Monday, August 10, 2015

The Verbonc Campaign Adventurers - their Public Background


Elysande - female Half-Elf Rogue/Sorceress


Elysande is a beautiful, tall, lithe young woman with reddish brown hair, an even peaches-and-cream complexion, and striking blue-green eyes. She appears slender and delicate, but is actually somewhat tougher physically than she seems.

Elysande is the youngest acknowledged daughter of Ashfor de Wendover, head of the prosperous Wendover merchant family of Verbonc. She is the only half-elven member of her family, having been born out of a relationship between her human father and an elven woman many years after Ashfor was widowed.

Her mother returned to Celene shortly afterward (for reasons that have never been made clear to Elysande), and the baby was left in the care of her human family. She grew up a bit spoiled, but lonely. Her father was kind; but he already had human children to carry on the business and family name, so not much was asked or required of her. She nonetheless received a good education in all the skills required of a competent merchant, and did well in them. While she is not directly involved in her father's business, she has learned a great deal about it.

She became obsessed with her fey heritage, and this eventually led her to a faerie glade where she made a pact with the Archfey. She is still curious about her mother and elven side of her family, but knows almost nothing of them. She does sometimes take undue (and obnoxious) pride in her fey and elven heritage: she believes it makes her superior, and this view very occasionally seeps through her kind exterior. Generally, though, she has an attractive personality. She is considerate, kind, and diplomatic.

She is quite loyal to her human family, and has good if not close relationships with all of them, especially her young nephews and nieces. Elysande's father is now semi-retired. Her eldest half-brother Hulcot has basically taken over, along with her other half-siblings. The Wendover concerns branch out through Dyvres and Urnst, and even reach all the way to distant Nyrond. The Wendovers are linked to the Golden Scroll Coffers, a loose syndicate of merchants and bankers throughout central Oerik. Various family members have also intermarried with other prominent merchant families. All this gives Elysande a wide network to draw upon when needed.

Viseera - female Human Fighter


Viseera was an orphan until she was old enough to pledge allegiance to her Duke. She spent her childhood practicing the art of swordsmanship, caught the eye of an old local fencing master and eventually became renowned for being a talented fencer. It was a surprise to all when he adopted her on his death bed and, since he was a ducal knight himself, she was eventually knighted and given the honourable task of protecting ‘Princess’ Ophelia, the Duke’s daughter. Viseera secretly vowed to give her life to protect her as she had fallen madly in love the moment she saw her. Her desires were returned as the princess wrote her beautifully written letters expressing her love to Viseera. They met most nights to see each other until another knight under the allegiance of the Duke found out and blackmailed Viseera into doing his bidding.

Eventually all the knights knew about the relationship between them and gave her the title Heartchaser for her hopelessly romantic heart. When the Duke discovered this information, he had Viseera marked as a traitor and planned to have her executed. Viseera had already escaped and told Ophelia that she'd return for her while the Duke were sending out knights to have her captured dead or alive.

She tends to acts as if she was in a Shakespeare play.

Ogash - female Half-Orc Fighter

 

Demi-Orc avide et assez cruelle, élevée dans les mines de Puy de Dome (aussi connues sous le nom de ‘Redstone’) dans la Marche de Crystal de Furyondy avec une rancœur contre le Comte de la Marche qui a fait tuer ses parents (parmi tant d’autres) à cause de leur participation à une rébellion. Peu de statut social, peu d’or, dégoût pour sa cité l’ont conduite à partir chercher richesses et compagnons ailleurs.
Guerrière, l’attaque soudaine de sa troupe d’éclaireurs par des creatures du maléfique Dieu vivant Iuz le Vile lui a donné l’occasion de quitter définitivement le royaume, après avoir brûlé dignement ses anciens camarades.
Sa psyché perturbée, ses loyautés en perpétuel conflit sont devenues trop lourdes à supporter. Elle quitte les frontières de son ancien royaume, se dirigeant vers le Sud où des rumeurs suggèrent que les batards de sa race Orc sont bien reçus dans les terres du Pomarj. Ainsi elle entre dans la ville portuaire de Concardrieux (‘Highport’).
Elle trouve emploi comme mercenaire sur un bateau marchand/corsaire/négrier, la ‘Perle du Diable’ (Devil’s Pearl). Commence alors un long voyage vers le Sud-Ouest où Ogash apprend le métier de marin ainsi que de nombreuses langues.
Ayant aboutie dans les terres d’Araya et de Sule, elle se joint à une caravane qui est détruite par un puissant Efreet.

Half-Orc with a good measure of greed and cruelty, Ogash was raised in the mines of Redstone in the Crystalreach of Furyondy. Born with neither social standing nor gold, embittered with rancor against the Count of the Reach who had her parents killed (among many others) because of their participation in a local rebellion, she fled in distaste his cities to seek wealth and companions elsewhere.
Warrior trained, the sudden attack of her troop of scouts by evil creatures of the living God Iuz the Wicked gave her the opportunity to permanently leave the kingdom after having burned in dignity her former comrades.
Her disturbed psyche, her loyalties in perpetual conflict became too heavy to bear. She left the borders of her former kingdom, heading south where rumors suggested her bastard Orcish heritage would be well received in the lands of the Pomarj. She thus reached the coastal city of Highport.
There she found employment as a mercenary on a merchant / pirate / slaver ship, the Devil's Pearl. Thus began a long journey south-west where Ogash learned the trade of a sailor, as well as learning many languages.
Arriving in the lands of Araya and Sule, she joined a caravan that was destroyed by a powerful Efreet.

Arturo Chenbois - male Human Fighter/Rogue


You will most often find Arturo in one of the many flop houses, dives and watering holes within the slums of Narwell. A cold man, he rarely has a pleasant word to say to anyone. He keeps to himself, talks little and cares less. He is quiet, unassuming and has a tendency to fade into the background. .

He is short, with close-cropped black hair, a narrow nose and eyes that move slowly. He can often be seen mumbling to himself inaudibly, and when he does talk to people he rarely looks them in the eye, his gaze instead directed to their body. He dresses in simple, non-descript clothing, although attentive persons will spot a number of blades and hilts concealed under his clothes or in his boots. 

Arturo arrived in Narwell less than a year ago, escaped from the slave pits of the Pomarj where he has survived for the last five years. A soldier in the army of one of the Wild Coast cities that fell during the Orcish invasion in 593, he was taken as a slave, tortured and beaten until even his memories of his life before the invasion were hazy.

During his time as a slave he was a solitary individual, keeping to himself and looking out for his own best interests. Some weapons were kept by slaves, and Arturo kept himself armed with a crude, but razor sharp knife. He never turned it on his masters, but used it to keep other slaves in check and to make things marginally better for himself. He eventually was caught killing another slave for food, and soon found himself in the fighting pits.

He made a small name for himself, surviving numerous battles using his warrior skills as well as his natural agility and brilliance to keep himself alive. While in the city of Highport, he finally made his bid for freedom, killing his own master, and carving a path of death through the ranks of the orcs. He escaped the city aboard the Devil’s Pearl, and eventually made his way north to the Wild Coast where he found himself living in the slums of Narwell. His talents eventually caught the eye of Abram Shaen who took Arturo into his employ.

Valerio - male Human Wizard


Born in the city of Elredd, Valerio was quickly noticed as a child for his intelligence and adventurous spirit. He waited eagerly until he was of age to join the city’s mage school until he was finally accepted. Learning the arcane came easy to him, any subject he desired to know further of was rapidly assimilated with the rest of his knowledge. He studied until he grew bored of the monotony of the day to day in college as a young adult and decided that it was time to test his skills on the field.

He joined a small group of adventurers and bonded with them over their mutual yearning for the unknown and inexperienced. In the company, he met Stefania a young woman with an unrelenting character and they grew fond of each other.

He traveled with them for a couple of years until they received word of an imminent attack on his home city. Together, leaving their task at hand behind, they hastily made way to the city of Elredd to be of aid in any way possible. On their way, they were ambushed by a patrolling group of orcs who immediately called for reinforcement not wasting a moment’s breath.

They fought valiantly in this battle but it was not enough. In the midst of the fight, in response to an attack that Valerio had little chance of avoiding, Stefania threw herself into its collision path. More fell shortly after her and before long; they were hopelessly surrounded by the creatures.

Captured by the orcs, those that did not show potential for selling as a slave were slain like dogs in front of their comrades. Valerio was kept for his knowledge of magic and was in due time sold to a strange hooded man who brought him deep underground where the sunlight does not reach.

Deep under, he was delivered to Yidrith, a mindflayer, who ruthlessly probed his mind for knowledge of humans and the world above. Valerio quickly became its favorite prisoner as he would not break under the strains of its tortures.

Five years were spent under the cold grasps of the monster until he was freed from his prison from the breaking of an artifact in the mindflayer’s laboratory that kept him chained through magic. He wandered until he found his old belongings as he sought to escape before the alien being returned.

Saeros (& Alec) - female (& male) Elf Ranger/Druid




"I remember when we were young... we would share long walks in the forest... I would pick flowers and read books... You would swing your sword and shoot arrows at the squirrels and rabbits..." Alec mused in-between breaths. "Do you remember Saeros? When you almost killed that elk? And I forced you to show him mercy, threatening I would never forgive you if you killed him...Do you remember?"

Asked a young white haired elf, whom shifted his frail body in an upright sitting position.

"How stupid I was to take that away from you... Mother and father would have been impressed with your hunting skills." His eyes black as coal turned darker.

"We we`re so young, moving it would have been impossible at the time, without proper equipment and man power." She answered matter of factly.

"Right..." He softly smiled "Where is mother?" He questioned. Alec now tired again, laid flat on his bed.

Radiantly beautiful, small in figure Saeros with snow-white hair to match the boy in the bed quickly turned her head down, staring at the veins on the back of her hands.

Saeros felt sick at heart having to watch him lay there covered head to toe in bandage. She could no longer look at him without feeling burning anger. Anger for not being able to help him, anger for the man who did this to him. Anger for not being strong enough to do something besides whine like a child.

"Mother shouldn't be long, she was talking to grandfather seeking higher direction...for the problem with fa-"Saeros choked on her last word. "Father." She swallowed.

Alecs gaze left hers to fall somewhere on a fixed point along the wall.

She wanted to help him, to stop his suffering. He was the most important person she had. Yet she could not stop this from happening and she could never forgive herself for the curse Alec will have to live with for the remaining time of his life.

"I want to help you... how can I help you?" She pleaded for an answer.

"What I seek is too much to ask."

"What is too much?"

"I want to be able to have a proper nights rest. I want my hands to stop shaking when I hold my quill… I want to know what it feels like to be hungry again, to taste the food that is in my mouth. Most of all I want to look into his pathetic sorry eyes when I drive my blade straight through his heart and kill him where he stands!" Alecs voice dripped with hatred.

"I will see to you have everything and more... I will stand next to you in battle, shield you from harm and guide your blade if must. I am prepared to die for your cause brother." Saeros sat proud holding her fist to her chest, tears streaming down her face.

"Then all is just." He grinned.

Vaso - male Human Wizard



Vaso was raised from infancy in a monastery not far from the city of Elredd on the wild coast, now held by the Pomarj. He was happy there, studying religion, surrounded by those he called brother and father. When he was about 12 or 13 however, strange things began to happen around him. He began to, quite inexplicably, terrify the people around him for which he cared. Over the next year or so, these isolated events became increasingly consistent, and he became hated, ostracized and banished. As he left, under the glowering eyes of his once family, an old mentor of his felt pity for him, and gave him direction in the form of the name and location of the man who had brought him there as a baby.
Thus began Vaso’s quest for knowledge, acceptance and identity. He began by finding Rodrik, the disillusioned soldier who had saved him from the mob that killed his parents, in Elredd. The man told him as much as he knew of his dark origins, which wasn’t much, but it was enough to terrify Vaso, shattering his very sense of self forevermore.
He traveled back to the town of his birth, the village of Metello, but found few leads. He discovered only the name of his father, and a series of vague accounts of the man who was responsible for his birth. He found only a lush field where his house had been burned years ago.
Returning to Rodrik, the soldier grudgingly called in a favor from a wizard working at the local college, Gendry. Intrigued by Vaso’s story, he agreed to take him in. Although he was not a student of the college, and had to work for his accommodations, Vaso was allowed to live on the school grounds, so long as he lived by certain conditions. He spent his time learning from Gendry what he could, and reading from the college’s extensive collection whenever he could spare an hour. He learned much during these short years, but his powers were still very volatile and difficult to control. Gendry’s experiments, and the observations derived from their many sessions, helped him to learn a little about their nature, but did little to help him control them. After having lived on the grounds for about three years, an accident forced him to flee again.
He was caught however, by Gendry, and by Kielgrave. Together, with the help of three additional wizards, he underwent the most painful experience of his life. The experience allowed him to have more control over his powers than ever before, but at a steep price. In and out of consciousness for months, he woke up on a cart, weak and disoriented. The cart was driven by Rodrik, who explained that the Pomarj had been getting close to Elredd, and Gendry had tasked him with bringing Vaso to Safeton, where he could rest and heal safely.

He would spend the next few months there, while Elredd fell. He did not know the fates of Gendry, or of Kielgrave, but hoped they had escaped, or otherwise survived the attacks, so that he could find them and get answers to some of the many questions that burned away inside him. Rodrik had left as soon as they had arrived so, alone, Vaso made his way further north, surviving by taking odd jobs, adventuring, and training. He hopes to one day master his powers, to become strong enough to venture back to Elredd, deep in Pomarj territory, where his answers might remain. Perhaps, if he is lucky, he might even learn who his father was, how he died, and of the circumstances that led that man to take the actions that made him what he was today. 

Shaihothep - male Baklun (Human) Wizard



Shaihothep parents, Menon and Sikhis, along with two older brothers (Tarun and Shefeb), an older sister (Nili), a younger brother and sister (Oziz and Sheritra) came from far away Nekheb in Araya, as Menon was a restless merchant seeking better fortunes. He wasn't that prosper and after consulting the oracles took a big gamble at some point joining a large caravan with his family, to trade in far lands. Shaihothep was twelve at the time. He was the quick one, analyzing and curious about anything and everything in the world... less so for human interactions which he found sometimes a distraction from understanding other, more interesting things... He would probably not become the honey-tongued merchant Menon developed in... Menon indulged Shaihothep though, hoping to see him become an administrative high official or such, and while he urged Shaihothep to mingle more to develop his sociable side, he also recognized that Shaihothep's intellectual pursuits he and his wife had encouraged, as well as his ways of using them in social contexts, created a slight barrier between Shaihothep and others... This led Shaihothep to lean towards the side of the underdog more than the popular, something that Menon was not happy about. But he was a busy man, and had other sons more cheerfully disposition-ed, one even a natural-born merchant like him (Tarun), one a fighter in the town guards (Shefeb). So he left Shaihothep to his studies. Eventually when Shaihothep was 18, he was impressed by a passing hermit's knowledgeable comments, and one thing leading to another he was reluctantly given leave by his parents to become his apprentice for a year. The hermit lived 5 weeks travel away, that trek had been one of the trips he undertook to learn, and teach the world once every few years. With him, Shaihothep improved greatly his knowledge of history, religion and nature, Oerydian and even Suel and some Elvish, as well as his agility and reflexes... He also developed his meditation, to steel his mind and create a strong inner sanctuary. Physically he was quick, yes, but frail... Not in health, he was quite resilient, his blood quickly clot and he rarely caught a bad cold. But using his muscles just didn't have much appeal to him, he preferred by far to sit and reflect, or meditate...

Shaihothep used to get news by a trading caravan every few months or so, but on the 10th month he did not receive any news. Finally a month late, he learned that the growing threat of a new, or old? evil called simply Elemental Evil had stricken in several places. Already chancy travel was now mush less safe, except in numbers... He came back with that caravan, too late... He learned of the catastrophic news by other merchants, many things from hearsay... Shaihothep parents, Menon and Sikhis, as well as Tarun, Shefeb and Nili were killed by Heka-wielding creatures (not sure which kind, mixed probably) but most probably related to this rise of the Elemental Evil threat. Oziz and Sheritra were never found again, but were deemed taken, maybe as slaves, for better or worse. After investigating as much as he could, obsessively, about what happened, and knowing achingly he could not yet exact his vengeance, he decided to assuage his grief and anger by giving himself (and his dead parents and siblings) the unyielding promise to rise in knowledge and power and have no rest until the murderers were found and killed. He joined a library and worked as a scribe, and for a few years searched and meditated on what stories and lore of symbols, of Heka he could find. His dedication to faithful transcriptions and studies was noticed by his superiors, and his quickness of mind and knowledge were probed by a man known to be a Hekai. After hearing out Shaihothep's tragic story and knowing the reason for his studies, the man kindly indicated many sources he should now go over, talking with the Head Librarian to let him gain special permissions to access protected lore that was previously forbidden to him... He said he was going on a long journey, and would come back eventually to see his progress. Unfortunately, he didn't. But eventually, thanks to Shaihothep's remarkable determination, aided by his astonishing mental acuity and memory, and with the helpful "illuminatingly cryptic" riddles given him by the Head Librarian to solve when his translation work was exceptionally well done (which was what he strived for), Shaihothep found a way to interpret the deep lore to reshape reality by himself: casting Wajad Hekai for the first time. Then Tcheten Shepit...

Shahid ben Alcazzar - male Human Rogue/Wizard


I am Shahid ben Alcazzar, born of the strange union between an artisan known to everyone in Nekheb by the name of Amn-Nasir and my beautiful mother Neferen of house Neru.

Luckily for me, I've inherited of my father's conviviality and my mother's natural charm. As a kid, I've always been the popular one around the neighborhood.
I remember running with my gang of merry goers in the streets of the vibrant city Nekheb can be. With its music, its infinite luxuries and its women dressed in long colorful dresses, making it the greatest of all cities. And trust me, I've visited quite a few! I remember jumping from roof to roofs, climbing house windows and taking what we wanted. These were the good years.

I also remember this one strange kid. Shaihothep was his name. The other kids didn't like him very much and he didn't seem to like them either. We nonetheless spent a lot of time together sharing a strange obsession for magic and other fine things of life. We use to spy on the old Lamashizzar in his laboratorium. At some point, I even convinced Shaihothep to help me crack open the window and climb into the old man's mansion to steel some of his material to make our own experiments. That didn't turn out quite as planned but we still had a blast and that's all that mattered back then.

At some point however, Shaihothep and his whole family left. I remember his father coming to our house. Him and Amn-Nasir had a business arrangement. There was some shouting and fighting and a fortnight later they were all gone never to return. I hope everything turned out alright for him..

In all cases, I decided to put my natural talents to use and join the town circus. I quickly became one of Nekheb's best young actor-entertainers. None could surpass my talents. At night I was performing in front of largely filled audiences and during the day I was researching of novel ways to magically enhance my performances. I eventually started being requested at private noble parties and my life quickly became dull as they wouldn't take no for an answer. I wanted to please crowds, not withered old men who feel empowered by showing off wealth to a handful of guesses.

I had to leave Nekheb if I wanted the world to know my talents.

While I traveled the world, my main occupation was theater. I learned to impersonate, disguise and please the public. Every month I discovered new places. I learned to speak many languages and live in many cultures. Unfortunately, the world is not all theaters and acrobats but a rather quite dangerous place. I needed a protector. With the help of a wondrous mentor named Khalifra, I learned a great many ways to manipulate life's fabric to better serve oneself. At some point, Khalifra spoke about a powerful artifact she knew resided in my native country. The crown of the long deceased Amun-Re. It is said to be a powerful sentient item that grants its wielder great power over the essence of life that surrounds him.

Who wouldn't want to wear such a crown?

Despite Khalifra's great warnings about Amun Re's temple and also partly out of nostalgia to see Nekheb again, I went back to my origins. I found Amun Re's denied final resting place, paid my respect to Anubis to receive the blessing of the crypts guardians and dived into a magical fire that transported me in a dumbfounding maze.

I know I am not alone in this place. Some powerful beasts are lurking about and I have managed to avoid them so far. I have no clue how long I have been in here. The mist seems to be dulling my wits. I will soon be running out of resources and I'm not sure how much longer I can survive here by myself. Khalifra was probably right. She's always right...

Sunday, April 26, 2015

The Verbonc Campaign

GAME 39-40: HEROES' FALL IN J'BHULGOLBOTH

RECAP:


- The heroes uncover the secrets of both the Scarlet Lord and the Kuo-Toa city but in the need are unable to profit from the rivalries between their various enemies: the Yidrith the Illithid, the Scarlet Lord, the Kuo-Toas and the demons of Tharizdun.

Muscling their way inside the temple, they are in the end defeated by the Messiah-Child of Tharizdun (the incest Dunwick twins' child) and his new 'pet' Vrock.

GAME 37-38: RETURN TO J'BHULGOLBOTH

RECAP:

- On the 25th of Ready'Reat 598, the heroes return to Narwell to tackle once again the Scarlet Plague. About to descend into the underground passages, they run into a creepy child who looks about 5 years old. He has red hair and amethyst eyes, exactly like the late Lyza Dunwick and her twin cultist brother. He approaches Ogash, calling her his 'mommy'. Ogash asks Viseera and Arturo to bring him to the temple of Pelor, where he is blessed by a priest. He is later brought to the city's orphanage.

Proceeding onward, the heroes return to the cave with the giant 60' tall maw of frozen black ice. Saeros is able to call upon her links to nature to shield herself and Ogash from the terrible cold. Vaso, strangely able to endure the cold himself, follows them. Ogash uses the Flail of Thundering to shatter the black ice. A great fissure appears and widens. A seeping all-encompassing darkness is released from the gate, followed by a small horde of Tharizdun's demons.

Running for their lives, the heroes reach the lair of Yidrith the Illithid (Mind Flayer). Yidrith has now with him a small army of subterranean worm-like Gricks.





Fortunately for the heroes, Yidrith does not wish to kill them. He reveals his 'puppet-slave' Valerio is leading them to do his bidding: uncovering the secrets of the Scarlet Plague. This would involve recovering Kuo-Toa tablets from the great temple in J'bhulgolboth: the Kuo-Toa city.

The heroes are force to repel two attacks by the demons. The first wave is led by a Chasme, the second by a Shadow Demon.


Chasme
Mane
Dretch
Shadow Demon

Victorious but hard pressed, they decide to return to the 'Gate of Tharizdun' where they see 50-60 minor demons led by a Vrock heading in the passage leading back to the city.


Seen by the demons, they run away, the fast Vrock in tow. The Vrock engages them as they try to flee by the underground river. He capsizes and destroys their rowboat, but they manage to escape in-extremis (Shaihothep does lose the fabled Staff of the Pharaohs in the waters).



They rest and finally reach J'bhulgolboth only to find they have drawn the demons to the city. The demons are now fighting the infected 'Scarlet Children' Kuo-Toa defenders. This allows them to slip unnoticed and reach the great temple.


Whereas the scarlet rust has laid its claim on the rest of the city, it cannot seem to penetrate the temple itself. The central dome of this massive structure is surrounded by five porticos, each sheltering a 10-foot-tall copper statue of a naked woman with lobster claws and a lobster's head. The statues stand clawed arms raised and pointing towards pairs of large, beaten copper doors. The floor is inlaid with thousands of sea-green tiles, enchanted to seemingly burn with a soft green glow, resulting in what seems like the rippling surface of a bottomless lake.


Opening the doors, the heroes find a large chamber that takes up the complete ground floor of the temple. A semicircular platform sits just beyond the entrance doors, and a large circular stage dominates the center of the room. The area between the platforms and the central stage is flooded with water, the surface of which flickers with a faint green glow. The domed roof curves upward above, every inch of it covered in elaborate murals of Kuo-Toa history. Five flights of steps lead out of the pool to this stage. Five stone blocks and five more similar copper statues are arranged around the perimeter of the stage, but the most impressive sight is the flickering, freestanding column of water rising from the center of the pulpit to the peak of the domed roof ahead. Copper spiral stairs wind around the water column and up though a hole in the ceiling.




GAME 36: CAINNEATH DEFEATED

RECAP:

- On the 11th of Ready'Reat 598, the Druid Cainneath and Ent Splintwood attack Val'Modra, defended by Ivano and his 7 soldiers (including the hormone-driven Giancarlo) along with Elysande, Ogash, Saeros, Alec, Valerio and Viseera.



Viseera's heroics capture the Druid and force him to stop the attack, but the quick parlay is ended when Valerio resumes the fiery destruction, eventually finishing off the badly injured Splintwood. A distraught and anguished Cainneath transforms into a bird and flees. The land itself and all animals within miles echo in pain the ancient creature's demise.

Saeros, having befriended one of Cainneath's cougars, is able lead the heroes to the Druid's sacred circle of standing stones. Rejoined by the powerful Shaihothep, they track down and defeat Cainneath, Viseera severing his right hand.

They bring him back to the Baron's justice in Zulerne, where he is condemned to death for having killed 4 of the Baron's soldiers, destroyed villages and killed many of the Baron's people. Cainneath does not deny the charges, visibly dejected but unrepentant. He refuses to speak to anyone except another Druid and, failing that, Gilia the local priestess of Beory.


Though Baron Cristof finds little pleasure in condemning to death Cainneath, he is nonetheless very grateful to the heroes for not only having stopped him but lawfully brought him to justice so he could face trial. He then brings up the final straw that has caused the mad druid's ire: a quarry opened in the hills by the neighboring lord Conto Tomaz Merleccio of Phlandia.

The mining activities have, according to Ogash (formerly a miner), polluted an affluent of the Darma's Spill river with toxic metals, including lead. Baron Cristof explains these hills are considered his, though by ancient treaties that are vague at best. He is considering sending word to Conto Merleccio to challenge him over the disputed area.

Should those under his patronage wish to take a more forceful action by going to the quarry-mine, he will sanction it, but he will not impose it.

Meanwhile, word from Narwell speaks of a 'scarlet plague' that is afflicting the city. The Baron will not oppose any under his patronage that would wish to travel there for personal reasons.

GAME 35: ZULERNE PATRONAGE

RECAP:

- Ogery, a Narwell merchant Elysande saved near Hommlet (see Game 1), recommends her and her allies to an acquaintance of his: the Baron of nearby Zulerne, Cristof(o) Zulerne.


 

The Baron offers his patronage at 10 gold monthly (3 months to start), with a starting bonus of 50 gold to solve a mystery troubling his lands. The far village of Lecco has not been heard from and a dozen soldiers he has sent to investigate have not returned.

Elysande, Ogash, Saeros and Alec leave to investigate. They find another village, Modane, also destroyed. They rush to the village of Varese, having reason to believe it will be next. They reach it just in time to help the villagers as trees uproot themselves and start destroying all in sight.The culprit is the Druid Cainneach and his Ent ally Splintwood.





Elysande tries to talk to him and understand why is he doing this. Cainneach claims the old ways have been trampled upon for too long and now they have gone too far: retribution is at hand. Elysande is able to convince him to destroy only the buildings and leave the villagers escape. The Druid agrees.

Miraculously, thanks to the heroes, only 4 villagers of Varese are killed. Saeros adopts 2 orphan girls she saved, Luccia (12) and Catrina (9) Trozzo, after her mother and uncle are killed.

Luccia & Catrina - art by our own Saeros aka Shania :)

Saeros also saves Fosco the local merchant by healing his grievous wounds.
Other notable villagers rescued are Fiametta the village priestess of Beory-Ehlonna:


and Damaia the Tiefling owner of the Oca d'Oro Inn:


They fall back to the Baronial fort at Val'Modra, evacuate the local populace and prepare for an eventual attack...


GAME 34: THARIZDUN'S MESSIAH

RECAP:

- The ceremony enthralls all present in a crescendo of rhythmic madness, Arturo, Valerio and others previously gathered, including Ogash and Vaso who were earlier snatched from the streets and charmed by the cult leader twin. Fortunately, elven heritage protects against the dark compulsion: Elysande, Saeros and her brother Alec are unaffected.


The twin priest and a midwife cultist begin the ritual of childbirth, calling on the Dark One, Tharizdun, to bring forth his messiah: his twin sister's baby. Elysande disrupts the ceremony with the scream of the Banshee. The dark charm is broken. Some are there willingly, others are not. A wild melee ensues as Tharizdun's guardians wreak havoc on all indiscriminately.

Arturo stabs Lyza's pregnant belly to kill the unborn dark child. But the child clings to life, imbued with dark powers. He is born into the world a misshapen purple infant, deformed by engorged veins and dark blood tumors. Exuberant, the cult leader ignores his dying sister to rescue the child messiah, only to be betrayed by his newborn son. Growing to ogrish proportions in mere moments, the infant grabs and tears apart in own father.


Ogash realizes her newly-acquired morning star, now nicknamed 'Condescendance', comes alive with the symbol and power of Tharizdun.


Vaso saves the day, using his necromantic magic to paralyze the monstrous child, allowing all to strike it down.

The wrath of Tharizdun is brought down upon the secret temple: foundations rumble and begin to collapse. Arturo grabs Liza's corpse  and Valerio is saved by Ogash when a large chunk of debris falls on him, pinning him down. They exit the mansion as it sinks into rubble.

GAME 32-33: KIDNAPPED DAUGHTER & DISCORD LEADING TO MURDER

RECAP:

- The nobleman Owen Dunwick approaches Arturo, Valerio, Siméon and Siath at the Sundered Spear Inn. He seeks to hire able heroes to help rescue his kidnapped redhead daughter Lyza, victim of a mysterious group called the Nightmare Syndicate. They are holding her ransom for 5000 gold, a sum Owen is unable to pay. He offers 500 gold to help rescue her.

The ransom exchange is to take place in at the Dimora Duca Porta (Duke's Gate Mansion), a former nobleman mansion that was destroyed during the Orcish invasion and now lies in ruins. Three of the four kidnappers are dispatched, the last survivor escapes.

Investigating the place, a concealed entrance to a lower level is found. It leads to a gate, home of some dark cult protected against intruders by evil magic wards. Strife erupts between Siath and Siméon after the elf falls victim to the dread dark powers. Unable to find the means to bypass the wards, the group retreats. Discord between Siath and Siméon builds, leading to Siath attacking Siméon at the Sundered Spear with deadly force. Siméon refuses to retaliate, fleeing the scene on his horse.

A few days later, Falara the Innkeeper and local militiamen find Elysande in her room at the Inn, drugged. The room has been thoroughly searched and her most prized possessions stolen from her, including the fabled and highly valuable Star Gem of Khan-Pelar. The militiamen interrogate her: she is viewed as suspect after finding her thieves tools and disguise kit in her room. She learns Siath is accused of having murdered Siméon, whose body was found outside town with one of Siath's arrowhead found on the scene. They assume Siath has fled the region, after having drugged and robbed Elysande, things having turned sour over spoils, especially over some large gem.

Elysande finds two of the last people Siath & Siméon were seen with, Arturo and Valerio, and tries to learn what happened. By a strange twist of fate, they also encounter Siath's twin children, Saeros and Alec, who are in town seeking coin for a quest as well as looking for their mother.

On Patchwall 14th 598, They join forces and decide to continue investigating Lyza's kidnapping. Finding the way to pass the wards, by donning the cult's purple  robes, they proceed inside. Using great stealth, they dispatch 3 cultists: a half-ogre cook and two torturers. They stumble on a library where Valerio finds an ancient tome dating back 300 years. It opens to a specific page as if victim to some poltergeist, showing the following entry in the book's page:

Patchwall 14, 298

Last night I witnessed something wonderful yet disturbing. I dreamt that a new spiritual leader will be born into the cult. His mother will be a beautiful young woman with hair like fire and eyes like amethysts, his father, her brother, a worshiper of the Dark One with similar features. The birth will happen in this sacred temple, before those who truly revere the Dark God. After the child is born, a ceremony will begin to bind him as the Dark God's emissary. My dream ended in a flash of steel and a cold dark mist. Woefully, I fear that I will not live to see this glorious day, for something tells me this child - this messiah - will someday awaken the Dark God from his eternal slumber.

Brother Artillis Segrentine

When Valerio tries to take the tome, the Ghost of Brother Artillis Segrentine appears and possesses the wizard. Elysande is able to put him to sleep before he can harm the heroes. The angry ghost releases the sleeping body and is about to kill the group when Arturo heroically snatches the tome, makes a run for the kitchens with the Ghost in tow, and throws the book in the kitchen fire, destroying it and banishing the ghost in the process.


The heroes continue perusing the various books of the library when they are accosted by two red-haired twins: the cult leader and his twin sister, the 'kidnapped' Lyza. She is obviously very pregnant, close to giving birth.


Visibly victim of dementia, both gleefully greet the heroes as witnesses to the coming of the messiah, and invite them to the ceremony. The heroes accept, following the crazed twins into the cult's temple ...

GAME 30-31: THE SCARLET LORD

RECAP:

- The heroes take rooms at the Sundered Spear Inn and meet Falara, former adventurer and innkeeper. Siméon and Theomund are allowed a brief meeting with the Military Governor (and Lord) Carrio Palmiran.

Palmiran

Meanwhile Siath and Ogash decide to use local racism towards half-orcs to put on a show: Siath becomes Ogash's manager. She opens up the show with a bear training act using her 6 month old kodiak cub Muqwag.

Muqwag

The local bard Teldan provides music and song (poorly!), then onto the main even where Ogash takes on locals in unarmed pit fights. They set this up with Teldan's help in the slums-ruins of Narwell. The unsanctioned event, which Ogash wins, quickly catches the attention of the local Narwell gang who controls that territory. First the massive thug Vidone, then the gang leader himself, the charming Arbram Shaen impose themselves on Siath, taking her to a private meeting.

Arbram Shaen

Unsure as to what is unfolding, Morthos ignites a general brawl, Theomund joins in by coldcocking Vidone, Siméon unsuccessfully trying to cool tempers down. But Siath was safe: not only did she negotiate a fee for allowing the fights (20% of profits to Shaen's gang), but she also seduces the handsome gangster. A half-naked Shaen hears all the ruckus, steps unto the scene and stops the brawl. Siath is behind him, covered only by his cloak,



The heroes inquire with Shaen about the disappearances in the slums. Shaen explains about 20 locals have thus far disappeared, including an entire family after they had uncovered a passage in a cellar leading to a large underground cave. Investigating the cave, the heroes follow an underground river that leads them to a strange discovery: a bizarre Scarlet Fungus. Bulbs of the fungus, when struck, burst in spores. Avoiding it, the heroes proceed and stumble on a cave, home to 2 Trolls.


After defeating them, they find their treasure, including an unusual Morning Star whose spiked black metal head at times shines with patterns akin to a swirling maelstrom.


They also find a row-boat made from the upturned shell of some unknown sea creature.
Beyond the troll cave, a tunnel leads to a large cavern, a thing of cold beauty: all the stone covered with a fine coating of frost. Frozen puddles dot the floor, and the quiet immense cavern fills the heroes with chills and feelings of despair and fear. Perhaps it is merely the unnatural cold, or perhaps something far more sinister lurks in the darkness beyond. Proceeding, they find the cold gets progressively more intense, reaching barely tolerable levels. Huge blocks of ice are now visible: disturbing, frozen forms within. At the end of the cave a giant 60' tall maw of frozen black ice can be seen. The newly found morning star reacts, the pattern in the maelstrom congeals into the following symbol:

Maelstrom symbol

The heroes back off and decide on another route, using the boat to navigate the underground river. This leads them to a 40' ledge by the river where an Illithid (Mind Flayer) named Yidrith mentally controls Ogash, forcing her to him. Though he claims he wishes to talk, a fight quickly ensues. Yidrith grabs hold of Morthos with his tentacles and is about to inject him with a strange syringe-device filled with that scarlet fungus. Fortunately for Morthos, Theomund and Siath save him in-extremis, forcing the illithid to escape using his strange magical powers.

Yidrith the Illithid

Pressing on, they find Yidrith's abandoned lair: a place filled with strange devices and laboratory equipment. Yidrith seemed to have been experimenting on this scarlet fungus, using live subjects. Before trashing the place, they uncover (and keep) a magical spectacle-lens and a fraction of a clay tablet with unusual alien symbols. The lens magically allows to read the tablet: it speaks of a Kuo-Toa city next to a great underground lake called J'bhulgolboth.

Continuing to explore, they stumble on the discarded gear of Ferrucio Forlini, younger cousin to one of the Narwellian oligarch Lords: his mail shirt with metal shoulder guards, his arming sword and a quiver of arrows. Morthos had learned in Narwell the young Lord had hired Bravii (sell-swords) to investigate the local disappearances.

The river eventually leads them to a guard post manned by a mix group of the disappeared Narwellians and Kuo-Toa fishmen, along with their pet Basilisk. All have been infected by the scarlet Fungus: their bodies showing scarlet shingles, tendrils and bulbs - strands of writhing fungus especially present in mucus areas like the eyes, nose and mouth. Those areas are nests of squirming tendrils, with thick red ooze draining from open areas or wounds.



As the humans attack, they do so claiming allegiance to 'The Scarlet Lord', spewing out globs of scarlet rust from their mouths at nearby targets.
The heroes defeat them and, exploring the tunnels beyond the guard post, realize it was guarding the aforementioned Kuo-Toa city J'bhulgolboth. The city looks empty, with no signs of life nor activity. It stands at the edge of a gigantic underground lake. The walls of this enormous cavern shines with a dim eerie ambient scarlet light, the scarlet fungus everywhere, even covering the lake waters with a thick red crust.
The Kuo-Toa city itself is a disturbing sight, with twisted towers, spires, and bulbous structures looming out of the darkness like massive sea monsters. The addition of the ever present scarlet rust make the place more terrifying.


The city is dominated by a massive, five-sided structure with a dome of reddish stone at the center (area 18 on map). A walkway encircles the dome at a height of 50', and a stubby tower rises from the top of the dome. A huge statue of a naked woman with lobster claws and a lobster's head stands at the pinnacle of the tower. Five looming spires surround the edifice, resembling massive ribs that curve towards the central dome.



The tired heroes back off to the guard post where they seek to rest. While resting they are attacked by another group of Kuo-Toa, this time led by a Priest with his terrifying bodyguard: a Kuo-Toa Monitor.




Theomund and Morthos perish while Siméon is held under the unholy power of the Priest. Siath and Ogash win the day by the skin of their teeth but the wounded Priest escapes by leaping in the water.
Gathering their fallen on the boat, they retreat to Narwell.

GAME 29: DUNMARSH & NARWELL

RECAP:

- The heroes defeat the Kobolds but the powerful Kobold sorcerer escapes. The Dragon simply vanishes: it seems to have been a vision, never really there in the first place.
They finally exit the woods after a 12-day trek on Harvester 14th 598, arriving at the village of Dunmarsh (a.k.a. Tourbrun).


The local Lord, Sire Samlet de Tourbrun, is currently sharing his keep, 'La Motte de Tourbrun', with his Lord, Baron Jeromo Janstin of Narwell (Samlet is vassal to Janstin).

Baron Janstin of Narwell

Baron Janstin is currently in exile after having being deposed by a coalition of local Narwell Lords backed by the foreign city of Greyhawk. He now resides in Dunmarsh with his  'Freedom Fighters', the Black Hearts of Narwell, led by his Captain (and right hand man) Divelio Matici. Also with him: his beloved teenage daughter, Signorina Drea Janstin.
The 15th of Harvester is spent in Dunmarsh. The heroes get to acquaint themselves with the local lords, the village and its most predominant people:
- the wise and devout (to the Goddess Ehlonna) Dame Éliane de Tourbrun, Samlet's aunt.
- the local priestess of the Goddess Beory (Old Faith), Bryenne (6 on map).
- the wealthy Priou Le Mélinaire, owner of the Mélinaire Estate (8 on map) and village mill. He is also a lumber and fur merchant.
- Haman Le Fustec, owner of the General Store (7 on map).
- Menolo the Innkeeper, owner of the Happy Horse Inn & Tavern (9 on map), Morthos's new friend.
Well received by the Baron, the heroes are told in no uncertain terms that anyone who would help him reclaim his rightful title in Narwell would be greatly recompensed.

Heroes's shenanigans while in Dunmarsh 

They depart on the 16th, taking the road east, and reach the great Jewel River late on the 17th. The passage is called Dunmarsh Ferry (a.k.a. Le Traversier de Tourbrun), a small fort and thorp-ferry controlled by Lord Heddwyn Grudaire, brother to one of the new Lords of Narwell.

Narwell Coat of Arms

On Harvester 20th the heroes finally reach the major Wild Coast town of Narwell. They spend the next 2 days (21st & 22nd) getting to know the city and its inhabitants. They learn the following:

Narwell (a.k.a. Narvel in Velondi or Narvelle in Oerydian) is a large walled town. When the Great Orcish Horde of 593 was finally halted in Safeton and here, substantial damage was caused to the southern walls and part of the city. The southern wall is still being repaired, a wooden palisade stands in areas not completed. On an infamous night of early 594, now known as the Night of Terror, every half-orc, greenskin (goblinoids) and some tieflings in Narwell and Safeton were knifed, lynched, or burned alive by the humans of the towns for fear they might be Pomarj (humanoid) spies.

Narwell was formerly ruled by the self-proclaimed Baron Jeromo Janstin. After that, it was jointly administered with Captain Chancellor Ruberis Nenshen of Greyhawk (brother of the powerful Org Nenshen, ruler of the Greyhawk). Following the Orcish invasion of 593, Baron Janstin was deposed for cowardice, his palace and holdings in the city seized, and he fled to neighboring Dunmarsh (Tourbrun). Nenshen now rules with Military Governor (and Lord) Carrio Palmiran, a local puppet lord loyal to Greyhawk, and a small council of 4 local oligarch ‘Lords’: Merchant-Lord Chadris(cio) Cothais, Patrizio Marolo Mitri, Nobiluomo Leonzio Forlini and Lord-Tiarn Muiris Grudaire.

Narwell fields a militia of 350, including about 50 light cavalrymen. These tough soldiers patrol the city, but also the western and central areas of the plains and the upper eastern fringe of the Welkwood as far as Castle Mastryne. They train local militias in outlying farm communities and give help in constructing defenses, also acquiring information and liaising with local landholders.
Narwell also fields a special soldiery called the Headhunters, which include rangers and 'reformed' thieves in their number. Led by Captain Romerian Timane, and including the independent famous sword-mistress Bladestorm, their mission is to repulse humanoid probes, and bring to justice bandits who commit acts of looting, pillage, or violence against the communities of the Wild Plains or the allied cities. Headhunters go out actively tracking down those responsible. They have a free hand to do as they please, and their leader, Timane, does not tolerate gross violations of common law. Determined and relentless, they are known to pursue their targets into the Gnarley Forest, the Plains of Greyhawk, and even into the Welkwood if necessary, where they have taken over most patrolling within the upper Welkwood, their rangers being ideally suited for such work.

The clergies of the city include:
- a Temple of Pelor, tended by the Priest Garinio Corunel, who is also a Headhunter.
- a Temple of Ehlonna, tended by the Priestess Caesera Saliciera, the ‘Willowmane’.
- a Temple of Kord, tended by the Priest Axentakus Krune, also the garrison recruiter & trainer. 

In the past, it is said Narwell has for centuries been haven for fugitives, outlaws, and free-spirited adventurers. The oldest of the Wild Coast cities, rumors say it was founded as the settlement of Naer’s Well some time after the Rain of Colourless Fire by Naer, a wandering priest of Phyton, a Suel Titan and elder God of nature and farming. Almost immediately, Naer’s Well (or Narwell as it later became known) gained notoriety as a home to vicious bandits and highwaymen. Landlocked and far from the lucrative trade routes that saw upstart cities such as Greyhawk prosper and grow, Narwell relied as much on brigandage as it did on honest trade. Like the rest of the Wild Coast, it remained a lawless backwater for centuries, ruled over by petty tyrants and robber barons whose might alone secured their rights.

The Orcish invasion ended Narwell’s long independence. The town survived intact, but only by submitting to the Domain of Greyhawk in return for the protection of the Greyhawk Militia. In the years after, Narwell has become an important military base for Greyhawk, anchoring the western end of the Domain’s defensive line against the Orcish Empire of the Pomarj.

The orcs defeated, the directing oligarchy moved swiftly to begin rebuilding Narwell. The oligarchs declared the town’s former ruler, the ‘odious’ Baron Janstin, a traitor. It is said the baron had fled with his personal guard before tidings of the orc attack even reached the ears of Captain Chancellor Nenshen. Revoking his title and claims, the oligarchs seized Janstin’s lands, placing Narwell and its territory under the informal rule of the free city of Greyhawk. The militia now occupies the Baron’s Keep and the baron’s once opulent private demesne, now used to billet the local garrison.

Though many surviving natives have returned to pick up the pieces of their lives, a great number of newcomers now live in the rough and ready settlement rising from the ashes of old Narwell. Throughout Greyhawk City, notices have been posted offering land and tenancies in Narwell to labourers and craftsmen who aid in the reconstruction. The chance of a home and a new life has proven irresistible to many of Greyhawk’s poor and homeless, who have flocked south in droves.

Most of the new arrivals have been put to work on repairs to the Baron’s Keep and the stone walls surrounding the baron’s demesne. Outside the walls, the new Narwell is taking shape. Newly built shops housing artisans and merchants line old Market Street. Baron’s Way, lying as it does close to the gates to the militia, has become a strip of boisterous ale houses, gambling dens and other shady dives catering to the needs of the militiamen and laborers. Behind the street front businesses, a haphazard array of grubby laborer's shacks and mud-streaked tents throng the back lots.

The arrival of the Greyhawkers has been something of a mixed blessing for the natives. While many were grateful at first for the defeat of the orcs, some Narwallers returned to find their land occupied by settlers. Then native traders and craftsmen found that, by decree of the Directing Oligarchy, they had to either join one of the Greyhawk Guilds or pay a stiff tariff to ply their trade. Unsurprisingly, this treatment outraged the natives. Disputes and brawls broke out regularly between Narwellers and Greyhawkers in the first few months of the resettlement, until several prominent Narweller "troublemakers" were imprisoned under the Baron’s Keep. Since then a sullen, but tense peace has settled over the town punctuated by a string of tit-for-tat beatings and stabbings.

Making matters worse, the pretense of law enforcement is underlined by impunity with which members of Greyhawk’s Guild of Thieves now operates in Narwell. Military Governor Palmiran being loyal to Nenshen and Greyhawk, their members seem to have little to fear from the authorities. They have moved quickly to set up and control Narwell’s vice and gambling rackets. They also extort protection money from local businesses, whether legitimate or otherwise. However, unlike their home turf, they have opposition in Narwell. With few legitimate means of resisting the new regime, many Narwellers have turned to crime – an easy step for some.

Locales of interest in Narwell include:
- The Wainyard : home of The Union of Merchants and Traders. Housing agents for all the Greyhawk guilds, the Wainyard is the hub of the efforts to rebuild Narwell. Every few days, wagon trains roll into town bearing lumber, stone, and essential supplies. Acting as supply depot and general store, the Wainyard is heavily patrolled and guarded, closely looking after the interests of their paymasters among the Greyhawk guilds.
- The Sundered Spear: this tavern and inn caters to merchants, wealthy visiting guildsmen and anyone flush with coin. Named after the Shining Spears, a group of adventurers, and owned by the half-elf Falara, that group’s only surviving member, the tavern is said to be one of the safest places in Narwell. Tales recount how the Shining Spears met their doom deep within the Pomarj while searching for a particularly notorious orc chieftain.
- Keridor’s Trading Post: bustling and busy (but a riot of disorganization) Keridor’s is well known among the populace as a place to buy and sell almost any portable item no questions asked. Within the dingy two-storey building, the unscrupulous Keridor presides over chaos along with his six mercenary guards who vigilantly patrol the premises. Sprawling across the entire first floor and much of the second the clutter is without rhyme or reason. Shelves, bins, and cupboards all overflow with an ever-changing array of knickknacks, bric-a-brac and oddments. Keridor is happy to trade with almost anyone and enjoys engaging in long, convoluted conversations with potential customers.

Recent local gossip:
- Priests of Pelor in Narwell and Safeton are claiming a relic of their God has resurfaced in the occupied territories of the Pomarj: the Hand of Pelor. Humanoids were driven back before its divine purity and the local village never succumbed to the Orcish Horde because of it. The locals priests have renamed the village Newtemple Parish, and are calling on the faithful to flock to this new holy place of pilgrimage.
- Trouble seems to be brewing in the refugee and poor settlements in the burnt ruins. There is an unusual high amount of disappearances, some claim a dozen, others speak of more. Rumors abound: there are talks of a new local gang lord who challenges the Greyhawk Thieves Guild, of a necromancer on a murder spree looking for bodies, of a plague starting to fester, of foul creatures that have being released from ancient structures ...



GAME 28: A NEW SAGA - THE WILD COAST

RECAP:
- Sa Noble Seigneurie Madame la Viscontesse de Verbonc Meryse de Chatelois summons Elysande and Theomund to an informal chat in the gardens of her home at Castel Gantgris in Verbonc. There they meet a local nobleman knight, Sire Simeon de Créran, 2nd son of Sire Chevalier Syacyn de Créran, Seigneur des terres du manoir (et hameau) de Créran, vassal du Baron Blaise de Vasvelle, Seigneur et Grand Baron des terres du Chainon.

The Viscountess informs them of current events. With the Viscount's open call against banditry now rescinded, further action against the Temple of Elemental Evil has now become unlawful. Rufius, regent of Hommlet in the Viscount's name, is hard up for funds after the destruction caused by the attack on the village and his keep. He has been approached by his neighbor to the north, Baron Albernet Galans of Cienega. The baron is interested in helping him with the reconstruction, an inevitable path for his eventual Lordship of these lands.

The Viscountess continues by offering them an opportunity: opening a trade route via Hommlet south-east through the Gnarley Forest and into the Wild Coast's main cities, Narwell and Safeton, as well as helping the Church spread the faith in these savage city-states. She is willing to offer her patronage to that effect.

Having graciously accepted the generous offer, on Harvester 2nd (9th month) of the year of our Lord 598, the heroes arrive at Humming's End, last village in the viscounty before the Gnarley Forest. This woodsman, hunter and logger's community is under the rule of Baron Valdar Deleveu, Warden of the South, who resides in Ostverk. They meet the mayor, Albion son of Utred, and his (charming) wife Jelwyna. They also meet the local Druid, Culinn, the villagers being followers of the Old Faith.

They learn that the Gnarley Forest is home of the recluse Wood Elven Clans. Syath learns the one along the old trail is called Clan Enlanafel. There are unconfirmed rumors the wood elves have killed those who stray too far into their lands.


On Harvester 6th the heroes are attacked by Kobolds led by Greenspawn Draconians, a Green Drakehound, a Kobold Sorcerer, and, worse yet, a horse-size Green Dragon. Elysande is reminded of an encounter earlier that year (see Game 5 recap).

 





GAME 27: DEFEAT OF THE EFREET KALITHAR

RECAP:
- From the depths of the crypt, the Malatah, Set's army of the dead, begins to rise us from the darkness. Wight soldiers, Wraiths, Mummies, Shadows and Giant Skeletal Undead are fought off.



The last of the Undead, a large undead in the image of Set, is driven back by Theomund's Saintly Cross. The heroes are victorious but the hepmoan 'Boy', who had been named Farouch by his comrades, dies victim to one of the undead.



The glass altar is found to be sacred to the Arayan Light God Seker, vanquisher of the Undead. Through an offering, Seker bestows his harness, a golden armored sleeve depicting a jade and platinum relief to his image along the forearm: a mummified falcon-headed man.


Shahid shows great cunning and ingenuity, as well as bravery, using his skills, magic and the Star of Mo-Pelar to defeat the final web of traps leading to the lair of Kalithar the Efreet. Invisible, he sneaks in and opens a large magical bottle there. It releases the trapped Shadalah, the princess bride of the nomads.

Seconds from being incinerated by Kalithar, Shahid throws her the amulet of the tribe. The prophecy comes true: when the amulet comes into contact with the marked palm of the princess, the symbols on both align. A powerful beam of pure blue light streams from the amulet and strikes Kalithar, banishing him.

After having recovered much treasures from the crypt, including the Star of Shah-Pelar and the Fire Gem from the Orb of Golden Death, the heroes return to the Sheikh with Shadalah where they are welcomed as heroes.
Elysande asks for the elven slave Kerina to be released as their reward. It is granted by the Sheikh.

The heroes travel to the City of Phoenix to fulfill yet another part of the prophecy with Shadalah's aid. The power of her enchanted palm, focused through the 3 recovered Star Gems, unlock the archmage Martek's seal: the powerful Djinn Vizier Aeroldoth is released.


The Djinn Vizier explains Kalithar was banished but not defeated, but now he will be able to fight him, as foretold by Martek's prophecy. He grants the heroes a wish before departing. Shahid asks for childhood friend Shaihothep to be released from the cursed phylactery.
Aeroldoth, departing, gives the heroes a blue glass bottle. Should they ever desire to return to seek him, the djinn contained within will take them.

The heroes place the Fire Gem in the Orb of Golden death: this activates the power of the orb. They are transported back to the Temple of Elemental Evil.

LOOT FOUND:
- Magical Dagger : +1 enchantment (both to hit and damage)
- Golden Ring with Scarab Design: +1 protection (to AC and saving throws - but AC bonus isn't cumulative with magical armors or shield)
- 'Alm Sahat' Dagger: +1 enchantment, +2 vs Undead (both to hit and damage)
- Harness (Armored Sleeve) of Seker: can call upon a beam of light that is devastating to the undead, 5 charges, arm-fist is considered magical for punching
- Magical Composite Longbow: +1 enchantment (both to hit and damage)
- Staff of Pharaoh: can turn into a poisonous snake, call a massive stunning thunderclap, create a ball of lightning
- Blue Genie Bottle: gift from the Djinn Prince should you ever wish to return to him.
- 'Skull of Garath' (artifact of Set): divine casters can cause fear, animate the dead, commune with ???, 5 charges each
- Magical necklace: gives off a masking aura. Both Shaihothep and Berne fear it may be cursed.
- Magical Golden Falcon: gives off a masking aura. Both Shaihothep and Berne fear it may be cursed.
- Incense of Meditation: enhances the power of divine casters (for one batch of spells)
- 2 Magical Incenses: made to seem like incenses of Meditation but a slight unusual aura lead both Shaihothep and Berne to fear they may be cursed.
- Fire Gem from the Orb of Golden Death
- Libram of Gainful Conjuration (written in ancient Baklun, so far only Shaihothep can read it but he could teach it with time to someone who reads Baklun): can only be used once, the wizard or sorcerer that reads it (takes a week) gets a new permanent magical ability (unknown).
- Magical Helmet: gives off a masking aura. Both Shaihothep and Berne fear it may be cursed.
- Magical Large Shield: +1 enchantment (to AC and saving throws where a shield would apply).
- Crystal Ball: Scrying device, 1 time per ???.
- 2 Oils of slipperiness
- Potion of Invisibility
- Scrolls (written in Baklun): Monster Summoning III (5th level spell), Monster Summoning II (4th level spell), Monster Summoning I (3rd level spell), Dispel Magic (3rd level spell), Lightning Bolt (3rd level spell), Shadow Strike (3rd level spell), Spine Quill (2nd level spell), True Target (1st level spell), Bound Shield (1st level spell)
- Money from coins or sold gems/jewels: 182 gold
and of course, the fabled Star Gems:
- Star of Mo-Pelar (Diamond): grants true sight,
- Star of Khan-Pelar (Ruby): invigorates wizards and sorcerers
- Star of Shah-Pelar (Sapphire): cures serious wounds, 3 times per ???

TRAINING:
- Shaihothep (from Level 6 to 8) >> Cost: 120 gold (does not include cost for re-transcribing spells, which is 5 gold/spell level), Training Time: 4 weeks
- Theomund (from Level 5 to 7) >> Cost: 104 gold, Training Time: 4 weeks
- Elysande (from Level 5/5 to 6/6) >> Cost: 96 gold, Training Time: 4 weeks
- Morthos (from Level 5/5 to 6/6) >> Cost: 108 gold, Training Time: 4 weeks
- Shahid (from Level 3/3 to 5/5) >> Cost: 162 gold (does not include cost for re-transcribing spells, which is 5 gold/spell level), Training Time: 8 weeks
- Ogash (from Level 4 to 5) >> Cost: 60 gold, Training Time: 2 weeks
- Siath (from Level 4 to 5) >> Cost: 50 gold, Training Time: 2 weeks
Total cost required for the group: 700 gold

GAME 25-26: TEMPLE OF SET & CRYPT OF BADR AL MOSAK

RECAP:
In his father's presence, Korush proclaims his innocence, saying he will only speak to him alone. After hearing the hero's testimonies, Sheik Kassim Arslan leaves with his son. Before departing, he instructs the heroes to continue exploring the Temple of Setsearching for proof and the lost princess while he deals with the Sandvoyager's Guild. Two of his warriors are to stay as witness. Shaihothep proposes the cursed ring found in the pyramid be used on Korush.

A captain of the Sandvoyager's Guild, Barush Broadblade, is rescued from a temple cell. He claims the Guild does not have the princess, but says the bride was a threat to the Efreet and that it has her at its stronghold, the Crypt of Badr Al-MosakHe is left guarded by a one of the Shiek's warriors while the group presses deeper into an undiscovered part of the Temple.

Kyra and the other warrior perish in a deadly pitfall leading to quicksand. Beyond the trap, they uncover an ancient library and find the second Star Gem: the Star of Khan-Pelar. They also find a scroll left by the fabled Archmage Martek. The scroll is a map leading to the Crypt of Badr Al-Mosak and to the City of Phoenix. Also the following text:

'Here did I, Martek, archmage of the land, seal up a prince of the djinni, that in the days ahead that I do foresee, when the evil one is loosed, the powers of good might be put to the test against the evil.

The path and the way have I entrusted to the pharaohs and their wives, that each might hold a part of the key and together know when to unlock the power of this goodly djinn.

The time is yet unknown, but the place is this place of set under the protecting phoenix.'

On their way out they find the second warrior murdered by a cultist blade. Barush is nowhere to be seen.

Deciding to press on to the Crypt, the heroes pause within sight of it so Shaihothep may attempt to identify all the magic items they have found so far. A phylactery found in the temple of Set bears a powerful curse: Shaihothep is drawn into the crystal casing and trapped. The former resident, an elven ranger named Siath, is released from her prison, as it seems only one creature can be trapped at a single time. Grateful, she decides to join the heroes.

The entrance to the Crypt is brimming with traps and the heroes proceed carefully inside. Beyond the entrance they encounter five warriors of the undead army of the Efreet which they defeat.



They find a secret passage that bypasses an obvious main passageway. This leads them to a chamber with a eight foot tall obelisk of black stone. Adjacent to it: a shaft of light pierces the darkness from the domed ceiling above, illuminating a glass altar in the center of a 50-foot diameter room.

On the other side: the hallway suddenly ends, opening into a 30 foot diameter vertical shaft that appears to extend both above and below to the limits of one's sight. Wind howls down the shaft past the heroes into the darkness below. Small rocks and debris fall from above past them down the shaft. Occasional figures are also seen falling.


Morthos tests an hypothesis, dropping something of his own only to see it reappear from above. The shaft seems an endless cycle.

In the glass altar room, the heroes deduce an exit to be leading to that obvious main passageway. It opens at one end of a long, 10-foot wide stone bridge. Long, heavy strands of moss and mold dangle down from the sides of the bridge, reaching down into the darkness below. On either side, vast vertical walls 50 feet apart drop into unyielding darkness as well. These continue as far as one can see. The bridge extends parallel to the walls, spanning the darkness below to some unseen destination.

Siath tugs on a strand. The chill of death is in the air and soft, moaning cries swell up from the void beneath the bridge. The strand pulls taunt. At first one, then another. And yet another that strains so much whatever is pulling on it must be very heavy ...

GAME 24: OASIS CONSPIRACY

RECAP:
- During the following night an assassination attempt is made against the heroes. A magical urn filled with deadly scorpions, that once out of the urn grow to the size of large hounds, is placed at the door of their room. Fortunately, two passing travelers notice the culprit an intervene: Ogash the half-orc warrior maiden and an Hepmoan 'Boy' with no name, who wields strange powers of controlling a Frankenstein-esque puppet he calls 'the creature'. Ogash begins crushing scorpions while Boy commands his puppet creature to grab the urn and block the opening with his massive hand.






The two travelers, also victims of the Efreet's devastation, join the heroes in the hope of defeating it.

Together, the next day they begin an investigation. They gain valuable information from various locals: Meriem from the Washing House, Rola the Minstrel, Kamal the date vendor, Nadron the Priest of Anu  and Happy Hogath the tavern owner. The following information is gleamed:

Rola the Minstrel

- Besides the Symbayan tribe of the Sheik, the oasis is home to the compound of the Sandvoyager's Guild: a group of merchants. Their current leader, Tolnush, has not been seen in a while. He was known as an honest man. His seconds are Thurnash 'the netmaster', a former slaver, and Zorath, a less-than-welcoming individual. Some believe Tolnush may have been victim of foul play.

- The archmage Martek was the greatest mage of his age and foresaw the course of future history. He left a great gift after his death to the Sultanate of the tribes. To them was given the knowledge of where the Great Good sleeps, to be loosed when the Evil came. The ancient City of Phoenix was located east by southeast of where the oasis of the White Palm stands. Martek was perhaps the greatest mage that ever walked the desert wastes. His works of wonder in magic and architecture remain unsurpassed. But at each of those locations a temple to Set was built after Martek concluded his work. This did not stop Martek from using them after the destruction of the cities for the purposes that he foresaw. It was he that delivered unto the Pharaohs of his day the three Star Gems: Mo-pelar, Shah-pelar, and Khan-pelar. These stones were unlike any others in the world and around them arose a great mystery. The Tomb of Martek was the mage's greatest creation.

- At the old temple, they find runes saying:
I, Martek, have laid up for you a great power and treasure for when you return to wrestle with the awakened evil. no man knows the time, but the place is set - not at white palm, yet neither far from it.

- The symbol on the palm of Hassan's bride (Shadalah) comes from a tradition that is almost as old as the tribe itself. Only one woman at a time may bear the symbol and only so long as she lives, then it is passed on to the new bride. The old beliefs say that the first bride has great power over evil because of the mark on her hand: some say it is superstition and that the mark is important only for the sake of tradition.

- A dark woman has been seen skulking at night.

- Unscheduled caravans have been recently arriving late at night, going directly to the Sandvoyager's warehouse and then leaving the same night.

- Ancient evil lurks at the oasis' dark monolith. Investigating the monolith they find a secret entrance that cannot be opened from the outside.

Shahid speaks to Korush and they quickly become friends. Korush asks his new friend to find Princess Shadalah, saying he believes that certain people in the Sandvoyagers' Guild are holding the girl in their warehouse. He gives an enchanted mace to help Shahid in his efforts. But more crucial information also comes when Morthos and Elysande, and later Ogash, befriend Korush's abused half-elven slave girl Kerina. She informs them Korush, dressed in dark robes, leaves the camp most night when the guards are not looking. He never returns before dawn. Once, after he returned one afternoon, she overheard him say, "Surely the place is set, but no man knows the time when Thurnash may be trusted. Sah! May the soles of his feet be smitten by a thousand willows!".

That night, they spy on the dark monolith and see 4 robed men approach it. Shaihothep casts a spell of invisibility on Elysande who stealthily approaches. She overhears one say: "Open in the name of the Great One". The monolith's secret door opens. Boldly Elysande follows inside and uncovers a secret temple of Set ('Seti', 'Minion', 'Nol-anka'). A dark ceremony is about to start. Shahid is sent to wake and warn the Sheik and his men, while the others proceed inside to interrupt the ceremony. A short battle ensues: surprise proving decisive. The high priest of Set, his 2 acolytes and 10 cultists present are defeated. More importantly: one of the cultists is Korush himself. Shaihothep captures the prince by levitating him, helpless, above the fray. Korush pleads for his life and reveals the following:

- The respected Sandvoyagers' Guild within the oasis compound was, several months ago, secretly taken over by slave traders. These ruthless individuals have continued to maintain the Guild as a front for their operations. They have been under constant threat of discovery by the Sheik and have tried to ally themselves with the Set cultists. They have learned that Corga Kazan, a water bearer, is the cult's high priest. The slavers have approached Corga, promising to aid the cult if, when the cult comes into power, it does not hinder their slave operations.

- Until now these factions have watched one another carefully, waiting for someone to make a false move. Now a new force has upset the careful balance. The Efreet Kalithar materialized within the inner sanctum of the cult's temple while their priest, Corga, was there. Corga, realizing how powerful the Efreet was, pretended to worship him. The Efreet told Corga that it was searching for a certain woman of the desert with a design on the palm of her hand.

- Corga knew that the woman with the design was the bride of the Sheik's first-born son, Hassan. However, he did not admit this to the Efreet. He thought he would capture the girl on his own and then trade her for the Efreet's help in seizing control of the oasis, making Korush its leader and placing the Thune Cult of Set in power. So Corga lied to the Efreet and said that he didn't know the girl but would try to find her for him.

- Corga's plan included the slavers. Corga and his people were not skilled kidnappers, but the slavers were. If the slavers wanted to befriend the cult, that was fine with Corga, if the slavers would agree to kidnap the girl for him.

- So, Corga and the slavers made an agreement. However, on the night of the planned kidnapping, Princess Shadalah disappeared. Now Korush believes the slavers have betrayed them. Him and the cultists believe that the slavers have the bride and are holding out for a bigger share of the spoils.

Korush says nothing after, his initial fear (and Elysande's initial charming presence) slowly giving way to a steady quiet resolve.

Not long after Sheik Kassim Arslan and a dozen Symbayan nomad warriors, led by Shahid, enter the hidden temple.

GAME 23: RETURN OF THE SPRING OF ATHIS

RECAP:
- Munafik, invulnerable, is thwarted  when Theomund throws him into the water column of Athis. Finally reaching the sarcophagus of Amun-Re, the heroes face off with the mummy of the King. Morthos and Shaihothep use fire magic and Bar-Ethel to destroy it.


Bar-Ethel                                            Mummy of Amun-Re

Having figured out the secret of the death-barge, they recover the Pharaoh's Ruling Staff and the Star Gem of Mo-Pelar.
Soon after they find the way out of the tomb, but the Thune Dervish Guardians of Anubis and the Bloodquest they have placed on the heroes needs to be placated.
Staff and gem in hand, Shahid stealthily exits the pyramid. Once outside, the curse of Amun-Re is finally lifted. With a thunderous torrent: the spring of Athis returns to the land. The dervishes bow in awe at Shahid's feet. But even then, the Bloodquest, most sacred of oaths to the dervishes, is not so easily erased.
Theomund selflessly offers his life to repay this terrible debt. The new Holy Iaseda agrees.
Moments from being executed, Morthos chances offering gold to spare his life.
Hearing this, Kyra remembers an ancient tradition among the desert nomads: sparing a life for the weight in gold of the accused.
All the pyramid's loot is thus exchanged to save Theomund.

The heroes depart South on the trail of the freed Efreet Kalithar. They witness the devastation he is reeking upon the land: he has utterly destroyed the Oasis of Akhir and defeated a small army sent by the nomads to stop him. The heroes find a lone dying survivor who recounts the tale of their encounter with the Efreet:

"Two days ago we found the Oasis of Akhir burned to rubble. We followed the trail of the attackers here, determined to have vengeance. No sooner had we arrived that over the western hills were seen clouds of dust and smoke. Suddenly a tower of fire soared into the sky, taking the shape of a huge man. His voice shook the ground. 'Look upon the death of the world, ye mortals,' he roared from the clouds, 'for I have been released from bondage and have come for my revenge.' He raised his hand and the ground opened. Out poured his army of  undead, and we were slain.
I beg of you, take this medallion of honor and show it to my Sheik Kassim. He is lord over the Oasis of Arslan that lies to the southeast. Alas, the place is set! Tell him what happened to us and he will reward you. Only he can stop this evil now."

Proceeding Southeast, the heroes reach the Oasis of Arslan, and are brought to the tent of Sheikh Kassim Arslan.

 

Symbayan Nomad Warrior

Morthos and Shahid endear themselves to the Sheikh through fantastic storytelling and gracious speech. Thus befriended, the Sheikh opens up:

"I am most happy to welcome you to our humble oasis home and wish you all health and happiness during your stay among us. May our saddened hearts not dim the glory of your lives.
Now I would seek your aid in a matter of great importance to me. Hear my tale and, if you be friends and willing, aid me as you may.
While many among my people enjoy great health and happiness, there are those who, I fear, wish harm to me and my sons. The discontented are always among us, but never have they dared to act before now.
Seven suns ago, Shadalah, a young noblewoman from our tribe, was betrothed to my first-born son, Hassan. She was the chosen bride because she had upon the palm of her hand the sacred symbol. After their betrothal the three-day feast began.
Yet, the place was set and no man knew the time. May Anu guide us! Word came by runner the same day that the army was needed to fight the Evil Efreeti in the north. The warriors departed at once. On the following night, Princess Shadalah disappeared. The marks in the sand outside her tent told of a struggle. The trail ended just north of our camp.
Our warriors have struggled to hold the Evil One and his army at bay. They have kept us safe until now but their absence has weakened my position here and made my enemies bold. I believe that my enemies here in the camp, whoever they may be, have Hassan's bride.
I ask you to help us recover Shadalah, the beloved bride of my first-born son. My second son, Korush, will aid you if you wish. And if you find her, then the wealth of my tent and the friendship and service of my kingdom shall be yours."

The heroes accept. To thank them, the Sheikh offers a medallion he calls most sacred to his tribe, as well as a curved dagger called Alm Sahat, enchanted to destroy the undead.

Arslan Medallion

Alm Sahat

A long feast ensues after which, exhausted, the heroes retire for the night.

 Prince Hassan Arslan

GAME 22: PYRAMID OF AMUN-RE - MUNAFIK

RECAP:
- The heroes finally manage to earn the alliance of Kyra when Theomund is able to call upon the powers of the Icon of Ishar-Isis, sacred symbol to Kyra's Goddess. They learn her story and reason for her mistrust: she was accompanying the resupply caravan for the guardians of the pyramid, the Thune Dervish devotees to Anubis. From the survivors she heard how the heroes attacked and killed sacred guardians, used prisoners in rather despicable manner (forcing one to touch Senshock's cursed magical mirror - sending him screaming to another dimension as he is sucked into the mirror -  and another to serve as guinea pig for entering the pyramid).

Kyra gives accounts of how she recently faced Munafik, Amun-Re's high priest. She ran her sword through him but he was unaffected. Shaihothep uncovers the following verses from ceiling, wall and door writings:

Above our thoughts, now master sleeps,
in dreamy realms, and sky so deep.
The high priest worked, a wonder great,
and sealed him up, unto his fate.
Great Munafik, the priest most high,
studies his tomes, that he might ply,
the water path, where all the great,
leave death behind, and loose their fate.

Munafik was high priest of Amun-Re and leader of his rites and religion.
Munafik, priest, was keeper of the tomes of Terbakar, the greatest library in all lands of the Golden Age.
Munafik searched, too, for life eternal and some say that he sought to rob the Pharaohs of their right to that life.
But through his study of all the books of secret lore, he only sought to serve.
In truth, Munafik's search was rewarded, for the books showed him the way of life eternal here.
Now terrible and great in his power, he acts as the voice of Amun-Re to us.
He cannot die, for his life lies elsewhere.
Munafik now is second only to Osiris himself, and he has claim on the rule of Amun-Re. 

Beyond these doors lie the tests of the Pharaoh. Turn now from this doom of power and evil from a heartless man. Great and awful is the horror beyond these  doors - yet if you turn away, what lies beyond ye shall never know.

They proceed to face the High Priest Munafik, whose form seemingly cannot be killed. Munafik stands along the flowing torrent of the spring of Athis, protected by a great enchanted bronze fist, twin guardians that turn to mud and split to regrow as two when killed (like the fabled hydra), a wall of flame and a dark enchantment that summons a mirror double of any interloper.

Munafik

Munafik's Guards


GAME 20-21: PYRAMID OF AMUN-RE - THE MAZE

RECAP:
- The heroes stumble upon a magical way to enter the pyramid by passing through the magic flames of the East. They emerge in a deadly enchanted maze designed to kill intruders. They must survive the confusing magical mist that fills this maze, Minotaurs (3 defeated), Ghouls (15 defeated), deceitful Doppelgangers (5 defeated), trapped rooms (closing walls and chest monster) and finally a Sphinx guardian whose riddle must be solve.

 

In exchange of solving the Sphinx's riddle (a feat done by their new ally Shahid, a childhood friend of Shaihothep who had entered the pyramid seeking the Crown of Amun-Re), the legendary creature tells them of the way out of the maze: an underwater passage through the well of Athis. Using magic and skill, the heroes negotiate this stint underwater and arrive in the upper pyramid.
These upper hall are also wondrous with magical garden bathed in sunlight, strange magical fruits that fly and grant strength & dexterity when eaten. But the place is also ripe with undead guardians: 12 Ghouls, 3 Wights and 5 Wraiths (3 Wraiths are still alive).
They also stumble upon Kyra, a holy warrior of the Goddess Isis, whose trust they fail to gain.


LOOT FOUND:
• 152 Gold & 5100 Silver coins.
• a Sapphire worth 100 gold.
• 2 papyrus scrolls with a wizard spell on each.
• a magical gold ring (Scarab design).
• a magical silver ring (feather/wings design): cursed with contrariness. Morthos put it on and Theomund eventually removed the curse (and kept the ring).
• a magical dagger.
• a magical sword (hybrid khopesh-scimitar design) named 'Bar Ethel' (True Death): powerful vs the Undead.

GAME 19: TEMPLE OF AMUN-RE

RECAP:
- A failed attempt at negotiation is followed by a bloodbath.



To make matters worse, strife among the heroes result in the death of both Smigmal and Gianfranco. Smigmal wrongfully believes he has Morthos' and Bjorn's support, tries to assassinate the holy warriors of Saint-Cuthbert, leading to Theomund crushing his skull. Magic is used to separate Bjorn and Gianfranco who were about to come to blows: Shaihothep levitates Bjorn and Morthos uses his fiendish powers to instill fear in Gianfranco. The terror-struck Gianfranco runs into the remaining defenders of the Temple where he is killed.



Morthos is grievously injured by Shaihothep's magic and saved in-extremis by Bjorn, but risks losing his arm. Shaihothep is cursed by the last Priest of Anubis: he is now blind. 5 Dervishes still live (one with a fractured hip), captured, tied up and gagged.

LOOT FOUND:
• Tome of Amun-Re (a large white book with platinum fittings. Enc: 10)
• Water and food. Water: 60 man-days (Enc: 300). Food: 60 man-days (Enc: 120).
• 2 Onyx Jackal Headed Symbols (found on the 2 Holy Iasedas. Enc: 1each)
• Arayan coins found on the 2 Holy Iasedas: 26gp & 45sp.

EXPERIENCE POINTS (*=+10%):
- Shaihothep*: 18599 XP
- Elysande*: 8170/8170 XP
- Theomund*: 14172 XP
- Morthos: 7214/7214 XP
- Bjorn: 4026 XP

GAME 18: LANDS OF SULE

RECAP:
- Using Netherit Nun (Shaihothep's Arayan falcon)'s eyes, the heroes spot ancient twin slanting pillars in the distance. Shaihothep is able to decipher ancient Hierogliphic-Blakun cuneiform writings on the pillars: they are in the now extinct lands of Sule ('the gates of Sule curse ye who enter unbidden'). He remembers the following legends from his ancient history:

'One of the greatest Pharaohs of the ancient days cursed his land and set to ruin all his fertile domain. Yet even after his death, the people worshiped him, for he had a power even from beyond the grave.

The greatest pharaoh of the ancient days was en-tombed in a great city. The city was buried under the sands of time, and the power and the wealth of the pharaoh was buried with him. The accursed wealth sits there still, buried in a city under the desert sands.

A mighty pyramid lies in these lands, which all and sundry have acclaimed as theft-proof.

The tales of the pharaohs’ greatness were surpassed only by the tales of their wealth. Many great and wondrous items of antiquity vanished from the knowledge of men. These treasures are rumored to be within the pharaohs’ tombs. Surely untold wealth must still be found there.

Beyond the hills the world ends in a bottomless sky. There death stalks in ships that sail the clouds and attempt to bring the souls they capture to their ancient City of Damnation.

A palace of gold and gems once glittered as a beacon on the southern horizon. Many men have seen its spires of gold, but to this day none have ventured in their direction.

There are obelisks in the desert that speak of greatness, but they are evil places where death awaits. None who have gone forth to study those ancient stones have ever returned.

Some of the most fabulous treasures lost in the desert were the Star Gems. Of great power and tremendous wealth, they were part of a prophecy concerning the release of evil across the desert and the return of power into the land. Part of an epic poem tells:

“When the Evil walks our land again,
Will Nomadic princes come to Set
His power into his first bride’s hand,
That good and evil then are met.

Then as needs be
The Star Gems three
To my tomb be borne hither
And a hope shall not wither
Open the gates to my sphere of power
And put off evil in its appointed hour.”

Elysande spots a fallen statue buried in the sand: the heroes have uncovered the buried remains of the ancient city of Pazar. After defeated 5 large sand spiders, they uncover more writings:
'Here lies  the garden city of Pazar'
'The road of Kings guide you to TerBakar, keeper of the pyramid'
'My name is Maniozim. Look upon the ruins of the great city that surrounds you and despair. Here great magic once was, now you see only the mighty ruins of men’s works.'

Not heeding the warnings of writings, 'do not disturb the vanquished one, he is the treasure that must be kept', they enter a magically protected room, astutely defeat the wards in place and Morthos opens the treasure within, an Efreeti's bottle.

A powerful Efreet is released, Kalithar.


Kalithar ignores the heroes, vowing to wreak havoc and destruction upon the land once more. He leaves Pazar in a mighty fire storm, heading South. The heroes, low on food and water, follow. Now 2 days in the desert and out of water, they grow desperate, but Netherit Nun spots a pyramid in the distance. Pushing towards it at night, they spot a ghostly figure as they crest a sand dune.


He is the Ghost of Amun-Re, and recites a tale of wonder:


Reaching the pyramid in the morning, they spot two dervishes guarding the entrance to a temple on the pyramid's side, only access to the 750' tall and 700' broad (at its base) structure. Bjorn climbs the temple's side, hidden, and Shaihothep approaches cloaked in invisibility.



They attack the dervishes, killing one and crippling the other. They  realize they might have acted rashly when Elysande charms the wounded Dervish and they uncover these are fanatical temple guardians dedicated to Anubis, protector God of the dead. Their duty is to protect the tomb against grave-robbers. The heroes press on inside and get the drop on the Holy Iaseda, a holy man, and 5 more dervishes, in prayer at the foot of an altar to Amun-Re. The Holy Iaseda is holding a large white book with platinum fittings: the Tome of Amun-Re. Morthos and Bjorn use surprise to rush the holy man, exercising force to attempt a parlay. The threat of death makes the fanatical Iaseda laugh: he welcomes it if in the duty of his sacred oath. He calls upon the Bloodquest, cursing the infidel interlopers.

GAME 17: VICTORY'S AFTERMATH

RECAP:
- Theomund is unable to save Arnald who succumbs from his grievous injuries. They interrogate a dying Barkinar and later Smigmal, uncovering much about the Temple. Most important is that the trapped Demoness is Zuggtmoy, Demon Queen of Fungi. She is the consort of the Old Wicked One, the Evil God Iuz. Together they are linked to (have spawned?) the powerful witch Iggwilv. Hedrack has returned to Iuz's empire with the slain body of Senshock, who had actually been killed by the fallen Grimnir. The evil high priest also took Valen and Grimnir's bodies with him. They also uncover the temple trades with the Slaver Lords, who operate in the Wild Coast and lands of the Pomarj, currently ruled by humanoids and their leader, the Half-Orc Warlord Turrosh Mak.

Returning to Hommlet, the sensitive issue of Rufius is broached and leads to some dissension, Theomund unconvinced the regent of Hommlet is clear from the evil influence of Olhydra's foul black magic he used to heal himself.

Smigmal is spared by Morthos who even convinces the heroes to take him along on their return to the Temple.

Back at the Temple with a new ally Bjorn, the heroes wish to test conclusions they have uncovered about the Golden Orb, which they have learned is called the Orb of Golden Death. They take it to the Fire node corridor of the Greater Temple. The Orb is indeed a key. The heroes find out the hard way when they find themselves magically transported to a scorching land of sun and sand, a barren desert.



LOOT FOUND:

• A small cursed magical mirror found in Senshock's room.

GAME 16: KING SCORPP & THE GREATER TEMPLE

RECAP:
- The heroes press on to the lower level below and enter the chamber of eyes, guarded by the Hill Giant 'King' Scorpp, his faithful pet worg Splot and his 'court' of 3 Ogres plus 1 Half-Ogre. This chamber is covered with painting of monstrous eyes, converging to a great symbol of an Eye of Fire, an equilateral triangle with a 'Y' shape within. A large brass gong is sounded, warning the Temple below.
Scorpp kills the valorous dwarf Bolgun and crushes Médard's arm so severely it will have to be later amputated (Brother Theomund barely saves his life through his healing skills). Boissieu receives a powerful blow from an Ogre that leaves him paralyzed from the waist down (Theomund also barely saves his life). Nonetheless, the heroes prevail and press downward.

Netherit-NunShaihothep's Arayan falcon, notices a Bugbear spying on them: they are thus able to avoid an ambush. Elysande cunningly uses a Fey mirage of Rufius to turn the surprise against their enemy as they enter the vast Greater Temple. Shaihothep unleashes a ball of fire that consumes the 4 ambushing goblinoids.

They have yet to face the last defenders. Emerging from behind the large strange purple curtain of the Greater Temple: the Evil Earth Priest Barkinar and the Fire Wizard Falrinth (with his demon Quasit familiar Kriitch).

  
Barkinar - Falrinth & Kriitch

Elysande uncovers Falrinth has cast a globe of sorcery that protects him and his allies from magical spells. She is unable to harm him, even the wand of Paralyzation proves useless. Meanwhile Barkinar has made the charging Gianfranco's muscles stone-like, freezing him in place, helpless. Worse yet, he has summoned an Earth Elemental to battle.

A swift brutal fire sorcerers' battle ensues between Shaihothep and Falrinth. Falrinth almost obliterates the group with his own exploding ball of flame. The unfortunate Arnald inhales the flames, burning his lungs as he falls suffocating to the ground. Shaihothep responds by using the hidden magical craft of the ancient Pharaohs, sundering the protective globe before sending the most powerful of flames to devastate Falrinth, turning his torso and head to a blackened burnt stump.
The fiery explosion also reveals an invisible enemy, the half-orc assassin Smigmal, who was awaiting to surprise anyone coming too close. It also destroys the purple curtain, revealing it to be actually composed of a blend of strange fungoid creatures with tendril-like pseudopods.

Morthos summons his abysmal blade of fire and destroys the Earth Elemental in an impressive single blow.
Theomund calls upon the Saint of the Cudgel to cast holy judgement on the heretic Smigmal, causing a red cross to appear on his forehead, holding him in place, paralyzed by his sins.
Elysande unleashes the dread scream of the Banshee to finish off Barkinar and Kriitch. The tiny fiend familiar utters the following before exploding into chunks of torn demonic bits:
"Falrinth you weakling! I knew you were unworthy of my aid, gift of the Demonqueen Lo ..."

The battle over, the heroes take measure of this vast black onyx-marble temple. Four corridors lead from it, two on each sides, each painted in distinctive colors: brown, gray, red and green.

Behind the burnt curtain, an altar chamber in the shape of a gigantic skull.  Two small side rooms:
- one contains ceremonial garbs and items, but more importantly a black iron box. Within: the Golden Skull-shaped Orb seen in shared dream (see game 10 recap).
- the other contains Falrinth's spell book in a small chest.

LOOT FOUND:

• The Golden Orb (Enc: 3)
• 2 black scarabs with the runes "TZGY" (one on Falrinth, one on Barkinar)
• Falrinth's spell book (Enc: 5)
• Barkinar's Half-Plate (worth around 75 gold)
• Barkinar's magical double-headed flail (not the one in the picture - that was his ceremonial great flail)
• a magical potion found on Barkinar
• a magical oil found on Smigmal
• 2 vials of poison found on Smigmal
• 7 gold coins, 12 silver coins, a jeweled earring (10 gold) and belt (15 gold) found on Smigmal
• 17 gold coins, 5 silver coins, 6 gems (10x3, 15x2 and 25 gold) found on Barkinar
• 3 gems (10, 20 and 25 gold) found on Falrinth: only things that survived the fireball.
• Scorpp's treasure: 62 gold coins, 2783 silver coins, 17 varied gems wroth 1 gold each, silver belt buckle (1.5 gold), silver-encased human skull (5 gold worth of melted silver) and potion of fire resistance (in Shaihothep's possession at the moment)

GAME 15: RUFIUS & RETURN TO THE TEMPLE

RECAP:
- To save and restore the badly hurt and scarred RufiusShaihothep had given Berne the opportunity to use a scroll sacred to Olhydra, Mistress of the Black Tide, Princess of Watery Evil and Evil water Creatures, found on Belsornig (her Priest in the Temple). The scroll grants great healing powers in her name. Berne shied from the gift at first, refusing it.
Upon the Heros' return from Verbonc, with news that his claims to Lordship might be compromised, Rufius summons them to ask if they feel confident to defeat the remaining forces at the Temple. When they clearly do not seem to be, he makes his decision: use the scroll and join them on their return to the Temple.
But calling upon the Dark Princess seems to have affected Rufius. A dark uncompromising personality, unseen in him before, rears its ugly head when confronted by Elysande. Theomund confronts the man, events quickly escalate. Fortunately, even though Rufius is blind to all arguments, Elysande is able to indirectly reach Berne who uses his own magic on Rufius: paralyzing him. Berne urges the heroes to proceed to the temple quickly, that he will deal with Rufius.

The heroes proceed and reach the Temple. Using Boissieu's tracking skills (retracing the numerous recent movement of troops), they uncover in the abandoned Air Temple a secret entrance leading deeper. Before they can take it, they are attacked by the Air Temple's guardian, a mysterious incorporeal creature of darkness.


Elysande wraps it in an electrified jolt of witch-magic and Shaihothep unleashes a devastating fan of flames that consumes the creature from within, fire belching out from mouth and eyes before dissolving the monster into wispy black ash and smoke.

The creature defeated, they finish investigating the room when an unexpected Morthos arrives impromptu, with news of his unsuccessful search of the fleeing Rannos. He seems confident however that the assassin has fled, if not the Viscounty itself, at least the Hommlet area.

GAME 14: HOMMLET RECOVERS

RECAP:
- Tally from the Hommlet attack:
> The enemy have lost 3 Hill Giants, 11 Ogres, 9 Half-Ogres, 18 Bugbears, the Tiefling Fire Priest Alrem & Hedrack's (human) aide. Two summoned monsters: the Landshark and the Earth Elemental, can also be added to that list.
> The Viscounty has lost brave heroes: the ranger Otis & the priestess Y'Dey.
> Hommlet has lost the priest Terjon, the Druid Jaroo, Smyte the Smyth, a single militiaman (Harri) and 10 'Badgers' (Rufius & Berne's soldiers).

In the immediate aftermath Netherit Nun, Shaihothep's Arayan Falcon, spots the last 2 surviving humanoids, 2 bugbears, fleeing into the woods. Though tired and spent, Shaihothep and Elysande solicit the aide of a grieving Elmo and dispatch them in a brief but brutal encounter.

The following morning, the St-Cuthberite Brother Theomund arrives in Hommlet to lend support. Hruda is revealed to be Murfles, a rogue convert to the Saint's Faith who had helped Y'Dey infiltrate Nulb.

The heroes investigate the traitor (and assassin)  Rannos' merchant shop. Having left in haste, he left a ledger of past trading activities, and a black scarab with mysterious runes, "TZGY", similar to the ones found on an iron key inside the Temple of Elemental Evil. The moneylender Nira and his guard across the street confirm it is most likely Rannos' hired bodyguard has taken warhorses to assist their escape after the Assassination of Terjon (that used poison, as ascertained by Theomund).


Visiting Rufius, Theomund applies healing herbal balms and prays for the recovery of the warrior. Rufius was badly scarred and disfigured by acid conjured by Senshock. Berne suffered a similar fate but Shaihothep had applied the potent healing ointment they had found, making the damage lesser.
The heroes leave for Verbonc to warn the Viscount and request aid. At court, they realize doing so might endanger Rufius' chance to be elevated to nobility and granted lordship over Hommlet. They settle for the opportunity to recruit a handful of heroes for a return to the Temple. Among those:


- Arnald: soldier from the Free Swords of Penwick
- Médard: warrior from Korbin from a artisan family
- Bolgun: dwarf from Irondelve
- Boissieu: outdoorsman from Furyondy
- Gianfranco: devout of St-Cuthbert from Veluna

GAME 13: HOMMLET RESISTS

RECAP:
- The heroes defeat Alrem and his close guard, including a Hill Giant and a shaman Half-Ogre. They realize the Druid's grove is under attack, but arrive too late to save Jaroo, who is killed by a Landshark summoned by Senshock.



Before dying, the old druid is able to call to service a Tree from his grove, which ends up helping our heroes.

 

Rannos, the village general store shopkeeper, is revealed to be an infiltrated Elemental Evil assassin. He murders the Priest Terjon but is force to flee after. The heroes rally the shaken village militia and rush to aid the beleaguered Rufius and his soldiery, hard pressed by the Temple Commander himself, Hedrack and the Temple's wizard, Senshock.



Commander Hedrack


Senshock

In a mighty battle with Hill Giants and Ogres, Otis and Y'Dey are killed. Rufius and Berne are saved In Extremis when the heroes' enter the fray. Hedrack and Senshock could have prevailed but, seeing the militia about to join the final clash, decide to wisely retreat using a summoned portal conjured by the Wizard. Grimnir and Valen, seeking to avenge Jaroo, dash through the portal before it closes. They almost succeed the impossible: Grimnir delivers a killing blow to both. Unfortunately, the Dark Powers protecting Hedrack keep him alive, and the two heroes fall.

GAME 12: THE TEMPLE STRIKES BACK

RECAP:
- Elysande and Sir Bassilac speak with Rufius and Berne about their future in Hommlet. Issues are brought up about ownership of the old moathouse, the growing influence of the St-Cuthbert Faith in these lands, as well as accountability for the heroes' actions in the village.
Jaroo meanwhile gives Valen and Grimnir a place in the village, to serve and further the Old Faith.
The heroes finally depart towards Nulb and eventually the Temple.

On the road, they encounter Mother Screng and Hruda: the herbalists both dressed for war. They reveal their true identities: Screng is a Priestess of St-Cuthbert named Y'Dey, keeping an eye on the Temple and its activities. Hruda (her real name not said) is a rogue tasked with helping the priestess in her spying. They work in tandem with Otis, a Serpens Argentis, or silver snake, a group of rangers from the Wild Coast.

They are rushing to Hommlet, having seen the Temple forces on the move. They seem to be reacting to the many recent assaults by the heroes, and are striking back. They are led by the Temple Commander himself, Hedrack, the Temple's wizard, Senshock, and the Priest of the Fire Cult, the Tielfling AlremThe assault force is made up of 3 Hill Giants, a score (20) of Ogres and Half-Ogres, and yet another score of Bugbears.

Rufius gathers his soldiers and summons the village Militia. Varlet and Shaihothep rouse the villagers with a stirring speech bolstered by Baklun magic.

Seeing the enemy split into two combat forces, Rufius moves to defend against the main thrust led by Hedrack while the heroes maneuver to stop Alrem and his secondary assault.


Alrem



LOOT FOUND  (PCs present: Sir Bassilac, Grimnir, Elysande, Valen, Adam, Morthos, Varlet and Shaihothep):
• None (yet)

GAME 11: FACE-OFF AGAINST THE AIR PRIEST

RECAP:
- The heroes press on and investigate the Earth Temple where they face and defeat an Earth Elemental.



Investigating the door barred with magical runes, they find it guarded a funeral crypt for cult priests. One relatively recent decaying corpse has a jet ring that Morthos takes.

They continue and find the entrance to the Fire temple. They clash with Bugbear guards but decide to retreat when faced with the Temple itself, having heard the Bugbear chief call upon one Alrem (the Priest?) before being killed.

Retreating to the safety of the Water Temple they have by now secured, they rest up and have the dream-vision again: Varlet and Adam now join the ranks of those perturbed by it.

Soon after, Valen notices a Bugbear trying to spy on them. They follow him to an area held by the Air Priest, Kelno, whom they defeat, along with his Bugbear guards. The last remaining bugbear surrenders.



Exhausted and battered by the battle, they regroup to heal up, but soon find that Morthos's ring has brought pestilence on him and the group. A dread respiratory disease overwhelms all to various degrees (Morthos being the worst affected). Fortunately Adam and Valen are able to respectively call upon the powers of Pelor and Nature to cleanse the affliction.

Still, it leaves them weakened and in need of a few days to recover. They retreat towards Hommlet to do so.

The Bugbear is interrogated and reveals the following:
- Many bugbears, and a few Ogres, were hired by the various Cults
- Each cult is constantly at strife with the others but they don't battle directly
- Kelno was trying to bribe the Bugbears of the Water cult for them to defect to his side
- A greater Priest called Hedrack resides below and commands the entire Temple. There is also a Wizard called Senshock who has strong magic that uses all the elements. There is a secret entrance that leads to this lower area but he does not know where it is. He does know a Hill Giant called Scorpp guards it with his Worg pet Splot.
- He has also seen recently another strange human with tiny metal claws once but he doesn't know who he is or to whom he is allied (if anyone)
- He doesn't know anything about the Golden Skull, Keys, or Boxes
- The Priest never spoke to him about an evil sealed queen
- The Temple of Air has a Ghost made of Air and Smoke that protects it. It has scary glowing red eyes
- He gives as much account of the temple as he knows, including any 'secret' area he is aware of (I'll update the map you have next time)
- He does not know of any special ambush areas
- Kelno became aware a threat had entered the Temple: starting with the Owlbear area horn alarm, and later when he realized the Water Temple had been attacked. He went to the Air Temple and asked his Bugbears to guard the entrance while he was there for a good amount of time. After he sent him to spy and see what was going on


LOOT FOUND  (PCs present: Valen, Adam, Morthos, Varlet and Shaihothep):
• 81 GP, 55 SP >>  17 GP & 3 SP each
• Various gems, precious items, etc:  50 GP worth  >>  8 GP, 5 SP each after being resold by Elysande (her cut: 5 SP)
• Kelno's Breastplate Armor
• Gem-encrusted Ceremonial Robe of the Air Temple
• A magical Censer
• A jar of healing Ointment (3 doses): in Shaihothep's possession at the moment
• A Wand of Paralyzation: in Varlet's possession at the moment

NB: remember to remove the potion and scroll vs Undead (both used)

GAME 10: HEROISM AT THE WATER TEMPLE

RECAP:
- The heroes thoroughly mop up the first layer of the dungeon, only avoiding the Earth Temple itself, and proceed deeper. They enter the domain of the Water Cultists, where they confront 8 Bugbears, a Bugbear Chieftain, an Ogre and, at the Temple itself, the Priest Cultist Belsornig along with his under-priest.


Belsornig

Belsornig calls upon the Temple's defense and 2 Amorphous Horrors are spewed to life by the evil fountains of the unholy grounds.


Valen and Varlet show tremendous heroism: Valen stomping the under-priest in Bear form, ripping his throat, while Varlet, riding Valen-the-Bear, delivers a crucial piercing sword thrust that catches the Priest in the eye, killing him before he can muster the might of his Evil Unholy Water Goddess Olhydra.

The battle won, the heroes decide to rest here. Sleeping in the Water Temple area causes the Heroes to share a strange dream-vision where they saw a Golden Skull-shaped Orb and heard the following:

click on text-picture to enlarge




Shaihothep, Elysande, Morthos and Valen are greatly perturbed by the dream.
Grimnir, Varlet and Adam less so ...

LOOT FOUND  (PCs present: Grimnir, Elysande, Valen, Adam, Morthos, Varlet and Shaihothep):
• 48 GP, 133 SP >>  8 GP & 9 SP each
• Various gems, precious items (decanter, brazier, dishes, goblets, eating utensils, lamp, candlestick, box, belt, ring, etc), a gem-encrusted ceremonial trident:  462 GP worth after reselling fees >>  66 GP each after being resold by Elysande
• Belsornig's Plate Mail Armor
• A scroll found by Shaihothep on the Cult Priest
• A magical potion
• A mysterious Iron Key upon which the word 'D'LYSS' is inscribed with runes
• 3 clerical robes of green watered silk, with golden embroidery showing a squid-like creature with ten arms in a circle around a blue-green square; one of which is richly gem-encrusted with blue-green peridots
• 11 tomes dedicated to the Cult and Worship of Water Elemental Evil and their 'Goddess' Olhydra, Mistress of the Black Tide, Princess of Evil Water Creatures and Watery Evil. One is particularly noteworthy, dealing with the sacred rituals of Water Evils
• A magic bolt

GAME 9: NEW ALLIES & OWLBEAR GUARDIANS

RECAP:
- Three days are spent in Hommlet (and Verbonc for Elysande, who was already away) to recruit new potential allies to the cause. Elysande meets Sir Adam Silverstone in Verbonc, a travelling Priest of Pelor. Valen, a wandering Druid, has traveled to Hommlet to fight the menace of Elemental Evil. Merell, a Tiefling, also tries join at the Inn of the Welcome Wench. Varlet & Elysande oppose his entrance into the group.
Varlet follows him as he leaves the village on horseback, leading to the entrance of an another Tiefling, Morthos, in the group. Morthos was recently recruited by Merell and his initiation was to help kill Varlet and other Heroes. Morthos saw the terrible evil of the cult that was trying to seduce him and jumped camps.

In Nulb, the new group seeks out Sito aka Otis, who chastises the heroes somewhat for seeking him out openly, thus jeopardizing his cover. He informs them the Earth Cultists have left the Temple area with a caravan of slaves, including Yosh and the 2 Bakluns Kobort & Turuko (obviously sold into slavery by Tolub).

Returning to the Temple with a better strategy to explore it, they finish scouting the first layer of the dungeon under the Temple. Finding passages leading to the second level, they find it guarded by 2 Owlbears and their 'beast tamers', 3 Ogres.



LOOT FOUND  (PCs present: Grimnir, Elysande, Valen, Adam, Morthos, Varlet and Shaihothep):
• 6 GP, 24 SP >>  1 GP & 2 SP each
• 14 gems from the Ogre 'crown': 14 GP value when properly resold >> 2 GP each
• 2 vials of enchanted oil (according to Elysande's Witch Sight)

GAME 8: HARPIES & GHOULS

RECAP:
- Having recruited a Velondi Bravo (sell-sword) named Valerio, the heroes return to the Temple and realize the Earth Cultists seem to have evacuated the premises, taking all of value with them. Pressing on, they run into a trap set by a pair of Harpies collaborating with 2 Ghasts and 6 Ghouls.



The fighting is fierce, Valerio and Reed charmed by the Harpies' infamous dread song. Sir Bassilac, his family sword gleaming with the silvery radiance of the God of Valor, cleaves his way through the Undead while an enraged Grimnir, surrounded, is clawed and mauled from all sides. In the end, Shaihothep remains the last man standing, forced to electrocute the final Harpy in vicious hand-to-hand combat. Victory is hard won, claiming the lives of Serrek, Reed and Valerio. The Heroes retreat to the woods, bury their dead outside the evil desecrating influence of the Temple, and, exhausted, march back to Nulb.

In Nulb Dalahostler Rentch's girl (& barmaid at the Waterside Hostel), inquires with Varlet as to the fate of the missing heroes. Later that night, she sets off an alarm trap rigged by the cunning Halfling (in memoriam to Reed!). She justifies her intrusion by stating she was worried about them, if they needed anything.

That next morning the Heroes trek back to the safer Hommlet to regroup, await Elysande and Arturo's return, and potentially seek new allies in their quest.


LOOT FOUND  (PCs present: Serrek, Bassilac, Grimnir, Reed, Valerio, Varlet and Shaihothep):
• None
• Dead PCs (Serrek, Reed & Valerio): 21 GP, 104 SP, 108 CP, 6 BP
(If divided between the 4 surviving players this means 8 Gold & 1 Silver Coins each, with 8 Copper & 6 Brass for beers)
also on them was 4 arrows +1 and 3 bolts +1

GAME 7: FACING THE EARTH CULTISTS

RECAP:
- After returning to Nulb for the night, some of our heroes decide to go back the next day and press on inside the Temple. Having realized they successfully routed the goblinoid troops, they now confront soldiers of the earth Cult, led by two Half-Orc Priests.



Varlet tries to encircle the enemy, but passing through an unexplored corridor full of bones, he rouses 16 Skeletons.



Dodging and weaving his way through them, he leads them back to the fight. A chaotic battle ensues pitting heroes vs cultists vs skeletons. The heroes end up splitting in 3 tiny groups, with Yosh alone to face the two cult priests: he is defeated and his fate is unknown. The others run and make their way for the exit, Shaihotep's winds of Tefnut providing tactical retreat that allows Serrek to destroy 9 of the undead.

13 cult soldiers (includes a leader) were killed in the fight.


LOOT FOUND  (PCs present: Serrek, Yosh, Reed, Varlet and Shaihothep):
• Silver Bracelet with 6 Azurite gems worth 15 gold
• 4 gold coins (not divided yet: comes to 1 GP each if we consider Yosh lost, 8 SP if a share is kept for him)

GAME 6: GHOULS, GHAST, GOBLINOIDS & KITCHEN QUANDARIES

RECAP:
- Extremely powerful magic (not to mention heavy chains and melted iron) guards the main Temple door; one of the two side doors are used to enter.



Descending into the Temple's lower west wing, the Heroes face (& defeat) 7 Ghouls and 4 Ghasts.
The group gets divided (Yosh battles a giant snake in the kitchen while Shaihotep's astounding investigating skills uncovers a hidden cache). Temple defenders, a goblinoid force of 17 Goblins, 2 Hobgoblins, 1 Bugbear and 2 Half-Ogres led by an Ogre take advantage of this tactical weakness to attack. A fierce battle ensues, almost claiming the life of Grimnir. The mystic winds of Tefnut (Shaihotep's magic) stabilize the situation, the heroes regroup and overcome their enemies. 6 Goblins escape.

 

Goblin - Hobgoblin


Bugbear


Ogre


LOOT FOUND  (PCs present: Serrek, Yosh, Reed, Grimnir, Elysande, Varlet, Shaihothep, Arturo and Sir Bassilac):
• Ivory Statue of Istus(Istia) worth 8-9 gold
• 662 silver coins (already divided)

GAME 5: RIVER PIRATES, HIDDEN ALLIES & TEMPLE RATS

RECAP:
-  Acting on information given, Tolub keelhauls (a pirate torture) the Bakluns Kobort and Turuko: they reveal under torture the location of their hidden loot; Tolub appropriates it. This unexpected good fortune endears him to the Halfling Varlet: he allows the heroes to reside in Nulb. He even informs them on the rivalries between the various factions of Elemental Evil (Fire, Water, Air and Water).


Tolub & his lover Lodriss

The heroes uncover some allies hiding in Nulb: the herbalists Mother Screng and Hruda. Screng is actually a Velondi devout of St-Cuthbert. Also, the smith 'Sito' is actually Otis, Elmo's older brother (from Hommlet). Otis seems well-traveled and skilled.



- The heroes depart for the Temple. Exploring the surrounding grounds, they are assaulted by a swarm of Giant rats (40 of them). Barely overcoming them, they are forced to return to Nulb and rest, back on the following day.


 
LOOT FOUND  (PCs present: Serek, Grimnir, Elysande, Varlet, Shaihothep, Arturo and Sir Bassilac):
• Bottle of Velondi Jerez

PRE-GAME MINI-ENCOUNTER (PCs present: Shaihothep, Elysande, Arturo and Arin):
- Arin follows the trail of the Kobold raiders, intent of finding the source of their origin. It leads the heroes across the Imeryd Run (river) where they find their lair: a cave dug under a massive Oak tree, whose roots have been perverted from the balance of nature. The Kobold within and their leader: a Draconian Greenspawn, are defeated. Before dying, the Greenspawn mentioned the lair was devoted to the Mighty Chaustichlorinus. Elysande recalls from Elven legends that name: they speak of a terrible and ancient Green Dragon who reside somewhere in the Gnarley Forest.
- Loot found (after reselling etc) amounts to 1 Gold, 4 Silver each



GAME 4: THE VARLET CONUNDRUM & NULB

RECAP:
- The heroes return for a final cleanup of the Moathouse, defeating a Gray Ooze, two Giant Spiders and a Giant Lizard. They realize another group has passed earlier this same morning, claiming the greatest riches left in Lareth's hideout. This group was composed of Spugnoir the Scholar-Mage, Zert the warrior, Furnok the thief and the Baklun duo (warrior Kobort & rogue Turuko). Spugnoir and Zert are found dead: betrayed. Elysande uncovers Lareth seemed to have worshiped the Demonqueen of spiders Lolth, sworn enemy of the elven race.

Furnok is framed by Varlet for the murders of Spugnoir and Zert, but it is later found the culprits are Kobort and Turuko who tried to also kill Furnok (who fled back to Hommlet). Varlet plants a Robe from the Temple of Elemental Evil in Furnok's room to make him appear the more guilty.

Rufius and Berne, having taken over these accusations from Village Elder Rogerin, come to the decision that Furnok will stand accused, but Varlet reshuffles the man's fate by stating he saw Turuko planting the damning evidence (robe) in Furnok's room at the Inn. Though there are enough clues that lead Rufius and Berne to believe the halfling is lying, they decide to let this pass for the good of the village; they did, after all, defeat the dread Lareth and disperse his bandits.

This done, the heroes depart to follow the trail of the 2 Bakluns, taking a chance they went to nearby Nulb, a disreputable downtrodden community, home to a band of river pirates under the leadership of Tolub. At the Waterside Hostel, the only inn (&tavern) in the place, hostler Rentch and barkeep Wat reveal the Bakluns have gone to see Tolub at the Boatsmen Tavern where the river pirates lair. The serving wench (& harlot) Pearl, Wat's 'girl', reveals Lodriss, Tolub's lover, could be a good contact there.



LOOT FOUND  (PCs present: Serek, Grimnir, Elysande, Varlet, Shaihothep and Sir Bassilac):
• Silver: 36
• Ivory Box worth 5 gold
• Scroll of Detect Magic, Mage Armor and Unseen Servant

PRE-GAME MINI-ENCOUNTER (PCs present: Shaihothep, Elysande, Varlet and Arin):
- When? This happened before the Hommlet saga
- Kobold raiders are threatening the hamlets around the Village of Eglat (north-east of Verbonc). A local folk hero and travelling foreigners join forces to thwart this menace.

GAME 3: DEFEATING LARETH

RECAP:
- Elysande brings 2 new allies to the Moathouse: Sir Bassilac and Varlet. After having killed a Giant Snake creeping through the ruins's rubble, the Heroes try to rest only to find themselves attacked by Lareth leading 8 bandits. Though they are able to slay Wothark, Lareth is killed by an astonishing combo of a perfume throw followed by a blow to the groin by Varlet the Halfling. 4 Bandits manage to flee.


Wothark's body is brought back to Jaroo's Druidic cove by Elysande, Grimnir, Serek and Sir Bassilac for last rites. Jaroo explains what he knows about the Cult of Elemental Evil.

Jaroo: "The Cult was based on the premise that the elemental forces of the universe are chaotic and opposed to mankind, and thus, from a humanocentric viewpoint, evil. The Temple of the Cult sought to destroy all works of good and disrupt order. Fire was regarded as the first elemental evil, and its penchant for chaos fitted the premise of the Cult. Water was likewise worshiped as an even more powerful force of chaos, in the form of floods, storms and raging seas beating upon land and ocean vessels. The epitome of chaos, however, was regarded as a combination of Air and Earth, represented by blackness and corresponding with the demonic Abyss. This combination was regarded as a complete negation of matter."


Yosh and Varlet feast at the Inn of the Welcome Wench. Varlet speaks to Furnok and convinces him to part with his magic scroll.

The following morning, they seek Rufius and his associate Berne, a wizard. Berne is asked to identify the Mace. Berne is willing to identify it if the mace is left with him for a day. Berne also reveals more details on the Cult of Elemental Evil.

Berne (On the Cult): "Brigands, thieves, assassins and the like flocked to fill the Cult's ranks at first, following the preaching of the Evil Priests. Later, evil humanoids also joined. In time, the Cult grew powerful and rich, offering safety within the walls of the Temple stronghold. From this fortress would the followers ride to rob, pillage and lay waste to the lands about, tithing the Cult from the spoils of the carnage. Captives from those raids were many, brought back to the Temple, never to be seen again. Where they served as human sacrifices, or to slave their lives away in bondage? no-one knows for sure. Beyond the upper works of the Temple, a deep labyrinth beneath the place was constructed, but virtually nothing is known about these dungeons except they were inhabited by a plethora of creatures serving evil and chaos. It is rumored that a powerful Demoness took up abode in the deepest level, to better receive sacrifices."

(On the mysterious gold coin found -see Game 2 loot-): "There is a land to the South called the Pomarj. Once it was ruled by human Lords, but following the Hateful Wars, it was overrun by Humanoid Clans who have now claimed it. Rumors abound of an organized slave trade that runs South to these dark lands. This coin shows their symbol: the slaver ship and the flaming skull."

LOOT FOUND  (PCs present: Wothark, Serek,Yosh, Grimnir, Elysande, Varlet and Sir Bassilac):
• Gold: 9 + 21* = 30
• Silver: 11 + 10* = 21
• Copper: 25 + 11* = 36
• Brass: 16 + 2* = 18
(* refers to money taken from Wothark's corpse)
• Lareth's Enchanted Mace
• Lareth's Half-Plate
• A jeweled dagger worth 10 gold that ended up vanishing soon after

GAME 2: BELOW THE MOATHOUSE

RECAP:
- The captured bandit leader Alfan reveals the Commander of the Moathouse is a Priest of Elemental Evil called Lareth the Beautiful. He resides in the dungeon below. Undead guardians, 9 zombies and a ghoul, are defeated as the heroes press onward. A humanoid force of 9 goblins and a Bugbear are also dispatched.

LOOT FOUND  (PCs present: Wothark, Serek,Yosh and Damakor):
• 7 vials of Holy Water
• A scroll written in Old Oerydian, possibly of protection against the Undead
• A potion of milky hue, also possibly potent against Undead
• A gold coin stamped in an unusual square shape with a hole in the middle. One side depicts a ship, the other a flaming skull (found on the goblin who spoke some Nyrondese)
• Silver: 13
• Copper: 49
• Brass: 35
• 3 Chrysoprase gems worth 3, 2 and 2 Gold Coins respectively
• a shortbow (to use with the enchanted arrows found earlier)
• 2 combat-ready clay flasks of oil (with a cloth match sticking out)

GAME 1: BANDITS AT THE MOATHOUSE

RECAP:
- It all begins in the town of Verbonc. Wothark, a massive Half-Orc and War-Priest of Korud (or Kord - God of Strength and Heroic Deeds), convinces adventuring souls to answer the call of the Viscount of Verbonc in ridding the brigandage around Hommlet.
Four join the cause, the tall and mustachioed Yosh, a former bodyguard, now unemployed; Serek, a rapier wielding sell-sword; Grimnir, an albino-skinned barbarian from far-away Schnai on a vision quest; and Elysande, a half-elven lady-merchant interested in restoring trade.



- Arriving at the Village of Hommlet, the heroes quickly find the folk either follow the Old Faith, the way of the Druids, or the newly arrived Faith of St-Cuthbert of the Cudgel. At the Inn of the Welcome Wench, Wothark befriends the simpleton but massively strong Elmo, son of Symme (the old local militia captain). Elmo offers to help. Serek and Yosh get information on other adventurers who have come here to seek fortunes. One is a warrior called Zert, who gives off a bad vibe. One is a runt of a thief named Furnok, willing to offer something that could help a magic wielder in exchange for a place in the group. Two are foreigners who have arrived together: a Baklun and a soldier. Finally, there is a sage of Oerydian origin. The heroes recruit none of them at this time. Elysande visits the Old Druid Jaroo Ashstaff, who invites those who follow the Old Faith to seek refuge at his grove in times of need. The next morning they meet Rufius, a warrior of some renown charged by the Viscount to built a keep in Hommlet.


- Having found from many sources the bandits could have taken lair in the Ruins of the Moathouse (an advance fort dating back to the days of Elemental Evil), the heroes set off to explore it. At the entrance, they battle 5 Giant Frogs. At the far crumbled tower, they encounter 8 Bandits and Lubash, a Half Ogre. The bandits are defeated and their leader, Alfan, is made prisoner. Prisoners of the bandits are rescued: a human merchant named Ogery (from Narwell in the Wild Coast) and his servant Jeremi, as well as a Gnome called Povyn  from the nearby Kron Hills

LOOT FOUND (PCs present: Wothark, Grimnir, Serek, Elysande and Yosh):
Includes the hidden chest + bandits + leader + half-ogre :
• Silver: 20
• Copper: 513
• Brass: 125
• gold chain probably worth 3 Gold Coins
• Lubash's two-handed sword is of obvious human craftsmanship and probably worth something (purchase value of 5 gold)
• Lubash's golden ornamental 'beard studs' and earrings (15 gold worth)
• 4 arrows of fine craftsmanship (Elysande suspects they could be enchanted)
• 2 bolts of fine cloth, a crystal flagon & 4 matching goblets, and a decorated ivory handle: probably 80 Gold in purchase value (Elysande, a merchant, knows reselling these will incur substantial loses to their value if it must be done in haste)
• worthless glass beads & beaten brass candlesticks probably worth 1 Silver