The throne was carved by the elves of Illefarn, an ancient kingdom of the North. It disappeared from its capital (located where Waterdeep stands today) shortly before the kingdom’s destruction 2,500 years ago. The Melairkyn dwarves found it in damaged condition and planned to return it to the elves as a gift after repairing it. Dwarven adventurers later found it and hid it in hopes of returning when they had a means of getting it out of the dungeon, but they didn’t make it back.
Jhee-Kharr makes a quick charcoal rubbing of the carvings on the throne as proof of finding.
Right, that's another marvel of the ancient world off the checklist. Shall we lock the door on the way out and we can give them the key on receipt of payment?
Getting a nods of agreement from everyone you withdraw outside and lock the doors behind you. You return to the ferryman. “Skullport please good sir” Sig says as he steps onto the gondola. Once you’re all aboard the skeleton pushes off into the River Saurgauth. A faint shimmering settles around the gondola, as if hiding you from the outside world. You drift downstream, passing undead minotaurs battling drow and other monstrosities. All oblivious to your presence. A few hours pass and the tunnel opens up into a vast cavern.
You see in the distance an island fortress jutting out into this subterranean sea. The island sits in the middle of a vast cavern with a roughly dome-shaped roof that rises to a height of 120 feet above the water level.
Atop the island is a stone fortress, its 20-foot-high outer walls interrupted at irregular intervals by 30-foot-high (two-story) towers topped with battlements, ballistae, and flame cannons.
The ferryman guides you towards the dock. You see garrisons of guards manning the walls, humanoids and “monsters” of all races and species working together under the sign of the Xanathar. You stop at a pier and the ferryman extends a bony hand asking for payment
Skull Island has two natural harbors (area 3a and area 3b). Each harbor is 60 feet deep and lined with rotted wooden docks. Steel augers installed along the mouth of each harbor can be raised or lowered on rusty iron chains connected to winches in the towers to either side of the harbor. When they are raised, the augers pierce the hulls of passing ships, flooding their lower decks and causing them to sink. You ascend the stairs flanked on either side but two large two storey stone buildings. To your left you see a garrison of bugbears and to your right a garrison of humans. A few of the guards watch as you make your way towards the bridge leading to Skullport, but most have seen the ferryman being new arrivals to town and no questions are asked.
The main entrance to the fortress is protected by a sturdy iron gate. Winches in the flanking guard towers open and close this gate. You pass through the gate and onto An arched stone bridge connects the island to the town.
You arrive in Skullport to see a dilapidated town, buildings in disrepair and abandoned with hardly any people in the street. You stand in what was once a fish market. A sign post leans drunkenly nearby pointing haphazardly north east. It points to the largest pub in town, The Flagon and Dragon, passing the local breweries.
Carilius is able to get better directions to the Flagon but the other directions he is given are contradictory and no one is able to point out a quick way to the surface
Eoan had better luck. Rumours from the locals say that someone in Skullport is able to teleport people to the surface. But you’re unable to narrow it down past the proprietors of the Nightshades Caress or the Poisoned Quill
History - 11
Leo examines the throne
history 6
History 16
The throne was carved by the elves of Illefarn, an ancient kingdom of the North. It disappeared from its capital (located where Waterdeep stands today) shortly before the kingdom’s destruction 2,500 years ago. The Melairkyn dwarves found it in damaged condition and planned to return it to the elves as a gift after repairing it. Dwarven adventurers later found it and hid it in hopes of returning when they had a means of getting it out of the dungeon, but they didn’t make it back.
Jhee-Kharr makes a quick charcoal rubbing of the carvings on the throne as proof of finding.
Right, that's another marvel of the ancient world off the checklist. Shall we lock the door on the way out and we can give them the key on receipt of payment?
Sig nods “Yeah seems like a safe bet, shall we head back and see if that undead ferryman can get us to Skullport?”
Getting a nods of agreement from everyone you withdraw outside and lock the doors behind you. You return to the ferryman. “Skullport please good sir” Sig says as he steps onto the gondola.
Once you’re all aboard the skeleton pushes off into the River Saurgauth. A faint shimmering settles around the gondola, as if hiding you from the outside world.
You drift downstream, passing undead minotaurs battling drow and other monstrosities. All oblivious to your presence.
A few hours pass and the tunnel opens up into a vast cavern.
You see in the distance an island fortress jutting out into this subterranean sea. The island sits in the middle of a vast cavern with a roughly dome-shaped roof that rises to a height of 120 feet above the water level.
Atop the island is a stone fortress, its 20-foot-high outer walls interrupted at irregular intervals by 30-foot-high (two-story) towers topped with battlements, ballistae, and flame cannons.
The ferryman guides you towards the dock. You see garrisons of guards manning the walls, humanoids and “monsters” of all races and species working together under the sign of the Xanathar.
You stop at a pier and the ferryman extends a bony hand asking for payment
Leo passes a gold coin to the skeleton and disembarks
Sig follows suit tossing enough over for everyone before disembarking
Leo leads the way to enter skull port
Skull Island has two natural harbors (area 3a and area 3b). Each harbor is 60 feet deep and lined with rotted wooden docks. Steel augers installed along the mouth of each harbor can be raised or lowered on rusty iron chains connected to winches in the towers to either side of the harbor. When they are raised, the augers pierce the hulls of passing ships, flooding their lower decks and causing them to sink.
You ascend the stairs flanked on either side but two large two storey stone buildings. To your left you see a garrison of bugbears and to your right a garrison of humans. A few of the guards watch as you make your way towards the bridge leading to Skullport, but most have seen the ferryman being new arrivals to town and no questions are asked.
The main entrance to the fortress is protected by a sturdy iron gate. Winches in the flanking guard towers open and close this gate. You pass through the gate and onto An arched stone bridge connects the island to the town.
You arrive in Skullport to see a dilapidated town, buildings in disrepair and abandoned with hardly any people in the street. You stand in what was once a fish market. A sign post leans drunkenly nearby pointing haphazardly north east. It points to the largest pub in town, The Flagon and Dragon, passing the local breweries.
Leo looks first for a blacksmith and / or weapons / armour shop to browse abs seek his old weapons
he turns to the others meet at the pub in a bit?
“Sounds good to me . I’m going to explore . See if they have a way to fast travel to the surface “
Investigation 14
Investigation 19
Investigation 11
Investigation 20
Carilius is able to get better directions to the Flagon but the other directions he is given are contradictory and no one is able to point out a quick way to the surface
Eoan had better luck. Rumours from the locals say that someone in Skullport is able to teleport people to the surface. But you’re unable to narrow it down past the proprietors of the Nightshades Caress or the Poisoned Quill
Eoan also finds directions to a fighting club
Leo investigation 3
Leo spends some time wandering around looking lost before finding signs towards Thimblewines Pawn Shop