A cursory investigation of the charred gnoll body reveals several things. First, it is clear that he died from magical fire, although the actual source is unclear. Secondly, the powder in the pouch is classified as Dust of Dryness. This alchemical substance is quite harmful to elemental outsiders, and appears to be the same substance circling the pool in the other room.
Krask also finds a slightly charred blueprint in a hidden pocket on the gnoll’s body. Unfurling it, Krask sees that it’s an engineering diagram or blueprint of the Cistern. The focus, however, is more on the vertical shafts that lead out into the mountains. Apparently they are used in water collection, funneling rainwater down to the central chamber.
Curiously enough, a rope extends from the shaft nearest the gnoll. It’s over a hundred feet up, but the party surmises that it leads into the mountains based on the diagram.
When the water elemental, Guish, hears about the gnoll, it triggers another memory. They stumble – as much as water can, anyway – into Fyn, sparking another vision. Fyn sees the same imagery as before – a hulking figure with arms outstretched. Except this time, the image is much clearer. It appears to be some kind of mud elemental.
The party’s wheels begin to turn rapidly, coming up with a multitude of theories as to what is going on here. Are any of them actually correct? Perhaps…
Before taking a much-needed rest, they also investigate the emerald tree in the back of the room. Guish doesn’t recall anything going awry with it; just like them, the tree has always been there. They do, however, find Trace’s sigildry (editor’s note: symbol) of Sarenrae to be quite comforting.
Krask notices that one of the emeralds is missing from the tree, leaving just an empty divot in its place. There isn’t a sign of where it went, and the party concludes that it must be the mysterious second party that killed the gnoll.
Up, Up, and Away
The party climbs their way out of the cistern via the rope. Fobias notices two sets of gnoll tracks heading towards the shaft, but only one set leaving. This is the set they decide to follow, walking along the cliff-face towards the east.
Over the course of several hours, the party follows the trail. Eventually, they descend back to the dried out basin of the Minakaan Lake and see a ship mast off in the distance. Once they approach a bit closer, it’s a gnollish settlement built from the ramshackle remains of driftwood, ship components, and other materials. The GM apparently loves the word ramshackle, and he says it A LOT.
They get closer, looking out on the other side of a sand dune. Krask decides to do some reconnaissance, sneaking around the outer semi-wall into the town. He is very cautious and careful to avoid children playing and gnolls wandering around.
A marooned ship rests behind the main set of buildings in the settlement, but Krask’s eyes are drawn to a series of pillars on the central building. Although crumbling and worn, most of them have a depiction of a rounded figure that appears to be dripping. If you’re familiar with the Molasses Monster from Candy Land, it’s sort of like that. Krask sneaks back and draws the shape for the party. Fyn makes the connection that it appears to be a mud elemental, just like the visions Guish shared.
There’s some deliberation as to whether this is a situation that warrants the party charging in with swords drawn, or if there should be a more diplomatic solution. In the end, diplomacy wins the day and the party begins walking towards the settlement.
What is the deal with this mud elemental that keeps popping up? Where is the missing emerald? Will Trace live up to all of the diplomatic hype?!