Tayreth inspects the two trap doors. One is small about 2’ x 2’, and the other is ~ 5’ x 5’.
Tayreth then inspects the large, arcane energy producing stone. It is covered in far-speak runes. Its surface seems to crawl. Tayreth, seemingly mesmerized by the font and flow of the stone, touches its surface. Energy flows into Tayreth as he regains his spent spells and is able to cast with greater strength and alacrity.
As the energy flows through Tayreth, the “Child of Zanlothafolu” springs forth from his empty eye socket. The demon begins dancing about merrily, all the while thanking Tayreth for not only freeing him but finding the means to bring him forth.
With a cry of rage, Tayreth unleashing all his magical might upon the demon. The demon spawn takes no notice. Tayreth screams at the demon vowing to find a way to imprison him once again.
Princess decides to try and form some sort of lunatic contract with the demon and the creature flicks its little finger at Princess and Pessrell, sending them both flying through the air covered in black flame.
Zenlothifalu’s Child leaps atop the stone and morphs into an insane many-tentacle nightmare and begins absorbing every drop of arcane – far realm energy. As he and the stone fade into nothingness, the beast once again thanks Tayreth.
Overcome with a sense of failure, the Eladrin kneels in prayer to Corellon asking for forgiveness.
Princess decides this would be a good time to put on his shiny new sea blue and pearl armor, he looks fabulous. Princess pontificates to Pessrell for a while, and finally asks the lad if the new armor makes his butt look big or not.
To escape the inanity of the scene, Tayreth turns inward. The Eladrin notices that the far realm voice is no longer in his head.
Tayreth notices a small flower has sprouted where the font of far-realm energy once stood. He moves over to it and ensures it has plenty of room to grow. He also feels a Fey-Wild energy coming from the flower.
Encouraged by Corellon’s sign, Tayreth decides to move on and returns to the trap doors for further inspection.
The small one is not trapped or locked and upon opening reveals a narrow shaft leading into the darkness. After inspecting it for traps, Tayreth attempts to open the larger door and receives a blast of fire to the face. Picking himself off the ground, the skilled fey inspects the door yet again. He finds no traps, but upon opening it receives a needle stick of foul poison. The poison rages through Tayreth’s blood stream for several minutes causing immense pain and damage.
However, the door is open.
Beneath the cursed door lay a narrow stair. The party moves forward into an underground complex. Pessrell believes he hears cheering, but neither Princess nor the great wizard hears the noise.
The party unknowingly activates a floor trap causing a cloud of darts to stream forth. All are hit by hundreds of tiny darts that cause great pain.
Tayreth inspects the floor more closely and sees that the whole floor is trapped, except for a narrow path to the right.
Believing that there must be a secret door, Tayreth performs a ritual (25 gp) and discovers, once again, that he is correct. A small “spy room” is discovered.
Continuing onward the party comes to a square room. In the center is a white block. Tayreth invokes a floating disc (10 gp) and floats around the room looking for secret doors. He finds one in the ceiling about the same size and location as the trap door on the surface.
Tayreth floats to the white block and realizes that it is bone. Curious, he pushes it. This would appear to have been a bad idea. Walls of force start closing in on him as a large stone blocks the exit.
Princess and Pessrell run to the surface, nearly slipping on the pool of piss that they have released.
Tayreth calmly gages the situation, makes some logical deductions and Fey Steps to the other side of the stone block. He waits patiently for Princess and Pessrell to return.
With a look of contempt, Tayreth suggests that they move on.
They come to a large iron double door, but move past down a small corridor that dead ends. After performing another ritual (25 gp) Tayreth discovers another secret door. The wise mage declares that that he believes that the secret door will open into the same room as the larger double door. Princess and Pessrell nod approvingly.
After some inspection Tayreth casts Invisibility and using all his ability in Stealth, moves through the door.
The room beyond the secret door is a large underground arena with a chariot track. What would appear to be V’rama Vair, rides a horseless chariot around in circles. She is riding down angels that are now locked into a world of undeath. On one side, stone bleachers hold crowds of cheering spirits, on the other side more angels wait their turn. There is a cell underneath the crowd of spirits and another, guarded by two statues, lies opposite. The second is barred.
Although the creature riding the chariot is definitely V’rama Vair, she is somehow different than how the various representations have depicted her. It would appear that she has become a Gorgon.
The invisible wizard moves to the first cell and sees a beautiful naked demon. The entrance is covered in runes of warding, keeping the demon at bay. Tayreth thinks to pit the demon against V’rama and erases the runes. The demon thanks the scarred Eladrin for freeing her and offers him one wish. She then tries to lure him into her cell.
Tayreth moves away quickly, but tells the demon to wait and he will ask his wish shortly.
Like a ghost, the mage returns to Princess and Pessrell. He describes all that he has seen, except the succubus. He instructs them to wait until they either hear battle or ten minutes has passed, whichever happens first.
Still invisible, the silent fey creeps back into the chariot room and sneaks towards the second, guarded, cell. Looking through the bars he sees a golden chest, a horn, a helm, and a quiver with 4 arrows. He then moves to the center of the room and waits for the attack.
The party launches a surprise attack against the gorgon. V’rama’s chariot causes massive damage to Princess.
Tayreth calls upon the succubus to grant his wish. The wily mage commands the demon to teleport the chariot on-top of the bone block within the “trash compacter” room. It is done and the demon thanks Tayreth before disappearing.
The battle rages fierce and over the course of it Princess is nearly killed twice. On both occasions his ring flashes blue and he continues fighting, appearing not to notice or remember that he nearly died. Princess is obviously unaware that the ring is saving him.
Tayreth wonders at what cost does the ring grant Princess life.
Pessrell manages to knock the bitch (V’rama not Princess) prone.
The evil gorgon unleashes a wave of necrotic flame and turns the battered Eladrin into a rotted burnt corndog.
Princess and Pessrell finish her off.
As Tayreth lay at the precipice of death, Princess and Pessrell search the body of V’rama. They find her whip, spear, and man-love for one another.
Afterward, Princess decides to revive Tayreth.
Princess tries to grab the spear, but takes massive cold damage, nearly killing him. Once again the ring flashes blue and saves him. Once again, Princess seems unaware.
Tayreth uses Mage Hand to place the spear and whip into the Bag of Holding. He is able to deduce that the whip has some power in demon control.
After dispelling the magical ward, Tayreth uses Fey Step to move past the barred cell containing treasure. He recovers it all and approximates 12,000 gp worth of treasure.
The PCs leave the underground area and return to the surface. They continue to explore the palace grounds and investigate a large habitat meant to house great cats. They find no cats and determine that this is a good place to rest.
The party rests under the dark silence of the City of Burning Night.
On the next day they continue to explore the city, starting with the shipyard.
They discover a ship with minor damage and materials enough to repair it. They guess that it could be repaired with about one day worth of work. The party continues to explore the city.
The party discovers a simple grey stone door set into a grey stone wall. They open the door and see a bleak grey landscape beyond. Ancient ruins lay in the distance. After some investigation, Tayreth moves through the door and into the Shadow Fell pocket dimension.
Quivering, Princess and Pessrell follow.
The party moves to the ruins. Inside they see a large pillar and a skeletal knight. The knight points to the stone pillar menacingly. The party examines the pillar and each reads the names of all they have known who have died. At the bottom of the role, is their name. Each party member sees his own list and own name.
The knight looks at Tayreth and the stoic master of the arcane says, “All men must die”. The knight disappears.
The party searches the ruins but find nothing, they leave the way they came and once again continue the exploration of the city.
As they move through the upper class residential area, Princess trips over a rusted sign which reads, “Kbzar’s Blacksmith”.
Pessrell uncovers 10 solid silver arrows. Tayreth inspects them and although they do not appear to be magical, they do hold runes of warding vs. lycanthropy.
Tayreth uncovers a long sword blade (no hilt). It too is not magical, but Tayreth believes it could hold powerful magic (up to +6) and is probably worth 10,000 gp, as it is.
Princess uncovers a rusted metal box holding paints that Tayreth believes to be used for creating demon constraining runes.
Tayreth discovers a small gold box and manages to thwart its lock. Inside is an eye shaped ruby that is magical.
The party moves into the military district. Tayreth finds a normal gold ring.
The party continues on and Pessrell discovers an Herb Shop, the party comes across a circular area of barbed roots and upturned soil. They party moves on towards the island park area.
Tayreth, with the help of Princess and Pessrell, invokes Phantom Steed (70 gp) and creates water walking phantom mounts to move through the island park with.
The party finds a body underneath the corpse of a dead dragon. The body is a black magician from the guild. He is holding a black wand and carrying a scroll. The scroll is a plea for the dragon to help, but doesn’t describe why the help is needed.
Tayreth puts the wand and scroll in the Bag of Holding.
The party discovers a walled area with “Leper Colony” written on the wall, a burial preparation area, and a house.
Inside the house the party discovers a bottle of rum that is magical and a non magical scimitar and silver necklace.
Princess finds a gold ring and Pessrell finds a golden cat collar, Tayreth places both items into the Bag of Holding.
Princess discovers a crystalline mammoth figurine in a small chest.
The party decides to rest in the house. They have yet to explore the funerary and the leper colony.
Tayreth puts ruby into empty eye socket.
* Hit Points: Full
* Action Points: 1
* Healing Surges: Full
* Used Powers: None
* Healing Potion x 1
* 140 residuum
The Silver Whip (level 23): This whip is fashioned of some silvery leather like material, and has the form of a coiled serpent. The pommel is set with three large rubies and the fanged tip coruscates with strange energy. This is a +4 Chaos Weave Whip. When a demon is struck by the whip, there is a secondary attack of +17 vs. Will, if the attack is successful the demon is dazed until the end of the attacker’s next turn and then they are drawn into one of the three rubies to be “stored” until released by the whip’s holder. If the attack is unsuccessful, the demon is merely dazed until the end of the attacker’s next round.
Whip: One handed military melee weapon, Proficiency: +2, Damage: d8, Range:—
Weight 4lbs., Group: flail, Properties: Reach, Brutal 2
Lorok, Demonic Spear (level 28): This is a +6 frost spear. This weapon gains its power from the demon bound within it. If it is touched by any non evil creature, they are immediately subject to a 6d6 cold attack. This weapon also has the following power (minor – encounter): Muscle Death: the subject is weakened until the end of the encounter if they are successfully hit by a normal attack. The spear can also be thrown (range 10/20, properties: heavy thrown), and teleports instantly back to the thrower’s hand after such an attack.
The Horn of Siege (artifact): This is an ivory horn inlaid with bands of silver and several dozen diamonds, and carved with the artistry of the far realms. It bears an inscription along the rim “may the cities of thy enemies fall before thee!”. This item functions as a horn of blasting except in the hands of a bard where it gains it true power. When sounded by a bard, the power is as follows: (daily – thunder): Standard Action: Close burst 120, +19 vs. Fortitude. On a successful hit every creature, plant, or building takes 100 damage and is dazed and deafened until the end of the attacker’s next turn. There is a safe zone of 15’ around the bard where nothing is heard but a low mournful moan. On a missed attack the targets take half damage and are deafened until the end of the attacker’s next turn. On a critical hit targets are pushed 1d10 squares and knocked prone.
Demon Summoning Paints: A metal box of paints and pigments used in the construction of magical diagrams and demonic binding rituals and the like. Value: 500gp
Green liquid in glass vial: unknown, from the herb shop discovered by Pessrell
Gold Officer’s Ring: value 30gp
Gold Ring: value 5gp
Bottle of Tiger’s Eye Rum: 8 swigs of rum, each of which will boost to hit and damage by +4 for an encounter. If you drink the rum and do not engage in combat the rum makes a +15 vs. fortitude attack against you, and if successful delivers 1d10 damage, causes a minor seizure, and knock you unconscious for 5d10 minutes. A missed attack leaves you dazed and stunned for 1d4 rounds.
Rum barrels: 6 barrels of aged rum, 55 gallons each.
Light Arrows (4) (level 10): these arrows are made of solid light, glow softly, and are warm to the touch. These arrows have unlimited line of sight range and unlimited damage potential. They suffer no range penalties when used. For damage, roll 1d10, on a roll of 10, roll another 1d10 and add it to the first, continue until you do not roll a 10. On a critical hit, the arrows do 10d10 damage. All damage done is radiant and the arrows are consumed when used.
V’rama’s Jewelry Box: A 2’ long solid gold box filled with rings, pendants, and other jewelry. The box and its contents have a total value of 11,500gp.
Crystal Mammoth: This is a small crystalline figure of a mammoth then when activated will transform into a fully equipped war mammoth that with be loyal to the person that released it until either they or the mammoth dies.
Helm of Solus (level 10): A silver helm engraved with the rune of Solus. Whenever the wearer of this helm is about to be surprised or ambushed the helm rings like a bell alerting the wearer. Power (free – encounter): The wearer of the helm will not grant combat advantage to any foes until the end of their next round.
Were-Bane Arrows (10): These finely made arrows are constructed entirely from some silvery alloy and inscribed with runes of death for all lycanthropes and were creatures. They are non magical but when used against any lycanthrope they ignore all resistances, and gain the brutal 4 property.
Unfinished Sword Blade: This is a finely crafted but unfinished sword blade that could serve as the foundation for any magical sword of up to +6 enchantment. It has a value of 12,000gp
Rod of Reversal (10 level): This black metal rod allows any undead creature under the effect of your warlock’s curse to be subject to the following attack: (standard – at will) +9 vs. Will. If the attack is successful the target is dominated until the end of your next round. If the attack is unsuccessful the target is dazed until the end of your next round. If you are a dark pacted warlock, the attack is a CHA vs. will attack.
Eye of Finch (level 10): This is a large ruby carved to resemble an eye. When placed in an empty eye socket it grants the user full normal sight and the ability to tell at a glance the actual value of any non magical item looked at.
Silver Necklace: value 1gp
Gold Cat Collar: value 25gp