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Original character art by Jimmy McClure.
Music by Kevin MacLeod.
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Previously on Call from the Deep
Starring:
Gotwald Ironhorn, level 11 minotaur Rune Knight Fighter
Mac, level 11 tortle Drakewarden Ranger/Rogue
Savra Akkedis, level 11 lizardfolk School of Necromancy Wizard
Torrel, level 11 kenku Fathomless Warlock Pact of the Amulet/Fighter
Faced with an ancient elven ghost in the underwater shrine, Mac weaves honesty with deception. He speaks of his friends in need of courage, heart, and a brain — hey wait a minute!
The cute speech mollifies the ghost, especially when the elvish-speak tortle begins pulling out magic items to donate to the shrine of Deep Sashelas. His goal is to get to the Augmenter Brain resting on the shrine, without angering the apparition.
Then Gotwald appears.
As the ghost (an eidolon) snaps her attention to the fearsome minotaur (who does not speak elvish), Mac reacts quickly, hurtling his staff of the eel, and transforming it into a giant lightning eel.
Gotwald has once chance to distract the ghost (Performance check!), but fails. She spots the shenanigans and activates her divine dread, frightening everyone in the room. The ghost then moves toward, and into, the nearest statue, bringing it to life!
The rest of the party files in via the same trident-wall-teleportation method. As Mac and Gotwald (and the eel) are forced to flee, they call out to destroy the brain — and the statue.
Torrel lays into the statue with multiple eldritch blasts, while Savra sends her zombies to block its crushing blows. Borgas shoots at the brain, which reacts with its psychic blast.
The backline party members destroy the statue around the time Gotwald and Mac return, having swam to the southeast and discovered a room full of dancing, glowing dolphins.
The eidolon reappears and uses divine dread again, this time fearing the other half of the party. The ghost moves to the next statue, but not before taking over 40 damage from a critical attack of opportunity from Gotwald — ouch!

The second statue animates, but Gotwald is prepared, and moves to shove and grapple. It’s a contested battle, but Gotwald is happy to battle a burly, worthy foe, and Mac is happy to get some revenge while it’s pinned.
This time it’s the martial characters who kickass (plus the eel’s nasty lightning bite) who end the statue, and destroy the ghost when it appears.
With only the slightest twinge of guilt, the party helps themselves to the loot on the shrine.
With the brain destroyed, they feel the weakening power of Zellix’Phor, though no minions come for them here, giving them a chance to explore these submerged ruins.
Gotwald opens a door and finds a deep pit with a collection of figurines at the bottom. The statuettes resemble marine creatures. He swims down, scoops them up, and triggers multiple hazards!
A giant shark mouth emerges from the pit to bite him before disappearing, followed by a whirlpool that threatens to drag him under. The figurines disappear and reappear back at the bottom.
A hilariously bewildered Gotwald rants and raves about this cursed pit, causing Savra to come over and inspect things. They discover a door on the other side of the pit, that opens into a small alcove with four raised areas, just big enough for figurines.
There are six figurines in the pit, however.
Savra uses mage hand to more carefully maneuver the statuettes out of the pit. Through painstaking trial and error, they discover that taking the shark or turtle out of the pit triggers a trap.
Meanwhile Mac and Torrel explore other rooms.
Mac discovers the glowing dolphins aren’t actual dolphins, but some sort of illusory projection. He also finds an empty armory.
Torrel opens another door near the shrine, finding an empty room with a beautiful mosaic depicting marine life. He specifically spots 2 orcas, 4 eels, 3 dolphins, and a giant squid.
Hey, those happen to be the four figurines that don’t trigger a trap!
With Torrel’s help the party can complete the puzzle, placing the figurines in ascending order, starting with the squid.
The correct placements glow with blue light. After the fourth is placed (and Gotwald remains at a safe distance), a nearby wall disappears, revealing a treasure vault filled with treasure chests and gold. Jackpot!
At the same time, Mac opens another door from the dolphin room, discovering a magical, rune-covered vent in the floor pumping out warm water. A pair of water elementals bask in the warmth, but turn toward Mac with annoyed malice.
MVPC – Mac
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