
farewell2kings |

Rain and Geldren Holdfast are the children of Berrik Zerifarn, a renowned bandit lord and mercenary company leader who founded a rogue town on the eastern banks of the Delimbyr near the Far Forest. For years he led attacks and raids on whomever he pleased, forging and breaking alliances with humanoid bands, other bandits and even small communities. He acquired great riches and within a few years had several hundred able warriors, wizards and rogues under his command. He played off Hellgate Keep even, sometimes hiring his troops out to the devils ruling the place until Hellgate Keep was sacked and pacified by Turlang the treant and his forces is DR1368. Berrik Zerifarn's bandit-town, known as the "Holdfast" by his followers, avoided the same fate mainly because it was on the other side of the Delimbiyr river and the treants of the High Forest were loath to cross the waters.
King Obould Many Arrows, the orcish barbarian chieftain, became Berrik's newest ally in 1370. Berrik's human raiders often went on missions where orcs couldn't go, deep into the Lords' Alliance territory. During one raid, Berrik and his son Geldren and daughter Rain went along. Geldren and Rain were Berrik's lieutenants and helped run the warband. Usually one of them stayed back in the Holdfast, but this raid was a major expedition to punish enemies of the orcs near Llorkh.
Obould used the opportunity to sack the Holdfast and loot it of its riches. He then set up an ambush and destroyed Berrik's warband when it returned. Rain and Geldren barely escaped with a few followers, who drifted off or died off in their escape attempt, chased by Obould's assassins. Rain and Geldren made it to Waterdeep, determined to gather wealth and more followers and exact revenge on Obould and his orcs. They met Liandrin and Daedalus and were hired into their group of adventurers. Both Rain and Geldren thought it was a perfect way to acquire wealth and make contacts.
Rain and Geldren changed their last name to Holdfast to reflect their burning desire for vengeance.

Vikna |

Miya left to repent from killing the coffin maker and his son. The party, rumored to be called the Inquisitors of Waterdeep, go back to the Inn. At the Inn, we meet up with Geldren & Rain. Liandarin goes back to the coffin makers building. A cleric (with the watch) goes in, a flash of light, and walks out with zombie goo on his robes. Liandarin also hears someone describing the party to the watch. The group leaves the Dripping Dagger. Brenna and Vikna go to the Hanging Lantern in the Dock Ward to get a room and stay hidden. Xen and Lia disguise themselves and go back to the Dripping Dagger where Rain and Geldren are also hanging out. Geldren and Rain had a drink with a civilar of the north ward, Kurg, and find out that the building was full of zombies. The watch catches the party at the Inn and requires them to meet the Judge at noon the following day. Mrs. Vampire wants to meet in the cemetery at 2:00am. Xen restores Vikna's negative levels for 100gp. To prepare for battle, Xen casts a battalion of spells. Mrs. Vampire will tell us why she is to kill Oplar Husteem if we help to kill the Baron of Blood who is the major vampire of this area. We delay any deal until dealing with the watch so that we may truthfully decline working with Ms. Vampire. Ms. Vampire tells us that Oplar is a supplier of blood root to Baron of Blood. The Baron of Blood is in the Deep Winter Vault. Lia asks Darmen and he says the Baron was supposed to be taken out by the Crazed Adventurers, except an Artor Morlin, who went up a chimney about thirty years ago. Darmen for 15% informs us that the Deep Winter crypt leads into the Dungeon crypt. The dungeon is controlled by four factions. Prior to this, the Company of Red Dawn attacked Under Mountain four vampires in which two vampires Northwing Harpol and Dhursila Yr Fadilla escaped. Dhursila is the vampire we are dealing with. June 15 we enter the crypt. We move into and notice much looting has been done. At a sarcophagus we move the lid to reveal stairs. After searching several rooms Brenna finds a secret door and so does Lia. Liandarin's door leads east as far as we could see. Brenna's door led into a room with two Chondathan humans and a big two head scaly dude in the room. Xen cast a spell that confuses the three. Lia surprise attacks and Rain finishes off the first combatant. The second runs. The big guy breathes acid. The confusion spell takes effect on the ettin and now just going in for the kill. Next, Liandarin goes down a tunnel and runs into four floating carrion crawlers. Two float up, up, and away. We leave them behind and try another door. In a room there is a chest with seven succeeding chests inside. Inside the very inner chest there is a mimic. In fact, each chest taken out of the original chest were mimics. A battle commenced. Next, the party walked to a sApherical room. A suit of armor challenged the party to train. Geldren accepts the challenge and the armor activates a sphere. Geldren gets his butt kicked. We go back to the room of the hidden ettin, feed him and his comrades to the carrion crawler and use their vacated room (C8) to temporarily rest and regroup. It is approximately 6:09 am. Man, we jam.

farewell2kings |

Rain and Geldren Holdfast, brother/sister fighters, former bandit leaders from the eastern edge of the High Forest, arrived in Waterdeep to seek their fortune and raise a band of companions that could take on and take out Obould Many Arrows, their arch enemy. Through a network of previous contacts arranged by their now deceased father, the siblings got into touch with one of Darmin's intermediaries. As Darmin's pet adventuring party, the Inquisistors of Waterdeep, recently lost two party members, Rain and Geldren were put into touch with Liandrin, the leader of the party.
Liandrin and the rest of the Inquisitors barely introduced themselves to Rain and Geldren when they had to leave to avoid direct questioning by the Waterdeep City Watch. When the City Watch entered the bar, the barkeep pointed out Rain and Geldren to the watchmen as "associates" of the Inquisitors. Rain and Geldren were not entirely without "social" skills and were able to bluff and intimidate the guard captain into dropping his investigation for now if the Inquisitors would report to the magistrate in the morning.
The meeting apparently went well, as the party returned to their new companions within a few hours. That night, Rain and Geldren accompanied the Inquisitors to a meeting with a vampire, who wanted the party to help her find and destroy a mega-vampire called the "Baron of Blood."
Rain and Geldren helped the Inquisitors in their initial exploration of the "Deep Winter Vault" a crypt in the City of the Dead set to be home of the "Baron of Blood" or clues as to his whereabouts. Even though Geldren was defeated by a suit of animated training armor, Rain and her brother acquitted themselves well in the initial skirmishes with the denizens.

farewell2kings |

The Inquisitors continued their exploration of the dungeon underneath the City of the Dead. After sleeping in a dingy dungeon room (Geldren's first time!) and receiving healing from the Mask cleric, the group continued its exploration. Geldren walked into an ambush by a large group of rogues bearing the colors of the Bonegnasher group, some scouts for a dragon apparently. After being stuck by a half dozen rapiers, one of Geldren's companions cast a blade barrier and killed most of the rogues. The rest were finished off by Geldren's hammer, but one may have escaped. The group looted the bodies and since most of the party was broke, Geldren convinced them to leave and sell the items for cash before returning. Liandrin lost her precious magical cloak to a spellgaunt. The vampire boss the party sought ambushed them on their way out, protected by other undead. The vampire is turned to smoke and disappears, but the Mask cleric lay dead.

farewell2kings |

Mirtul 13, 1373
Liandrin protested our cowardice, but we left the dungeon. Xendrik, the cleric of Mask, was dead, Vikna was dominated by the mental powers of a vampire and had to be beaten into unconsciousness every few minutes until we finally tied her up. Plus, I explained to Liandrin's uncaring ears, my sister and I are bandits--we hit and run, we attack only from a position of strength.
Liandrin made us all look like fools, though, for she found the vampire's coffin by herself and put it into her bag of holding, as it was a mithril statue with eyeholes, through which the vampire entered the coffin. We didn't know this, as we were busy resting and recuperating in the inn. She took this coffin to our patron, the lady vampire that wanted the Baron of Blood destroyed. Turns out this wasn't "the" Baron of Blood, but a doppleganger turned vampire.
During her capture of the vampire, Liandrin freed a prisoner captured by the vampire previously--Flint Remic ("call me Remmie"), who was a like minded spirit and was hired by her on the spot, as he explained that he was a runecaster cleric of Shaundakul.
Liandrin delivered Xendrik's corpse to the secret temple of Mask, as he did not want to be raised from the dead, he had previously explained. Turns out in death he looked just like his brother Largo Deathfell. Brenna explained that Largo was a druid and had gone back into the wildernis some time before Rain and I joined the Inquisitors.
Note to readers-Liandrin's original adventures were detailed in the Raiders of Myth Drannor thread and continued in the logs of Largo Deathfell, druid of Malar and now continue in this thread.
Thanks to the magic items and cash recovered from the dungeons so far, Rain and I were able to deposit over 21,000gp with the moneylenders of Waterdeep, in preparation of raising a mercenary company to take back our father's bandit hold and deliver King Obould's head on a pike.
Since the Baron of Blood was still about, we returned to the dungeon. Rain killed two portal drakes by herself in very cramped quarters and in the trap filed hallways beyond, we defeated a blood fiend and his dretch formerly known as lunch. Pushing on, we came upon a room of cages filled with writhing translucent figures and a mind flayer vampire, who attacked us. I smashed his tentacled face into oblivion with my hammer. The ghosts tried to convince us to let them possess our bodies so we could travel to the ethereal plane to defeat the Baron of Blood, whose coffin was hidden there. They told us that in return they wanted to exact vengeance on the Waterdhavian merchant house of Gost. The ghosts said they were the dead former merchant lords of House Gundwynd, whom HOuse Gost had betrayed centuries ago. We declined, who trusts ghosts? They unveiled their true colors and attacked. Our new friend Remmie put a "ghost touch" capability on Rain's sword--very handy. Of course, my hammer already had the ghost touch capability placed on it by its creator and I smashed several of the ghosts into ectoplasmic goo.
We retreated into a storage room to spend the night. The foggy remains of the blood fiend hadn't yet rematerialized outside that room, but we figured if they did, he'd just be another guardian to ensure we had a restful night.

Vikna |

Vikna attacks Brenna again and Rain grapples me and ties me up (bondage, hmmm, have to keep a watch on her). The fighters go off and back to town while Liandrin checks out the rest of the dungeon. Finds and takes the vampire’s coffin and puts it in a bag of holding. Liandrin meets up with Flint Remic who was tied up in the dungeon. Liandrin took the coffin to Mrs. Vampire. They open the coffin and stake the *&^%$, to find out he changes to a doppelganger. The real vampire is still in the dungeon. We meet back in town, divvy up treasure, sell, and heal. The party goes back to the room with the fireplace because Mrs. Vampire suggested that a good place to look. We go up the crack. At the end of the tunnel a hallway opens up with a snake in the floor. Liandrin realizes it is a trap but accidently trips it and becomes frozen. Brenna casts a dispel magic and she is okay dokey. Remy stone shifts the top five foot of the corridor and attaches to the wall effectively dispelling the trap. At one end of the corridor is a shimmering wall which is a portal. Upon all this examination, two large dragons appear and Rain attacks and is now known as Rain the dragon slayer. Yes, she can still fit through doorways.
We also encountered a beast we could not defeat but was stuck to a room so we left him behind and moved on. We encountered ghosts in cages that we tried to free and help but tried to possess our bodies and therefore needed to be dispensed with. Rain and Geldren did a great job. I sure hope this party has not decided that I have not contributed and have died, been possessed, and slept through all the action. My sword needs to see blood and hopefully not mine. Tomorrow is another day.

farewell2kings |

"Will we ever find this vampire?" Geldren thought to himself, hacking down another denizen of this forsaken dungeon. Tired and listless, wounded and battered, the final battle of this day in the water filled room was almost too much. An aquatic vampire cancelled Geldren's boots of levitation and dumped him into a pool of water filled with sharks and mermen possessed with the vampire's curse. The rest of the Inquisitors tried to cross the same obstacle using a magical bridge created by the newest party member, Rennie the rune-caster. The fight was brutal and savage. Liandrin was totally not in her element, but thanks to Brehnna's "orbs of force" hammering into the enemies from her flying perched position, the Inquisitors carried the day....and carried themselves off to rest and replenish spells. They did find some "portals" to analyze in that room of aquatic vampirism run amok.....

Vikna |

Upon leaving the store room, the Blood Fiend solidifies and attacks. Once it takes substantial damage, it goes gaseous and returns to the ceiling in the room. Liandrarin goes into a room with a floating chalice. She checks for traps and gold bricks fall from the ceiling on all the players in the room. As the party is divvying up the gold bricks, they disappear. We check around rooms uneventfully until the party comes to a room full of sand. This was similar to quicksand, very hard for movement. In the sand was a Blood of Ghaundadaur. After killing the undead blood gooey creature, we search the floor and find treasure. An ochre jelly comes in while we are searching. One room had a white powder on top of a desk and chair. Past the room of cages (where the ghosts were) is a room with inky black water. Remy puts a bridge across the water. Sharks and vampiric mermen attack. The bridge is dispelled and the party is swimming and fighting. Finally, I, Vikna, earn my pay as I take on the sharks and prepare them to make great boots. The vampiric mermen were a bit more of a challenge, but still easy prey. A huge crocodile decided to take advantage of the humanoids fighting in the water, but was also dispatched for new boots. Eric Kerval tried to take out Vikna but the combined efforts of Vikna and Brenna dispatched him. A portal was found at the bottom of the pool.

farewell2kings |

The Inquisitors entered the aquatic chamber again, determined to finish off the vampires once and for all. Met immediately by mist obscured opponents casting powerful spells, the Inquisitors fought a lich, the vampire cleric of the mermen and several of their lackeys, both below the water, above the water and in the air. After a very long and desperate fight, the Inquisitors won, but were soon stymied by the unusually large face of Kelben Blackstaff Arunsun blocking a hallway and uttering dire warnings. Geldren bypassed the face to find himself face to face with a devil covered with sharp long spikes. Geldren dealt the fiend several massive blows with his hammer, but was unable to finish it off, as the creature's magical fear aura overtook Geldren. Luckily, Rain and Remmy teleported in to help kill the beast.

farewell2kings |

Myrtul 7
Following the "Baron of Blood" to his ethereal lair, Geldren is turned to stone by an undead medusa, but he paved the path for the rest of the party, which destroyed the baron's allies and forced him to turn into gas. Vikna was slain, unfortunately. The ancient vampire escaped the grasp of the Inquisitors somehow, but the party seized his marble coffin and much treasure for redemption in Waterdeep, where they spend several weeks getting magic items commissioned and plotting their next moves.

Yabella |

D’zirwa Yabella invites Leandrin to negotiate about finding a red rock. To go to Skullport we are lowered on a well at a 1gp/person. Xor One Tusk is the name that Rain and Geldrin give the orc by the physical description Yabella gives. He is about 6’8”, 300 lbs, in rhino hide armor, and carries a bastard sword that looks to be cast iron. He is the lieutenant in King Obald Many Arrows’ army out of the Nether Mountains.
We go to the Eye of the Beholder tavern and hear talk about the human loosing his head to a big orc. We hear about Xor. Skulk was a thief that lost his head in a dice game. While recouping his losses from Skulk, Xor drops a huge red rock (looks like a ruby) from one of Skulks pouches. A brawl to recover the rock begins with the orc fleeing the tavern with the rock. It is believed the orc fled to the surface. The cult of the dragon has put out a bounty of 10,000 gp to recover the rock.
Yabella goes back to the Thayan Embassy and acquire a crystal ball for scrying and horses to follow the orc. Xor flees through the Northward gate going along the Long Road. Asking along the way we find out that he is going north. After a while, we see a big orc in the distance with a dragon flying off. We engage. Xor hits Rain and Geldrin and does major damage. Because of an old animosity, Geldrin is enraged. Using his hammer, he beats the crap out of Xor. Xor withdraws. 10 worgs with orc riders and a 24ft, 1300 lb storm giant with light green skin and red glowing eyes approach down the path. Geldrin follows Xor and takes him down. The orcs and worgs die from various spells of Brenna and Yabella. The giant gets hit and damaged by a combination of attacks. He runs, the big chicken. Geldrin chases but is cut down in one blow. Later the party stabilizes him. The giant again runs. Brenna launches a fireball that slays him.

farewell2kings |

Myrtul 10: The Aftermath of Greenbones Clues obtained from the inn and the battle with Xor OneTusk led the party to the lair of Greenbones, the dracolich. Days of savage battles in and out of the lair followed. Greenbones was defeated, we gained clues as to the truestones location, past a portal, whose password we found in an arcane lab deep in the complex.

Yabella |

In Greenbones lair, we found a journal speaking of the “true stone,” the greatest of artifacts, not of human origin, draconic in nature (dragon magic) and based on the color of red a ‘great worm red dragon’. Also according to the journal, the zombie dragon Greenbones took the “true tone” from Xor One Tusk who gave it to Salmar, cult of the dragon, and went through a secret portal with the secret word, his name, “Varlae”, a cleric of Bane. The secret portal is to lead to Krypt Garden Forest which lies beyond Waterdeep. This could be interesting, Krypt Garden Forest is known to be home to an ancient green dragon.
Yelling her name down corridors to find the secret door - opens a secret door with a portal. Inscribed are the words, “Dragon dark, dragon deep, let me pass into the under deep”. (That will make a good chorus for some troubadour singing our praises). We spend the night in the cleric, Varlae’s, room and rest. We wake at 4:00am and have the Hero’s Feast. Geldrin and Leandrin go first through the silver basin portal. We came to a room with a magic user’s work table. Brenna and I loot the work bench. Liandarin goes down a tiny corridor and takes out a trap (the old fashion way, by setting it off). After squeezing through the corridor, we meet up with a Pyro Hydra, a magically enhanced beast with red skin. When a head is cut off, 2 more heads sprout. Geldrin attacks the hydra. It goes into the milky pool and fights. He starts lopping off heads. We fight, but it keeps going underwater. I get a bright idea to go fishing with a grappling hook I saw in another room. When I came back with it, the party laughed at me. Remember sorceress, I thought theses he-men I am working with could handle it with a bit of leverage. Oh well, I guess I won’t invent a way to put a lightning bolt into a glass lantern. Back to the fight, finally Remy dimension doors to its back and deals the death blow. We find the nest of the hydra and therefore a bit of treasure.
We find a tunnel that is very slick. We walk for about 8 hours in the maze of tunnels. Remy finds a blue dragon scale. We rest for the night. Liadarin, Remy and Brenna argue about Remy’s fear of dragons (seems like a logical fear to me, anything that big and dangerous, you should fear). Afterwards Liadarin and I had words. I heard this group was good, but … all this rock above my head must be giving me the heebie jeebies. Well, needless to say dwarves come to check out the noise. We killed the grey dwarves, teleported back to a previous cavern we passed and rest until 2:00 am.
We eat our Hero’s Feast and …. during the feast 4 hulking dead white humanoids come. We invite them to join us and eat. After a bit of discussion while still eating and enjoying the meal, the Maur, hunched giants, join us. Rock, Bock, Jock, and Larry decide to follow along if we keep feeding them. Sounds like a good deal. One of them really likes Brenna.

Yabella |

Larry sure seems interested in the portal that we came through. I wonder why. He says they wish to escape the mindflayers that hunt them for their brains, but I get this feeling that I am forgetting something. Something about four giants forced underground for evil that they had done. History or a story told to frighten young children, hmmm. I let Remy know just in case. Talking to the Maur, they remember bull men, we assume minotaurs, so we go to find them. We pass the dead dwarves from a previous battle and continue on. We enter a cavern and find many Maur; the families and friends of our four acquaintances. Larry starts to question Remy in earnest, with a much greater intelligence than they led us to believe. We told them of the portal and areas in the mountains in which they might be able to relocate their families. We continue on and are ambushed in a cavern by 12 minotaurs and 1 baufataur. We are surrounded and caught off guard. I have two of thesse foul beasts on me and think oh $#*& when Brenna dimension doors us about 60 ft from the fight. After a couple of fireballs, they are toast. Next, Remy is leading us to our destination and into a cavern with 12 Ineffable Horrors. They are horrible looking creatures that have bat wings. They seem to grapple and suck the lifeblood out a person with the intestine looking appindature coming out of their stomach area. In this case, the victims seem to be cult solders of the dragon. Three humanoid men with scaly skin are also in the cavern. The blue half dragon says to us, “Come along curs of the Drugar Hoar and I will slay you and eat your livers. The blue half dragon casts a spell of crushing despair with no effect. Remy is a desperate act casts destruction and disintegrates the blue half dragon that we figure out is Salamar. (Flashback – according to the journal he and Bruthwoal were taking the True Stone to the Ancient (Green Dragon) in the Kryptgarden Forest.) After slaying the other two half dragons, a black and red, we put the bodies in a bag of Liandarin which Rain, myself and Fido also must enter, and teleport back to the Inn. I clean up and go to the Thayan Embassy and inform they how they search is progressing with a dispatch to be sent to Khalia. I also inform them where we left the horses we borrowed. The Thayan Embassy suggested that I go to the Font of Knowledge to do my research. Because time is of the essence I pay for scribes and we research various topics. First, the Kryptgarden Forest is report to be the residence of an ancient green dragon. Adventures have gone into the forest to investigate the claim but none have returned. Secondly, I was disturbed about releasing the Maur onto the countryside if they were forced underground for an evil they had done. After some research, I have concluded that the evil done happened many generations ago and may not be an issue now. Thirdly, the Ineffable Horrors are a abomination that travel in “murders” and can destroy whole groups of humanoids. A sigh of relief escapes me that we did not have to fight them instead of the half dragons. The True Stone is something of interest but nothing can be found. Next topic of interest to me is the half dragons. Dragons breeding with people, Ewww. Blacks and copper – acid, blue and bronze – lightning, green – corrosive (acid) gas, red, brass, and gold – fire, white and silver – cold. Finally, the cult of the dragon was my last topic to research. They are a secret society to bring about the rule of the undead dragons. It was founded by a mad archmage lich named Sammaster. Their goal is converting dragons to the undead, the dracolich. Wearers of Purple are high cultist and their symbol is eyes of burning above a dragon. Reflecting now, I should have researched the Drugar. Should of, would of, could have… Please forgive my rambling, but I need to put my thoughts and findings to paper. I don't want to forget important information.
The next morning the group meets for our Hero’s Feast. Then we question the two dead half dragons. We find that Bruthwoal escaped during an ambush, we think with the Ineffable Horrors. The Drugar Hoar that Salamar was referring to when he challenged us is “Pale Sybil”.
I scry for Bruthwoal and found him. He is in a tunnel similar to what we have been walking through for the last day. He says, “Dusk, she will be pleased. This will giver her great power. Damn cultist stupid. We are almost there. Just have to take the long stairs down. … Never saw it coming. She the Pale Sybil will love this.” He comes to a stone lid and opens it. Something passes him, but I can’t see it. This looks to be an airshaft with a grated lid. It has distinct markings that I draw. Remy comprehends languages and reads it, “Multum Airshaft 637”. Scrying of the Pale Sybil drew a blank.

Yabella |

At 1:00, we teleport to the air shaft with runes of abjuration that Yabella saw in the crystal ball, but are no longer effective. Liandarin goes down a long, long vertical tunnel. We follow. At the bottom in a room is a black pool of gunk. As we start to enter the room, the black pool oozes out to attack Geldrin. Brenna and Remy makes the Black Pudding go splat. An adjacent room is full of fungi. It looks like an office. A corpse with a magical chain shirt comes alive. It was a mummy and Remy blew it away. As we go through the door to the next room, we have a feeling of our greatest fear, but it passes. Yabella knows about the spell and knows that our morning feast makes us immune. In the room we find a pool with a box of magical weapons in it, a great sword, 2 crossbows, and 2 longswords. In the next room, Liandarin takes out a trap on a door that opens into a room with a statue. The statue attacks. It is a clay golem. Now it is dust.

Yabella |

We went into a room that looks out onto an underground ocean. We fly along the beach; we see a huge tree and fly towards it until, whoosh all our magic is sucked out. An antimagic aura surrounds the huge tree. We investigate but find nothing but a bridge that goes up and over the water. We cross the bridge and find a white marble palace. We decide to go back to the last room we are in to rest before entering the palace. When we enter the palace, Geldrin confronts the Pale Sybil with his big flail. Reinforcements come into the room. A bunch of zombies are taken out with a bit of electrical work by Brenna. Four Maur drop from above. One kills Fido. And Barthuwoal comes in from a side door. Spells are launched at Pale Sybil, but she has a rod that absorbs them. Geldrin notices and disarms, grapples, and proceeds to pin Pale Sybil which allows fighters to slice and dice & magic users to eventually destroy her, except that she poofs away. The Maur with their spell casting abilities seem to do the most damage as Yabella is deafened and shaken from their spells. But all are eventually dealt with. Remy heals the party.

Yabella |

It is about 6:00 in the evening, my best guess. On the entrance surrounding the next door to go in is written, “Danger, off limits except under permission.” We enter a room with five stone statues guarding a ring. This lit up Liandarin’s eyes. After a couple of moments of our positioning, the statues come alive. Five more appear and we took them out also. We took their armor which was very ornate and definitely took the ring. Next door there is a rune reading, “Deadly danger – a baton can open door – somebody sleeps within”, written in abyss. We touch the granite baton to the granite door and with a loud ruckus the door rolls away. We enter a cavern type room with a sarcophagus with a big rock on top. We slip in and eight creatures attack. The cavern ends with another room containing a box letting out more of these creatures. The sarcophagus has runes reading, “Danger – Do not remove”. We hear a lady yelling to let her out. She can stop the creatures from coming out of the box. We let her out. She entangles the box with her ‘hair’ and yells that we need to seal the box. Unfortunately, she doesn’t know how. Weeyja, her deity, has entrusted her with this mission to close this box. We carry the box down a hall to …