Session 10

The Gang encounters Barthus' past
As the gang recovers from their fight with Lorelei, they mourn the loss of their friend Merrick. Investigating the ground, shows a closed lava fissure, with no sign of a way to open it.

After taking a moment to explore the lair, a young pirate named Kit Perkins (aka. Clinky) swims down into the lair and approaches the captain. He tells the group that he saw figures following them into the woods while he was on patrol.

Before leaving the lair, they approach the seaweed creature cowering in one of Lorelei's crates and attempt to speak with it. It snarls at them, but they're unable to understand what it says. And it seems content with its apparent servitude.

The gang uses a key found on Lorelei's body to unlock the crate, which releases the snarling seaspawn from its prison. The group fights and kills the seaspawn, and prepare to leave the lair.

Everyone swims up to the surface and are met with a group of drow warriors, druids, cultists, and thugs hiding in the bushes. The presumed leader of the group, is a familiar Drow. Barthus recognizes the chief of the Drow clan who killed his tribe. And the captain recognizes his brother, Chief Yazid Ulrik.

The fight begins, but things start to look dire for the chief. He attempts to run away, but his escape is thwarted by Barthus. He's killed (twice) and Barthus chops off the chief's head as a trophy for his kill.

The group finds one of the Talismans on the body of the Drow chief, as well as a leather-bound journal. They head back to camp, and find a merchant ship off the coast of the island. The group takes some hidden lifeboats out to the ship and find it abandoned, except for a very young human child named Billy. He tells the group that he has no family he knows about, except for his father. His father had gone to the island and that he was told to wait for their return. The group tells him that his father was killed (but don't elaborate how he was killed). The child believes them, cries, and decides to join the group.

The group rests on the ship, as the captain readies the ship. The crew throws the bodies of the dead merchant sailors overboard, and begin disguising the ship and removing any mention of its original name/identity. The group rests and wait for the ship to head back to the mainland.

Find out what happens next with Skar-kūl and the Gang.