky to the touch.
DC 26 Spellcraft:This is a Net of Snaring
- Pearl of power (3rd level),
- A strange golden rod
DC 25 Spellcraft:Rod of wonder
- Potion of neutralize poison,
- a scroll of divination,
- a wand of summon monster IV (23 charges remaining),
- a gold necklace worth 500 gp,
- an expensive vase worth 750 gp,
- nine pearls worth 100 gp each,
- 4428 GP (1107 gp ea)

Aishe Kaleja |

Spellcraft (Net): 1d20 + 10 ⇒ (16) + 10 = 26
Spellcraft (Rod): 1d20 + 10 ⇒ (18) + 10 = 28
Aishe studies the two items and explains that they are a net of snaring and a rod of wonder.

Natalie al Hurra |

Natalie nods appreciatively at the horde of items, stocking up on the divination scroll and summon monster wand, as two items that mgiht be particularly useful.
Unless anyone wants to convince me, I don't see a whole lot of reliable uses for the rod of wonder, but thats just me. I'm sure we can divine the gp between us.

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Where to? Don't know where you guys want to go."

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Leaving behind the Cyclopean Ruins the group backtracks through the Great Stone Bridge and further up into the aerie. Progressively higher hills lead into this mountain, which provides a commanding view of the island’s northeast coastline. Gullies from the runoff of tropical rainstorms form navigable pathways up the sides of the peak.
A flock of pteranodons has established nests here at the island’s highest elevation, feeding on fish gleaned from the ocean. But like most of the large fauna on the island, they have nearly been hunted to extinction by the cyclopes. Only a dozen or so pteranodons remain, and they fiercely defend their habitat.
With high-pitched screeches they swoop down where Jack easily picks them off one by one with his bow.
One nest holds the remains of a prior victim—a castaway who washed ashore far too weak to defend himself against the pteranodons. They tore him to pieces and carried his remains back to the aerie to feed their young. A finger bone from his right hand still wears a magical ring.
Past the Aerie the island leads further into swamp territory as the ocean's waters begin to mix in.
A dense, overgrown swamp stretches beneath this mile-long cliff. Colorful birds make their nests among the foliage, their mating calls echoing across the expanse.
Looking across the desolate swamp it looks to contain little of interest.