Assault on Skaulheim
A return to the Ogrek lair

Larkspur and Solgrin met back up with Gylek and Golthiron after deciding to leave the Staff of Command with Melegir and the other survivors. Using the planar key recovered from the werewolf the party was able to open a magical portal and return themselves to Imnisvael. There they traveled back to Einar’s hold and met with Aegishand who had been working on a plan to sneak into the castle of the Riddare in order to help Einar recover his title and place by his father’s side as prince of the Riddare.

The journey took a few days, but after arriving they managed to bluff their way past a few gate guards and approach the castle. Einar said that he knew of a secret entrance at the base of the castle wall that was used as an escape route for the royal family during times of danger. Solgrin provided a diversion for the group and everyone was able to slip inside the escape route exit tunnel. Once they reached the end of the passage Einar asked that the party stay their hands from killing any of the Riddare and to allow him to challenge the creature mimicking him.

Einar knocked a book case over concealing the hidden passageway and immediately drew his sword and challenged the fetch, the creature wearing his skin as a disguise, to single combat. The two argued a bit, but ultimately the creature did not have the courage or the strength to duel Einar alone, call for its allies, and changed forms. The fetch creatures were hideous, green-black skinned fairy-like monstrosities which attacked the party with their sharp claws. The party slew Einar’s mimic and cleared the castle of the rest of the creatures.

Shortly after the fighting Einar promised to take what forces he could gather and march south into Dalun to help the party with their quest against Golthos. Before heading out, however, Einar suggested that he and the party take a group of soldiers and launch an attack on Skaulheim, the fortress of the Ogrek. This way the Riddare could offer their full forces to help reclaim Eltgaard and the party could recover their magic weapons and armor that had been lost to the Ogrek after their initial capture.

The party agreed to this plan and quickly assembled a force of about 100 Riddare warriors and headed West to Skaulheim. Their plan of attack was simple, but effective. The party would ride with Einar atop Griffons to attack one of the weaker defense towers. Then Einar’s father, the king, would take his forces and attack the now-depleted positions when the Ogrek adjusted their forces to reinforce the flank under attack. The battle plan required some last minute adjustments, but fortunately Solgrin slew a flying draconic beast and Gylek was able to coordinate with the ground forces fighting their way up the slopes of the mountain. All the while Aegishand, Golthiron, and Larkspur fought their way inside the fortress and slew an Ogrek commander.

Once the outer defenses had broken the party was then able to sweep inside and cut down the Ogrek using the narrow tunnels of the mountain-fortress to mitigate their advantage of numbers. The party reclaimed their lost possessions and fled with the Riddare forces before Ogrek reinforcements could arrive.

Curse Breaking
To save himself, Larkspur must save another

After banishing the ghost of the mad wizard the party stopped for a while to discuss the fate of the Staff of Command. The Staff is a relic of tremendous power which is said to control the minds of men and compel them to do whatever the wielder wishes. Such a powerful item must be used with great caution or not at all lest the wielder go mad with control and create chaos. In the meanwhile Larkspur’s condition had been worsening, he hadn’t been able to sleep and he was already showing signs that his curse would claim him soon.

Solgrin and the halfling left the staff with the others and went about in search of this werewolf, so that they could continue their quest. Melegir the scout gave them silvered weapons and suggested that they speak with a mystic by the name of Zaltyr. The odd hermit is said to live on the far eastern side of the city at the edge of the ruins. The fighter and the ranger made their way across the city where they were accosted by some ruffians. Larkspur goaded them into playing a gambling game of dice, which they actually agreed to play, but after losing refused to pay up and attacked the adventurers anyhow. Solgrin and Larkspur slew many of the thugs and restrained those who surrendered.

After the fighting they moved on and found the home of Zaltyr, a place where nature seemed to bloom with brilliant green life. When they entered his forested and flowering home they found the druid meditating atop a mushroom cap. The bearded sage explained that he is somewhat of a rival to the priestess of the moon and that he would be willing to help Solgrin and Larkspur track down the werewolf if they agreed not to kill him, but save him from his curse. They decided that this was fair, particularly after Zaltyr said that he would use his power to rid Larkspur of his own curse. The three of them then partook in a shared vision, scrying an inexact location of the werewolf somewhere in the north among a haunted forest. The two adventurers were given a gold sickle by Zaltyr who said that its magic could incapacitate the werewolf long enough for them to bring him back to the druid so that his curse could be removed by a ritual of the sun.

After leaving the city Solgrin and Larkspur crossed a muddy wetland and passed into a shadowy forest of dead trees swaying in the cold wind. During their hike through the forest they were ambushed by a hideous troll which they promptly slew. As the sun set they were attacked by powerful and vengeful spirits of the dead. The horrors that they inflicted upon Larkspur magically sapped ten years of life from him and before Solgrin’s eyes he could see the halfling’s hair thin, develop grey patches and his skin become weathered and creased at the corners of his eyes and elsewhere. Using their silvered weapons the two adventurers were able to fight off a number of ghosts, but ultimately fled as the ghosts were relentless and their life draining powers tremendous.

That night the two camped out by the muddy bed of the old river to recover their strength. The next day Larkspur woke with a terrible feeling of filth and could not get his mind off the need to cleanse himself. As the river had dried up to little more than a wide, muddy lane, the two turned North to the sea where Larkspur could wash away the dirt and festering grime that seemed to be under his very skin. After a few hours’ walk the halfling bathed himself in the cold, briny water of the ocean until he was red and raw. Solgrin did not challenge him, but asked if he was well enough to continue. The halfling quietly said that he was and they turned back south to continue their mission.

Once they returned to the forest they found the lair of the werewolf, entered and battle was joined. The beast was mighty and flailed its claws and gnashed its teeth, but Solgrin’s skill with a blade and Larkspur’s aim with an arrow proved too much of a match for the creature. They dashed the beast’s throat with the gold sickle as instructed by Zaltyr and indeed the magic of the blade returned the lycantherope to his human form and kept him suspended before death.

Upon their return the two adventurers helped Zaltyr conduct the ritual to purify the werewolf. It was a taxing ordeal and the man remained unconscious, so Zaltyr and the others took rest. That night they discussed lifting Larkspur’s curse and Zaltyr explained that they would head out before dawn the next morning and do what must be done. Later in the evening Larkspur beheld a vision or perhaps a dream about an ancestor which may have held clues about the nature of his curse.

The following day they travelled east to catch the sun rise over the sea at dawn. Zaltyr the mystic instructed Larkspur to stand amid a circle of magic stones, take aim at the horizon and hit the sun with an arrow. The halfling was incredulous, but had to give it a chance. The wind on the rocky bluff was strong, the light from the rising sun was hot and bright and all the while a paranoia of his enemies following him here loomed in the back of his mind. Distracted and weary the halfling ranger loosed an arrow as best he could straight for the sun. No splash of water was heard, no flash of light or voice from the heavens, nothing happened. Zaltyr simply said that in time Larkspur will know if he hit the sun.

Just before parting ways Zaltyr gave to the two adventurers a key wrought from solid electrum which he found in the clutches of the werewolf. The mystic explained that this key would open a planar gate and allow them to travel home.

The Werewolf, the Witch and the Portal
Departing Dalun

Sometime in the night the party was ambushed by werewolves claiming to require a blood sacrifice for their ritual. The party armed themselves in a hurry and did battle with he creatures. Despite not possessing silvered weapons the party was able to defeat most of the werewolves and when their numbers were sufficiently thinned, the losing survivors fled. The party could hear the werewolves call to one another as they crossed through the portals of the chamber beyond. One wolf said that he would return to Skaulheim and the other wished to consult with “The Moon Priestess.” The two creatures went their separate ways.

After the fighting ended the party sifted through the notes and scrolls left on the floor by one of the werewolves. There were letters and journal entries which explained that the werewolves wished to take control of their lycanthropy whereas a Moon Priestess with whom they were conversing wished to rid them of their shape shifting curse altogether.

The party discussed the paths set out before them and decided that following the werewolf to this Moon Priestess may give them a chance to help Larkspur with his curse. The group stepped through the portal which held a swirling image of a great landmass with a sprawling metropolis located at its center. They knew that it was not Dalun, but they knew that is where they must travel.

After stepping through the portal the party found themselves magically transported to a festering marshland. They entered a nearby hut in the swamp and spoke with an elf witch who was quietly working on an alchemical spell over her cauldron. In speaking with her they learned that she is indeed the Moon Priestess and she revealed that she may have the power to rid Larkspur of his curse, but she refused to do so until the werewolf she previously agreed to help was killed. She explained that she made a mistake in attempting to help the werewolves and now they are lost to darkness and does not wish to make the same mistake twice… unless that mistake could be erased.

The party agreed to the Priestess’s terms, but also knew that they would need silver weapons in order to slay the werewolf because he was an elder with greater power than the other wolves. They were instructed to head East into the ruins of the great city where the folk residing there may have silver weapons, apparently the threat of ghosts is a frequent one.

The party hiked out of the swamp across a moor to the city ruins where they encountered a lone scout by the name of Melegir who agreed to take them back to a nearby temple for shelter. There the party learned that much of the city’s inhabitants huddle in old temples, manors or anywhere else they can take shelter. The city is ruled by gangs of patrolling soldiers and monsters ruled by a self proclaimed “war boss” named Galshnek. Melegir confirmed that they do indeed have silvered weapons, but need them to fight the ghosts that come out at night. He agreed to hand some over, however, if the party could defeat Galshnek.

After nightfall the group set out along the city’s ancient streets and did battle with a large patrol of thugs led by a half-ogre captain. It was a grueling battle, but the heroes slew most of their foes and sent the rest fleeing for their lives. One soldier was grabbed and held captive, questioned and then executed by Golthiron. They then made for the old canal and crept their way through the sewer tunnels underneath Galshnek’s headquarters. They climbed up into the lower holds of a castle that once was the city’s “Arcane University” where they found several dozen prisoners being held captive by Galshnek’s men.

They freed the prisoners and ran past the guards blocking the way to the portal to the upper levels. After crossing the portal threshold Gylek temporarily dispelled the portal to prevent reinforcements from waylaying them while they did battle with Galshnek. Each member of the party brought all of their fury upon the ogre-mage and slew him. In his possession the party discovered that he held an artifact thought lost to time: the staff of command, a weapon said to have grant total control over the hearts of men.

When the portal reactivated Gylek used the staff to command Galshnek’s men to halt, then to kneel and then after a brief moment of consideration to take their own lives. It was a grisly sight, but the forced suicide of a dozen men confirmed that that the staff indeed holds great power over the minds of others. The party left the old Arcane University and headed north sometime around nightfall to confront the anguished spirits of the city. Melegir described to the party that ghosts come from a castle where the final blow was struck against the mad wizard who wrought destruction upon the city many years ago.

At the ruined castle the heroes found a vast crater and the specter of an evil wizard who would compel the ghosts to haunt the ruins of the city night after night. Gylek used the staff once more to banish the wizard and set the ghosts free to the afterlife for judgment. That night would be first night the city would hear crickets instead cries of terror and to see fireflies instead of furious ghosts of the dead.

Journey into the Temple
The heroes explore a mysterious temple

After the party left the ruins of Ulnath Ultyr’s castle and reunited with Aegishand and Gylek they made their way to an ancient temple enshrined in ice deep within the tundra of Imnisvael. The main entrance was encased in ice, so the party climbed the exterior wall and descended into the main hall. The floor tiles were cut from a brilliant blue and white marble made into the shape of a crescent moon. Twelve statues stood along the exterior of the moon depiction within the floor.

As the party was investigating the ruin a wyvern descended through the breach in the roof and attacked. To make matters worse spirits awoke within the statues and waylaid the party as they battled the lesser dragon. After the party dispatched the phantoms and slew the wyvern they activated the magic within the twelve statues revealing a passageway delving deeper into the temple.

Underneath the temple the party found a long corridor with tall columns which seemed to mystically recreate the seasons. Roughly one quarter of the length of the tunnel was cold and dry, another quarter length was warm and humid, another length was hot and dry and another cool again. At the end of the passageway the party encountered a bearded human who claimed to be a werewolf. He told a story about how he and his people have come to this temple in search of a way to take control of their lycanthropic curse instead of getting rid of it. Also in the chamber with the werewolf were three magic doors. The door to the left of the entrance appeared to be a circle of magic runes set within the floor, perhaps a teleportation circle. The door to the right was a stone carving of a doorway set into the wall of the chamber with a glowing depiction of a faraway land set within the frame. And lastly the “door” straight across from the entrance appeared to be a magic mirror which did not hold the bearer’s reflection, but instead an uncertain swirl of smoke and fog.

The party discussed the possible choices before them, but ultimately decided to take rest and recover their spells before striking on.

Seeking the Gift of the North

Einar explained his position as prince of the Riddare and that he is hiding out in an old family manse at the edge of R├╝dvaar lands because an Ogrek shapeshifter masquerades as himself in the royal court back home. He also explained that he would like the adventurers’ help taking back his birth right and title and to help them return to Dalun some day. However, he acknowledges that in their present state without their equipment and without some type of boon or blessing they will not survive the arctic cold of Imnisvael. He told them a story of how Ulnath Ultyr, the founder of the first Riddare settlement, came to Imnisvael and constructed a great castle in a nearby valley. If there is any hope that the adventurers would be able to endure the harsh cold of the north it would be by exploring the ruins of Ulnath’s castle to uncover some boon or gift from the spirits of the Riddare.

Before they left, Einar imparted what power he could to stave off the extreme cold and wished them well. The party headed East into the mountains. As they traveled they found that the sun never quite went down, though after many hours the sun hung low in the sky, it eventually rose again before touching the horizon. The orange rays of the sun along with Einar’s blessing, kept the adventurers warm enough as they entered the valley where Ulnath’s ruined castle stood. They picked their way through an abandoned ruin of what once was a small city nestled in the mountains. Part way they were ambushed by lesser Ogrek creatures resembling grey-skinned goblins. They slew the creatures and made their way to the castle where they easily made their way inside through one of its may crumbled gaps.

The castle itself was cold and dark with numerous collapsed chambers and passages. Twice a floor segment or portion of wall collapsed nearly injuring the adventurers. After doing battle with a number of other creatures and navigating the precarious mountain castle, the adventurers encountered a ghostly spirit still working on a seemingly invisible weapon. The spirit explained that the weapon will take shape for whoever takes it up and swears to avenge the spirits of the Riddare. Solgrin drew the sword from an icy block beside the spirit’s forge and the party set out to the castle’s upper levels to do battle with a dragon that has long haunted the ruined castle.

On their way to the top the party found a crystal ball within a high chamber near the top of the castle’s tower. Golthiron peered into the divining stone and saw his homeland, it was verdant and green with no signs of danger or darkness, but then the image faded. Larkspur peered into the stone and saw a temple not far from the ruins which may hold secrets pertaining to the deadly curse upon himself. When the party reached the highest height of the castle ruin they sounded the “Challenger’s Horn” and summoned one of the castle’s many foes, a white dragon called Xeralane. They slew the dragon atop the castle and in doing so caused the nearby camp of Ogrek forces to flee in terror.

Escaping Skaulheim

After the collapse of Lanyr’s realm the party found themselves teleported to Imnisvael. There they traveled under the never setting sun through the bleak tundra until they could not march any longer. They were captured by vile, ogre-like creatures and taken to a subterranean fortress. Hog tied, the party worked together to cut themselves free using a piece of broken arrowhead provided by a fellow prisoner, Einar. Einar and the party ambushed a squad of impish guards, taking their weapons and killing the odious wretches.

Navigating the subterranean halls of Skaulhiem was difficult because of the numerous monster patrols, but also because the party did not have access to their weapons or equipment. Still, the group was able to use stealth to overcome flat-footed sentries and their athleticism and magic to overcome obstacles and impasses.

While the party managed to sneak and fight their way past most foes they knew that even once they made it to the surface they would likely freeze. Einar explained that in order to endure the cold like his people can they would need “The Blessing of the North” something that he could not give to them without his possessions and certainly not while attempting to escape Skaulheim. The party quickly formed a plan to make their up the mountain where Einar would sing to his people from afar. He claims that the song of the royal family can be heard at great by those who are loyal to the king of the Riddare.

Without much of a choice, the party garbed themselves in what layers they could from a nearby storeroom, took some captured weapons and ascended the nearest peak. They mounted a stone platform where Einar began his song. The vile Ogrek and a nearby drake heard the singing and attacked the party. It was a bloody battle, but they slew many foes and just as the harsh arctic air was gripping them they were rescued by what appeared as angelic beings from beyond the clouds.

When they woke they found themselves in a warm, rustic lodge. A Riddare healer and Einar greeted them as they came to. He smiled and welcomed them to his lands.

The Evil Wizard's Domain
Confronting Lanyr

The party awoke from their strange encounter with the forest creature (who later revealed his name to be K’miec) and found themselves about a campfire in the woods. Strangely, they were clad in grey robes but were otherwise unharmed and had all of their possessions. Even more strangely perhaps, was Solgrin’s arrival. The dark warrior stepped out of a cosmic rift and appeared before the party explaining that Aust, Lorgrium and he just slew Tyrannax the Destroyer and in the battle the Dragon’s Eye Gem was shattered. The release of energy sent Solgrin through the fabric of time and landed him here in Lanyr’s realm.

The team regrouped and made their way to the nearest site of power to begin dismantling Lanyr’s control over this place and permit them to escape. In a nearby cave they found a mighty chimeric beast which they slew. As Aegishand recovered the sapphire gem containing Lanyr’s power a vile ooze of tentacles descended from the ceiling of the cave and assailed the party. The dwarf rogue smashed the sapphire gem on the pommel of his shortsword releasing a magic gale of tremendous cold freezing him to the ground on the spot. The entire cave was encased in ice, Aegishand along with it. The party lit flames and thawed the dwarf from the frost and escaped the cave.

The team then made their way out of the forest towards the village to the west. Larkspur explained that the sun moves differently on this plane of existence which made navigating more difficult, but the party managed just as well. Upon arrival to the village the party was greeted with little more than curious faces, but no one approached to speak with them. On the far side of the village was the home of the village “sin eater” whose calling was to consume the sins of the dead through a ritual. K’miec explained that the Sin Eater was one of Lanyr’s sources of strength, so the party met with him. He appeared as a simple man who had not aged well, but was otherwise unremarkable. There was a brief discussion of what the man’s fate would be and while there was resistance from some members of the party Golthiron was not deterred and slew the man.

The last place of power was said to be a shrine up in the mountains, so the party traveled north. The journey was long and the company rested for the night. During the night each member of the party was visited by a taunting specter of Lanyr. He mockingly asked the question “where do your dreams go when you sleep in my domain?” The cruel wizard claimed that when their minds return to their bodies they will be different some how. Indeed when the party awoke each of them had forgotten something vital about themselves. After dawn the party traveled up the mountainside and entered the ruin of the shrine. Within they found the bodies of those who Lanyr sacrificed during his necrotic experiments, they estimated that there were over 100 corpses in the chamber. At the center of the hall stood a bone pedestal and a tome bound in flesh and written with blood. Gylek was drawn to the book, seemingly unable to control himself. He began reading the incantation which was supposed to reanimate the bones of the dead and set them upon the folk of the village below the mountain. The undead would then jealously take the lives of those who survived Lanyr’s experimentation. Doing so, however, would release much of Lanyr’s power.

A few of the members of the party, Larkspur in particular, felt that this was too high a price to pay and stopped Gylek. After several minutes of discussion the party more or less agreed that killing all of the folk of the village was too far and that they would just have to confront Master Lanyr without attempting to subvert him here at the undead shrine. They composed themselves and marched through the day and night not stopping to rest this time for fear that Lanyr would make them forget more of themselves. They arrived to his palace which was a grand structure sculpted from marble.

Within they found and confronted Lanyr as well as a set of marble statues that resembled each member of the party. Taunts were exchanged, neither side backed down, and battle was joined. The statues sprang to life and attacked the party while Lanyr cast destructive spells. Ultimately the evil wizard was cut down, but in his final moments he entreated them to bring to him his tome of necromancy to “prevent this world from collapsing.” They did not heed his warning and slew him which immediately brought about the destruction of his realm. The walls fell down and the very ground dissipated from under their feet. The party fell through the immaterial darkness that exists between planes, their senses waned and blurred.

When they came to from the extraplanar travel the party found themselves laying sprawled in a vast tundra where the sun hung low in the sky and prismatic lights danced along the opposite horizon. They surmised that this place must be Imnisvael, the Center of the World…

The Wizard's Plane
Leaving Dalun

The party had little choice but to step forth through the magic door that took them into Master Lanyr’s demi-plane of existence. Before them they saw a brick road that wound its way past a large forest, through a village, around a mountain and up to a palace at the top of a broad hill. Lanyr’s plane of existence is a magically created world inspired by a man whose traveled Dalun’s southern kingdoms. Its appearance does not favor any one particular realm over another, but the marble columns and antiquated homes are reminiscent of the classical paintings and descriptions of the old kingdoms. Without too much of a warning, or certainly any welcome, a pair of minotaurs roared and charged the party. With the wounds from their previous battle, the fight proved to be bloody, however in the end the beasts were slain and healing spells cast.

After the battle Gylek explained that in order to channel the positive energy needed to create healing magic he must balance this power with negative energy. After healing the party Gylek then began using necrotic magic to animate the bones of the dead Minotaurs. To power the spell he crushed a captured fairy in his hand and drew power from the Icon of Zethos that he had been carrying in his possession. Before the party’s eyes the Minotaurs rose once more, this time suspended in death and under Gylek’s complete control. Naturally the reanimation of the dead triggered an ethical discussion amongst the party. Gylek explained that this expression of negative energy is necessary in order to maintain his healing powers.

While some members of the company voiced opposition to the use of Necromancy and the undead, some were more passive or accepting, but ultimately the party deemed it best to just move on. Following Larkspur’s lead the group made their way towards the forest hoping to hide from any divination spells that Master Lanyr might use to spy on them. After traveling for about a day the party set up camp and rested. Upon waking in the morning they found that Golthiron had vanished, so they set out to track him down. As Larkspur followed his tracks night fell once more and one by one the party was separated from each other.

The party reconvened in a dark, stone chamber underneath the earth. A mysterious, elf-like being, explained that Master Lanyr is keeps a wrathful eye on all of his subjects. He uses the folk of the nearby village for experimenting on with spells and uses his magic to observe all that moves within his domain. The elf-like creature also explained that here in his place Master Lanyr holds great power, but this power comes from three different sources across the demi-plane. There is a “sin-eater” who lives just beyond the village who maintains the villagers’ sanctity who also holds a portion of Lanyr’s power. Within the mountains to the north there is a shrine atop a cliff which houses a third of Lanyr’s strength. And finally within the forest they entered a day ago there is a shallow cave which also fuels Lanyr’s might. The party can seek out and destroy these sources of power to make their confrontation with Lanyr easier or they can attempt to infiltrate his palace unnoticed and catch him unawares, albeit at full strength.

Attack on House Imirun

After the battle in the city dungeon the party connected the agents responsible for the prison riot back to a local wizard by the name of Master Lanyr. Solgrin took the Dragon’s Eye Gem and joined forces with Lorgrium and Aust to pursue the Tyrannax the dragon while Aust gave the party a lead to speak with a nobleman by the name of Lanner Calsbree. Calsbree had his house mage cast an illusion spell to allow the party to sneak into Castle Imirun, the home and headquarters of Master Lanyr. The quest was to confront and take down Lanyr because he tried to frame the party for the outbreak in the city dungeon, has ties to Nurvaal, is believed to be a necromancer, and is openly building a rival faction against the Wizards of the Kowl.

Lanner Calsbree’s illusion spell successfully granted the party access to Castle Imirun, however shortly after passing through the main gate the magic was dispelled by Lanyr’s defensive wards. The house guards assembled and attacked the party slinging crossbow bolts and spells. The house mages used necromancy to reanimate the bones of any slain guards which did not seem to disturb the other, still living guards. The party seized a ring of keys from a gnome guard and moved their way through the armory and fought their way up a tower.

After a brief exchange with a magically animated candelabra Larkspur tricked the “butler” into taking tea to Master Lanyr. The evil wizard was conducting a complicated spell and was angered by the party’s intrusion and launched a deadly fireball, sacrificing his minions to further power the magical attack. Despite a strong opening by Lanyr, the party was able to overwhelm his magical defenses, however when Aegishand stabbed the wizard his body did not collapse to the ground, but instead flashed into smoke and ash. Where he stood an arcane door sprang into existence. Peering through the portal the party could see another world, one with a grassy hill, marble columns and creatures of myth wandering about. Atop the hill at the end of a stone footpath stood a great temple or palace. The party could hear more guards and mages rushing to the aid of master Lanyr just behind them…

Chaos beneath Drithkowl
A violent prison riot

The party weighs their options and decides that the best way to help Rokourd and defeat Golthos is by meeting with Aust and Lorgrium. They are being held as prisoners in the city dungeon below Drithkowl, so the party decides to infiltrate the dungeon to meet with or perhaps free Aust and Lorgrium.

Larkspur donned the cloak of disguise and distracted the door guard while Aegishand sneaked into the dungeon, opening a door from within. After only about a minute inside the dungeon a riot erupted and a full blown prison break was sprung. It quickly became clear that there were other agents at work organizing the prisoner uprising.

Solgrin rallied the flat-footed guards and suppressed the riot on the first level of the dungeon. As the party moved deeper in they found cultists and heretics wielding sorcerery driving the prisoners on in a blood frenzy to kill the prison guards and secure their freedom. Gylek banished a mighty tentacle beast that had ruptured the ground and broke through the floor of the prison and the party defeated a mysterious black-clad provocateur who admitted to inciting the prison riot. It was not clear what his motives were beyond laying blame for the riot on someone else, possibly the members of the party or possibly Aust and Lorgrium. The evil provocateur wore a skull mask and used powerful magic, but was ultimately slain.

The party rescued a guard who agreed to tell the truth of what happened including Solgrin’s push to retake the prison with the other guards. Moving to the lowest level of the dungeon the party spotted a magic door rippling along a stone wall which they entered and found an open chasm. Within was a vast, abandoned subterranean dwelling which appeared to be a type of underground settlement belonging to some long extinct underground civilization. Amongs the old stone buildings and aged skeletons, a pair of mage initiates attacked the party saying “it’s not them, but let’s get them anyway!”

After the fighting it was revealed that the attackers were sent by a Wizard of the Kowl searching for obsidian stones used to animate the bones of the dead. Pressing forth the party encountered the bodies of additional apprentices of this Kowled Necromancer and eventually made their way to the surface where they encountered Aust (in animal form) and Lorgrium doing battle with a group of mage initiates.

Once the parties united they spoke and revealed their plans to each other. Lorgrium explained that he and Aust were captured following up on a lead while pursuing The Dragon’s Eye gem. They were doing this because they were given a quest by a roguish man named Ridden. They now know that the gem has great power and Lorgrium indicated that it could be used to “reveal all dragons” and possibly be used against Tyrannax the Destroyer. He offered that Aust and he could hunt down and defeat Tyrannax while the party pursued Nurvaal White, saving Drithkowl and taking away Governor General Hallour’s excuse for not helping Eltgaard.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.