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The site has definte potential, I'm DMing a group through "Secrets of the Soul Pillars" now, wish I had access to this site from the get go. Thanks for all the hard work guys.


Well I think you're on target with only one exception, the -8 to search checks, most blind people are very deft with their hands and can pick out things by touch that most "seeing" people miss just by looking at them. For example hidden triggers for secret doors and such might be easier for them to find. But on the downside combat for a "blind" fighter WITH companions could be hard, he wouldn't be able to tell friend from foe, unlike if he was a solo adventurer and all sounds belong to the enemies. Just some thoughts, hope they helped.


I'm playing through "Test" as we speak, this Friday should see the group completing the final test. But after the cryptic message that Alek gave about NOT returning to Cauldron, they were realtively eager to go to Occipitus. They are definitely suspicious of Kaurophon, but after he gave them the scrolls of Planeshift, they realized they could return if they needed to. Plus the prospect of trekking through miles of unknown desert for an ill prepared party didn't hurt either.


Mine blew through "Life", 3 sessions, One in Cauldron, One in Jzadirune, and one in Malachite Hold. The found the back way into the elevator in Jzad, and managed to make it to the slave chamber in Hold with little exploration.


PROLOGUE

It occurred to him that he could not remember the when that bottle of Dwarven Firewater, had appeared in front of him, it was half gone already...ugh he didn’t even like the stuff. He looked around the tavern, and noticed the candles had burned low, he estimated by that it meant it was sometime around the 11th bell, he hadn’t heard it but had seen them at this point enough in the last few weeks to know almost to the minute what time it was. The tavern was mostly empty, save for the die hard drinkers like himself, and a couple of scattered newcomers he didn’t recognize. He sized them up as he always did now, how would they fare against the rigors of adventure? He had thought his past companions could, how invincible they had seemed, the list that had fallen to the “Band of Fire and Ice” numbered high, now the Band were no more. Were we too cocky? He didn’t think so, it just...well guess we got overwhelmed, he still didn’t have all the answers, things still seemed foggy, dreamlike, but the ale always made him forget, all of it...except his hands...nothing would ever get the blood off, no matter how many times he washed them, even now he absentmindedly wrung them together as though it would take away the imaginary blood he saw there. The bottle... it always made things dimmer, the blood less red, he reached for it...ugh he didn’t even like the stuff.

Our Heroes....Rashid, the unlikely leader, “Luscious” Lucius, living battery of fiery energy, Left-to Die, Barbarian Tank, Aeryn, whose bow string hums like a harp, Zedric, emissary of the light.

Chapter 4 “The Demonskar Legacy”

Scattered all over Cauldron, the adventure started with the group joining forces to stop the riots in the area in front of the town hall. Rashid, Lucius, and Aeryn proceeded to help Watch Sergeant Skylar Krewis from falling to the rioters when they started to overwhelm the watch, while Left to Die proceeded to battle some sort of elemental like whirlwind. After things had calmed down, Priests from the local churches came to aid the victims of the riot, among them was Zedric of the Church of Lathander. The merchant Maavu came up to the party and offered them a chance to "Save Cauldron" from the powers that be. He told them to meet him in Redgorge a day hence. Zedric feeling the will of his god upon this course, volunteered to journey with the group. Several minutes later Sergeant Krewis came to the party and offered them his thanks, and told he was in their debt. So the party went there separate ways but agreed to meet back up on the morrow to make their way to Redgorge. Rashid went to visit Jenya at the Temple of Helm, she told him that Alek Tercival still had not shown back up, and begged him to find him. When last she had saw him he was selling artifacts he had found in the forests near Redgorge to "Tygot's Old Things". When the party visited him they found a strange Hegemonic plate with a map scratched on the back. They purchased this for further study. Rashid and Left to Die also visited the "Cusp of Sunrise" to talk to Celeste, but she had very little information, but ironically she did tell him the job to recover Zenith Splintershield was still available.

The next day the heroes set out for Redgorge, the trip was rather uneventful, and they arrived the next day. Upon reaching the city the party made their way to the Redhead Miner's Inn indicated by Maavu. There they met members of the Chisel a secret organization dedicated to stopping evil in the area. They were convinced something bad was happening in Cauldron, and that the people in charge were part of it. The "Foreman" tells them the history of the area and about Surabar Spellmason, the founder of Redgorge and how he battled demons in the past with a staff called "Alakast", gifted to him by angels. The Foreman indicates a uneasiness about the disappearance of Alek Tercival as well, and looks at the Map plate. He tells the party to take a boat and try and find any information they can.

The party takes a boat and heads down river, they continue until they reach the dog headed statue, they beach the boat and as they prepare to head into the jungle they are assaulted by a Gnoll hunting party. The battle is hard fought but the party is soon victorious. They proceed down a trail, and stop to rest when they find a small seemingly deserted cave. Rashid makes his way in to investigate when he is attacked by a giant sloth-like creature. The creature is almost the death of Rashid but he is able to get out and receive help from his companions. They continue down the trail and decide to camp for the night. During one of the watches an angelic figure sweeps into the camp and offers a dire warning:

"Powerful forces of chaos and evil are afoot. I dare not remain here long lest my presence attract the attention of these forces. Yet I could not sit by and watch you march into danger without warning you. The Lord of the Demonskar knows of your approach, and even now his minions prepare for you arrival. They shall use deceit and treachery against you just as they have done with Alek Tercival before you. You must remain resolute; Alek Tercival must be saved."

She told them to find "Alakast" , look for it " In the lair of my false sisters, beyond the eyes of the North", and with that she disappeared.

The next morning the party continued into the forest along the trail until it ended at a round cavern opening, this opening is depicted on the map scribed into the hegemonic plate. Following the tunnel the group begins to hear a strange thundering bellow. The further down the tunnel they go the louder it gets. Eventually the tunnel opens up into what is guessed by all as the “Demonskar” a rift of some kind torn into the earth by awesome magical energies many years ago. The party cautiously moves into the “skar”, where they find a set of ancient ruins, the entrance is a locked gate, after gaining entrance through the gate and fighting hordes of hill giants, the party proceeds deeper into the ruins. Over the course of the exploration the party battled ettins, and a extremely tough fire giant, who had even the brooding badass Left to Die running for cover. Eventually the party is able to confront the “False Sisters” an trio of hags who reside in the ruins, they battle them as well as strange creature that seem to be made of some mirror like substance and fight with blades made of mirror-like metal. Along the way they had an interesting encounter with a substance called “Amaranth Elixir” which almost lost the party several members due to infighting. After searching the hags quarters Zedric was able to find “Alakast”. The party continued deeper into the ruins hoping to find some clue to Alek’s whereabouts. The finally end up in a strange room occupied by a strange throne and multiple mirror-like windows each seemingly looking into different rooms. In one of the rooms a figure is spied, rocking back and forth and mumbling. Being the only one who had ever seen the figure, Rashid declares that it is the missing Paladin, Alek Tercival. Through error and triumph the party manages to figure out the secret behind the mirror portals and find themselves in the room with Alek. All Alek does is say strange things and look off into space his grip on sanity seemingly tenuous. The room has a door, which Rashid makes short work off. Once the lock is undone the party scoops Alek and heads into the next room. There is a single opening, in which sand and sunlight pour in. Areyn steps out and comes back with the news they are surrounded for as far asd the eye can see...Desert! The party steps out to investigate and is soon attacked by the real Lord of the Demonskar...Naborthoron, a dog headed demon creature with 2 sets of arms one ending in huge crab-like claws. The battle is hard fought, with the demon battering the enraged Alek to the ground only to have Zedric land the killing blow with the Staff “Alakast”. The party rushes to Alek’s side only to her him whisper:

“There is naught left for you in Cauldron, heroes! To return is to enter your own graves and to bring doom upon all that you love! Seek the sign of the smoking eye if you wish to save them all!”

And with the paladin died. The adventurers stood and looked around, wondering what to do next and contemplating Alek’s cryptic last words. Aeryn did some quick calculations and deduced which direction was North, as the group tried to figure out their next move.

NEXT: “The Test of the Smoking Eye”

Our home website with this and other campaign journals:
http://home.bellsouth.net/p/s/community.dll?ep=16&groupid=261854&ck =


 
Our Heroes…"The Band of Fire and Ice"...Helder the elf with the fiery disposition, Khabil the master disarmer, Rashid the amazing trapspringer, Alarick the stalwart cleric of Horus Re, and finally the Druid, Cyric.
 
            Chapter 3 “ZENITH TRAJECTORY”

***SPOILER ALERT****
 
After delivering the wands of water control to Jenya at the Temple of Helm, our heroes were busy licking their wounds and preparing for another juant into the ruined city, when through the rumor mill they learned that "somehow" The Stormblades had recovered another 4 wands of water control. Slightly annoyed, our heroes split up to have personal time in the environs of Cauldron. During this time, Alarick began spreading the light of Horus Re to the people in the lower levels of Cauldron, and also looked into the possiblity of starting a temple to the same. Rashid, Cyric, and Khabil sought comfort in the bottoms of numerous mugs, bottles, and the like. Also learning that they had unknowingly been spreading "Jester" coins all over Cauldron. All the while the party leader, Helder, sat in his room studying his new spellbooks. It was during Helder's "study time" that a beautiful woman known only as "Celeste" invited Helder and his companions to the "Cusp of Sunrise" a members only club for wealthy socialites, entranced Helder agreed.

When the party again gathered together and everyone brought ech other up to speed on the highlights of each other's town adventures, Helder and Co. decided it might be a good idea to "ditch" as many of the "jesters" as they could. Making their way to a moneychanger in town, about that time the peace was destroyed by a huge monster ripping out of a warehouse near the party. Rashid, Helder, and Kabil rushed into the fray. Rashid falling under the confusing gaze of the hulking creature, deduced later to be an Umber hulk, wandered off into the alleys chasing "The shiny thing". Meanwhile Kabil, Helder, and Alarick battled desperately against their fiendish foe. It was then that Shensen, with her friends Fario Ellegoth and Fellian Shard showed up and aided the party with defeating the Umber Hulk. After the skirmish the group found that the warehouse belonged to a merchant named Maavu. The Watch was on the look out for him and the party was told if they saw him to report it.

After cleaning up and acquiring new clothes, the party along with Shensen made their way to the "Cusp", after dealing with the "interesting" doorman "Renjin", they were led inside to talk with Celeste. Celeste entreated the group to journey into the underdark at the behest of an ancient looking dwarf named Dakved Splintershield. Dakved was cursed with a wasting sickness and would surely die if he did not make peace with his three sons. Only one son was left for the curse to be broken, alas Zenith led a crusade into the underdark years ago and never returned. Dakved announced that as reward for bringing his son back from the Underdark he would give the party a share of weapons and armor form his storehouse. The group agreed and set off to make preparations for the expedition.

The next day the band set out for the "next" nearest entrance to the underdark as the one below Cauldron had since been collapsed by the "Stormblades", the arch nemesis of our heroes. The only thing eventful on the road to the hermits hut was a one, single, troll, "easily" defeated by our heroes. The party then was entertained by Jared and his Dragon tormentor, after hiding in the woods for several hours the dragon grew bored and flew off. Jared then tells the group how to find the "Pit of Seven Jaws" the entrance to the underdark. So off they went.

The party almost lost the faithful cleric to the many headed creature that lay in wait at the bottom of the stairwell into underdark, but finally defeating it started into the darkness. About a day or so passed with the party worming their way through the twisting turning passageways, until it finally opened up into a dimly lit cavern. Across the chamber sat the ruins of a fish headed structure, along with several other buildings. The group made their way to it. At the bank the party was intercepted by a strange fish-like creature with a boat, he agreed to take the party to the other side. After dropping them off, the strange creature paddled off into the darkness. Moving towards the fish structure the party is attacked by more of the fish men and the alarm is sounded. After battling their way through several more fish folk and a mummy, the party makes it to the main hall. Do to some unseen force several of the party is unable to enter the room and those that do, don't have a good feeling from it. The retreat from the room with the intent to find another way in.

After backtracking and finding another way in the same thing happened. This time they encountered some more of the Fish folk who when joined together could unleash bolts of electricity at their foes. Those that could force themselve in went the rest sat outside guarded the others backs and loosed arrows at the fish people. The battle had raged for several minutes when a beautiful creature flew into view of the adventurers. Immediately she loosed a multitude of arrows at the party, the party retreated back to the entrance of the temple, only to be pushed farther and farther back by the electrical onslaught of the Kuo Toa and voleys of arrows from the winged archer. Again retreat seemed the only option and the party fell back yet again this time to the entrance of the ruins. the group attempted to regroup as best as they could, using almost all spells and potions they had at their disposal. Helder looked up to see what was going on in the doorway of the temple and took several arrows for it. Then Helder and Kabil decided to run into the side rooms. There Helder freed the rat faced man and the halfling that had been imprisoned there by the Kuo toa. The two prisoners ran to freedom, while Helder and Kabil again attempted to engage the archer and the fishmen. It was at this time that Rashid, Cyric, and Alarick all still on the stairs were jumped by the now wererat faced prisoner, his first attack a bite to Rashid's unprotected shoulder. Easily dispatched the rat man lay in a heap at Rashid's feet, Alarick checked the wounds that Rasid had sustained but he had shrugged them all off. So off they raced into the ruins to help Hedler and Kabil.

With the party joined the fighting got thicker, Kabil managed to disarm the winged archer but not before she had put several arrows into just about all the party. She then summoned a host of foul looking blob creature but they seemed to be a just a nuisance not a real threat. The real threat came when she selected Rashid to be her champion, looking deep into her eyes something inside Rashid changed, slowly shifting his movement he made his way towards Kabil, then just as he raised his sword to cut down Kabil, Helder turned his back towards his sword brother. The softer target noted, Rashid without a hint of remorse plunged his longsword deep into Helder's back scoring a horrendus hit to Helder's vital organs, Helder slumped to the ground. Now not only did the party have Aushanna the winged archer, the Kuo toa, and the blobish lemures to worry about they had their steadfast companion Rashid to deal with. The companions looked on in horror as Rashid next struck down Cyric, Alarick and Kabil looked at each other, terror, confusion, and rage was all written across each of their faces, but they knew there would be no escape... they put their backs together and fought on......

--------------------------------------------------------------------------- -------------------------------------

The black shrouded figure sheathed his glowing sword as he picked his way over the bodies of the dead koa toa, he ignored the blood that had ran down the blade onto his hands, even if he wiped it off it would still be there in one form or another. He slowly made his way to the part of the temple where the bodies of the adventuring party lay. He picked through their things taking a small trinket from each, an amulet here, an silver rapier there, as he did this he meticulously arranged them, neatly tidying up the bodies with an odd respect. He contemplated the past several minutes, most of it was a blurred dream, reminding him of his trips to the spice rooms in his home city of Calimshan. He remembered fighting side by side by his sword brother and then things got hazy, it was obvious what had happened, the cuts on the bodies made it so, had he really done this? He had "awaken" to find the backs of bowing koa toa before him, instinct took over and without remorse or pity he killed them, slaughtered them a more apt term. That put him back at the present, standing over the bodies of his former companions, what options did he have? Wait... what was that? Footsteps in the corridor... like a shadow the black shrouded figure melted into the shadows and was gone.....


I'm still working on session writeup for "Zenith Trajectory" we just finished "Demonskar" and are planning on taking a couple of months off from Cauldron. Below is a link to our website, it's got writeups for several other games we got going.

http://home.bellsouth.net/p/s/community.dll?ep=16&groupid=261854&ck =


Chapter 2 "Flood Season"

***ATTENTION SPOILERS***

The rainy season had begun, and around the city of Cauldron preparations for the Flood Festival were well underway. The party attempted to make a new friend by trading with the Gnome Skie, who offered them a discount for continued patronage. She has all the groups who trade with her regularly identified with thier runes on the outside of her shop. They think she may have possible ties to the "Last Laugh". Later while having a few drinks in the tavern a page brings the party a summons from Jenya. When the group returns to the Church of Helm, Jenya tells them the story of the flood festival and the temple of Helm's role in it. Specifally the creation of the wands of water control which the churches of the town stem the tide of the overflowing lake. Recently the temple High priest Sarcem Delasharn, left Cauldron to pick up the wands from a neighboring temple in Sasserine. Jenya recenty recieved a sending from him, telling her that on the way back, he was staying in the "Lucky Monkey", when it was attacked by marauders. Jenya begged the heroes to go to Sarcem's aid at the "Monkey".

When the party got to the inn it seemed too quiet, but upon further investigation the inn is packed with a small troup of marauders. After defeating the initial batch of marauders the group finds the "leader" of the marauders the Half-Orc werebaboon known only as "Tongueater". After shrugging off many mortal blows it was deduced that only magical forces and huge amounts of damage could hurt it. Slowly but surely the party prevailed with Kabil finally wrestling the beast to the ground and choking it into unconsciousness, after which Helder dispatched it. Upon more searching the group finds the body of Sarcem minus the wands of water control. They also discover a half-drow woman by name of Shensen Tesseril who had barricaded herself in a storeroom to prevent capture. She told the group that the marauders were actually led by a woman with red hair wearing spiked black armor. Her and her men's tracks lead into the forest.

The party leaves the "Lucky Monkey" and heads back toward Cauldron with the remains of Sarcem and Shensen in tow. The rains begin to fall steady as the group heads for town. Once back at Cauldron Gortex bids the group farewell his time with them done, Shensen does as well, but she vows to meet the party at the Temple of Helm later. Back at the Temple information is relayed to Jenya about what went down at the “Monkey”. Through various methods the party learns about Triel Elduarast, an Ex-guardsperson turned multiple murderer. She is the ring leader of the attack on the tavern and is presumed to have the Wands of water control. Rashid gets a note to a meeting with the mysterious informant named Artus, after some dangerous haggling Artus gives him the goods on Triel and her secret hideout, whose entrance is a secret lava tube on the side of the volcano that is Cauldron.

The party makes its way deep into the side of the mountain and into the ruins of an ancient race that Alarick identifies as the Kopru. After defeating the guards at the entrance of the ruins, the party was led into a “gauntlet” of traps, bowmen and fighters. After narrowly making it through the pit chamber, the group made their way to a room with multiple doors, which way to go…?

The door our heroes’ selects leads into a massive mechanical workroom populated with tables littered with parts and pieces. Rashid through shrewd deductions determines that the room is used to build some kind of magical components, but he is unable to determine much more. It is then that the keen eyes of Helder spot something skittering in the deep recesses of the room, just out of torchlight. The group immediately takes an offensive posture and begins to move slowly deeper into the room. They discover a mudd slaad crouching in the darkness. Its first action is to release a otherworldly screech, Rashid immediately grasps his ears and falls to the floor unconscious or possibly even dead. On guard Helder, Cyric and Kabil move in to engage the creature. Through some unknown power the creature calls forth another of its foul brethren from the beyond. The newcomer issues its mind numbing cry and with horror our heroes watch as Cyric falls to the floor as well. With renewed fervor Helder, Alaric and Kabil battle to take the creatures down, after several tense moments the last mud slaad falls limply to the floor. Cyric and Rashid even though sorely battered from the Slaad's strange power, slowly recover through the ministrations of the parties’ stalwart cleric. The group decides to set watch and rest during the night. Sometime during the rest period, one of the slaadi mysteriously disappears. Upon closer inspection of the room the party finds a hidden door in one of the alcoves.

The secret passageway leads to a series of room each of which the party investigates. Due to the ruins being alerted to the prescense of the heroes they are attacked by several wandering patrols of Triel's henchmen. Nothing seems to stop our intrepid party as they make their way through the ruins in explorations searching for Triel and the wands of water control. The party eventually comes to a web shrouded tunnel which is littered with recent footprints. They follow until the tracks split up in two directions. The party follows the "path of least resistence” and go down the tunnel with the fewer tracks. The tunnel opens up into a huge cavern lit by strange fungi. Deep in the recesses of the cavern Helder deduces movement and the group splits up to investigate. Then out of the dimly lit depths charge several foul skeletons, and some rotten corpse that looks to once have been a gnoll. Its hideous hide sloughing off and its armor and weapons wired onto its rotten hide. Alarick immediatly casts a prayer skyward to the hidden sun and searing burning destruction rains down onto the undead. When the light dissipated only Tarkilar the gnoll is left scorched but very much anxious for a fight. He charges into the fray swinging his spiked chain, he seems very intent on Helder whose deft attacks seem to deal no damage. Luckily from a hidden location at the peak of a stalagmite Rashid uses the power of his cloak to cast a entangling web onto Tarkilar, holding fast. The company attacked with abandon while the undead gnoll tried in vain to break free. But blow after blow seem to do little or no damage to the foul creature, only the powerful spells of the sun gods chosen seem to have any effect. It is then that from deep in the cavern where the creatures were hiding Rashid spots a twinkling of metal. He investigates and finds a hastily buried treasure. Two silver wrought swords are pulled from the earth, and it is with these that Rashid, Helder, and Alaric are finally able to put the undead spawn to final rest. Badly beaten and in need of rest the party presses on, Alaric expends what precious few spells he has left to heal his companions.

At the intersection the group decides to follow the tunnel with the more numerous footprints, the tunnel menders for several hundred feet then again comes to an intersection, footprints lead down the right passage with an undistubed silent tunnel leading off into the darkness to the left. After several moments of deliberation Helder decides to take the path with the footprints, with Rashid in the lead the party comes to another well lit cavern, this one with torchlight. From within come a strong female voice and the voices of several other men. Peaking out from behind some rocks the rogue spies Triel speaking to several hard looking figures all armed to the teeth. With the plan laid, Rashid spider climbed his way up into the stalactites in the ceiling, and the rest charged into the cavern. The heroes launched into a vicious battle with the cultists, Rashid webbed the enemy troops but only one got entangled as the rest fought off the effects. Out of nowhere a fiendish wolf charges into the fray, summoned by a mysterious mage in the shadows. Then the mage launched magical missile after missile at the agile rogue who did his best to dodge the unerring strikes by hiding in the stalagmites. Then without anyone really noticing the wizard fades from sight. One by one the cultists fell before the blades of the company, with one cultist left, the monk like lightning struck out at Triel herself, blow for blow was traded between the two combatants but the monk was hard pressed and eventually fell to the flail wielding cleric of Lovitar. The rest of the company charged in to the aid of their companion. Little by little the evil cleric is brought down, then out of the dark Rashid strikes back to back deadly blows to the cleric felling her.

After recovering what few wands Triel had on her person the company attempted to track the wizard who is presumed to have the remaining wands. Unfortunately, the secret passage that was assumed to be used by the wizard led only out onto the southern side of Cauldron. Reluctantly the party made their way to the Church of Helm to deliver what wands they had found. Jenya and her priests made their way to the shores of the lake and after many desperate hours the flood was pushed back for now. Back at the temple the party vowed to return to the Kopru Ruins and retrieve the rest of the wands.


Well here goes, I am currently running my party through "Demonskar Legacy" as we speak, I'm about a chapter or two behind on my journals but no matter.

This was the starting party:

Helder...Fire Elf Swashbuckler, leader
Rashid...Human Rogue from Calimport
Alarick...Human Cleric of Horus Re
Kabil...Human Monk of Ilmater
Gortex...Human Rogue

Chapter I “LIFE’S BAZAAR”

***ATTENTION SPOILERS***

The majority of the party arrived in Cauldron via a doomed caravan bound for Redgorge, after being attacked by brigands several days journey from Cauldron, the Caravan master, Thalivar Vaine, released the workers and passengers to their own designs after guiding them safely to Cauldron. After drinking the night away in a local tavern, "The Tipped Tankard", our heroes made their way to their lodgings for the night, a somewhat infamous pub called "The Drunken Morkoth". Along the way they interrupted a group of brigands beating up a local priest of Helm, Ruphus (the thugs were later tied to “The Last Laugh” thieves’ guild). After defeating the brigands, and encountering the enigmatic guild member "Jil", the group escorted the injured Ruphus back to his temple. There they were introduced to the acting temple mistress, Jenya Ulrikas. After polite small talk and the like she persuaded the heroes to investigate a string of kidnappings, most recently 4 children from the local orphanage, which is under the protection of the church. During the investigation the heroes discover that a local locksmith Keygan Ghelve is actually being blackmailed by a group of skulks who use Ghelve skeleton keys to infiltrate various places in Cauldron during the night and kidnap people. They in turn sell them to a infamous underdark slave trader. Using a secret tunnel from Ghelve’s locksmith shop the heroes make their way through the ruins of the ancient Gnome enclave of Jzadirune. After battling their way through numerous traps, skulks and the like, Helder manges to force one of the skulks to surrender. They encounter a mimic in the form of a treasure chest who demands tribute in the form of coins for the release of the rodent "Starbrow". They return to the surface, it is at this time that Keygan volunteers his friend Gortex to aid the party in the rescue of the children. After “learning” to speak with the skulk, our heroes again make their way back down to Jzadirune. Using directions given to them by the captured skulk they made their way through enclave to the elevator and down to the ancient Dwarven fortress called the "Malachite Hold".

Soon after entering the Hold the group battles a Stone Spike, and upon hearing the commotion, the ogre torturer Zulkas, investigates. After the Ogre's defeat our heroes added another to their party in the form of the Druid Cyric. Cyric had been investigating the reports of Drow in tunnels nearby, when he was captured by a clan of Duergar, then sold to Zulkas as a play toy. After many ferocious battles the heroes made there way to the slave bazaar of Kazmojen, the infamous slove lord of note, ironically interrupting the negotiations to sell the children the heroes were sent to rescue. The prospective buyer sees the slaves slipping through his fingers and disappears. The stalwart heroes then engaged the slave lord in battle. After several tense minutes of battle the altercation was interrupted by a Beholder and some sort of magic using woman veiled in black. The Beholder paid for the release of Terrem, (one of the four kidnapped children from the Lantern Street orphanage) then leaving and taking the child with him, after the departure of the beholder the battle with Kazmojen was again underway. After a tense battle the heroes managed to snatch a narrow victory over the slave lord taking his treasure and releasing the slaves. Upon returning to the surface, our heroes find that a mysterious black veiled woman dropped Terrem off at the gates of the orphanage. They also discover that it is raining....The flood season has begun.


My campaign is set in the FR, the group just finished "Flood Season" but they want to go back down into the ruins because they didn't find all of the wands.

Helder Fire Elven Swashbuckler 4/ Wizard 1
Rashid Human Eogue 4/ Fighter 1
Alaric Human Cleric of Horus Re 5
Kabil Human Monk 5
Cyric Human Druid 3/Barabrian 1

So far Tarkilar has give them the biggest run for their money, although the Mudd Slaad in "Flood Season" put several of the party down with its screech.