The adventure begins after the heroes have taken a couple of days to rest, re-equip, and upgrade/create several magic items. Sog continues to travel with the PCs. The Party has decided to pursue Deirdre’s attackers through the shadowfell rift.

A search of the Temple reveals a “Black Gate Rune”.

The goblin bard Sogwaddle is officially initiated into the Iron Eagles. Announcements are sent to every lord and lady in the Land of Paladon, but strangely no one comes to the party.

The Heroes gather Lem Harris, Gerald Roy, and Master Ren. Tayreth explains that he believes that the danger to Wellspring has passed and their obligation to Lem has been filled. The person responsible for the abductions was a mind flayer named Sathrax. His hideout beneath well spring was discovered, and the PCs defeated him in combat. The mind flayer ran off through a portal which led to the “Land of Dragons” far across the continent. After the creature passed through the portal, it destroyed the arcane conduit preventing the heroes from following him, but also preventing him from returning.

The mage continues informing the town “leaders” that they still have a previous obligation to track the stone. Therefore they are going to pass through the gate in the temple which leads to the shadowfell. The heroes believe that the stone was forcibly taken from Deirdre by agents of an entity named Malachy. Malachy hired the late Sylis, who in turn hired the small mercenary group, the Stormcrows. Sylis was assassinated by Sathrax.

The Eladrin advises the Wellspring guardians that an open portal to the Shadowfell isn’t a great thing to have in the middle of town. Tayreth recommends shutting it after the heroes have passed through, but if that isn’t going to happen then they should, at the very least, post a heavy guard.

The heroes say their last goodbyes to the good people and whores of wellspring and then pass through.

On the other side is a gray and menacing forest. Tracks are discovered in the forest floor and careful examination reveals to the Fey mage that a mixed party of shadar-kai and dark stalker, numbering about 6, landed hard and then set off quickly from this location. The tracks seem to have headed north, but after only 100 yards the tracks completely disappear.

Using the help of Thegel and Sog, Tayreth uses all his skill to extrapolate a likely course through this mockery of a forest. The pace is greatly slowed as the party examines every print, every bent twig, often back tracking to examine other possibilities.

Eventually the heroes enter into a clearing. Their caution pays off as they notice many undead creatures lying under the forest detritus. The heroes quickly send the animates into eternal slumber and then search the area.

A thorough search reveals a “Helm of Swift Punishment”. Nobody wants the DMs crappy magic item, so it is stowed to be sold or disenchanted.

The heroes are able to pick up the trail of the shadow creatures. Tayreth believes that they are not anticipating the PCs making past this point.

In an effort to make up lost time, Tayreth leads a group ritual to summon “Phantom Steeds” (70 gp). The group is able to call forth flying steeds.

The Heroes soar across the shadowscape in hot pursuit of their quarry, and after only 15 miles they encounter a road. The travelers fly above the road at break-neck speed and come to a cross roads after about 20 more miles.

In the center of the crossroads is a skeletal figure waving a white-flag. Sog attempts to communicate with the soulless animate. The skeleton rasps, “My master wants to reward you for the help you accorded him in life.”

Hearing these words causes Tayreth and Thegel to look briefly at one another before bursting into laughter, and almost simultaneously stating, “It must be a trap”.

The skeleton leaves the flag, which contains a crude map on the back of it, before crumbling to dust.

Examination of the map reveals that the path to the “unknown supplicant” deviates from the path of our quarry. Understanding the likelihood of a trap, but nevertheless intrigued, the heroes quickly approach the “meet site”. It appears to be a clearing with a circle of stones. A figure stands in the center.

Tayreth suggests that he go forward alone, since it is obviously a trap, but may still offer some clues or insight. The Eladrin is confident in his ability to get the fuck out of dodge quickly. Thegel and Sog do not argue.

Tayreth approaches and sees a scale armored, long sword wielding Eladrin. It appears to be the former leader of the Stormcrows. Remembering the vicious beating that Elamir took from the heroes, especially Tayreth, the fey mage is very suspicious of this creature’s intentions.

Tayreth begins questioning the lifeless fey abomination, and senses that it is not being honest.

Elamir presents Tayreth with two items, a Cloak of Displacement +3 and a Ring of Personal Gravity.

As Tayreth reaches for the items, they crumble to dust and he is attacked by Elamir and 3 boneclaw skeletons.

The mage quickly vanishes, teleporting back to the waiting comrades. The heroes decide that pursing the stone is more important than killing Elamir, again. The heroes mount their flying steeds and leave the vengeful Eladrin behind. The tracks head towards the ocean.

As the party approaches the ocean they see a purple glowing portal guarded by 1 Mezzoloth, 3 canoloth war brutes and 2 canoloth harriers.

Sog tries to negotiate with the demons for safe, unmolested passage. Thegel notices that a Shadow Demon is hiding within the Portal.

Tayreth calls the shadow demon out and makes a deal w/ the demons for safe passage in trade for the 4 golden statues of Velmax. The demons agree.

An elaborate trade off ensues that Denzel Washington would be proud of.

Thegel is the first of the party to step through, and once he does the portal disappears.

Tayreth and Sog are attacked by the lying demons; while Thegel is transported to another realm contained 6 canoloths and 1 Mezzodemon.

Thegel decides to hide until Tayreth can come save him.

Back at the ocean side portal; with a sigh of annoyance, Tayreth dispels the demons feeble magic, uses a web to ensnare the pathetic creatures and then begins using a scroll of linked portal (135 gp) to re-open to portal Thegel went through.

Sog and Tayreth step through the re-opened portal and encounter the demons that Thegel is hiding from. Tayreth shuts the portal, and then with help from Sog, defeats the demons.

Tayreth and Sog eventually find Thegel hiding under a rock with his eyes shut. After several minutes of convincing the fighter that everything is ok and he can “re-appear”, Thegel uncovers his eyes (re-appears).

After some calculation Tayreth deduces that the heroes are back on Paladon.


PCs gain 5,000 expt

Tayreth Status

HP: 76 / 76 Healing Surges: 2 / 8 Potion Vigor: 10 / 10 Potion Regeneration: 5 / 5 Augmenting Whetstone: 10 / 10 Desert Rose: 10 / 10 Flame Rose: 9 / 10 Gatevine: 10 / 10

Daily Item Powers Used: Orb of Ultimate Imposition Daily Item Powers Remaining: 1

Daily Attack Spells Used: Sleep, Web, Daily Attack Spells Remaining: Stinking Cloud

Daily Utility Spells Used: Dispel Magic Daily Utility Spells Remaining: Blur, Shield, Shape the Dream

Rituals Cast: Phantom Steed (70), Linked Portal (135)

Gold Spent: Statues of Velmax given to Demons (3,000[6,000] 205 gp (Rituals)

Gold Remaining: 11,150 gp

Treasure: Helm of Swift Punishment (Lv 18, 85,000 gp)

Your foes soon learn the error of ignoring the threat you pose when you wear this helmet.

_Level: 18 Price: 85000 gp Item Slot: Head Power (Daily): Free Action. Use this power when you make an opportunity attack. Make two melee basic attacks instead of one. First published in Adventurer’s Vault._




The adventure begins shortly after the battle with the Gibbering Creature, in the room with the four statues of the aspects of Velmax.

As the heroes are deciding what to do next, a portal begins to form in the center of the room. Thegel and Tayreth retreat past different doorways and Pessrell retreats to a corner of the room.

We hear an agitated voice cry out, “No No, you can’t have it”. In response we hear a voice recognized as Dierdre’s state, “Fool, it is already mine”.

Pessrell gets sucked through the portal as it collapses, and we hear his screams.

Tayreth examines the site of the portal but decides following or re-opening it is beyond his power. After a brief moment of silence in honor of Pessrell, Thegel and the mage begin listening at the two remaining un-opened doors.

Through one we hear low moans and through the other the sound of swift moving water.

We open the door moans are heard from and discover a 26 cell prison. Each cell is occupied by humanoid, apparently from Wellspring. Their twisted and deformed bodies indicate that they have all been affected by chaos/far-realm energy to varying degrees.

Thegel tries to communicate with some prisoners but does not garner any useful knowledge. Tayreth goes to each cell and tries to collect the names of all who can coherently respond.

After that Tayreth, with Thegel’s assistance, makes two different attempts at using the ritual “Remove Affliction” in an attempt to restore the stricken. Both prisoners die, but one (the least affected) is restored before it dies. (250 gp x2 = 500 gp)

Tayreth believes that it will take several priests to properly restore these prisoners, but use the provisions found in the store room to feed the prisoners.

Thegel sees a homunculus observing the heroes, and after a brief chase it disappears into a cell at the back of the room. Inside is a dwarf.

Tayreth enters the cell in hopes of forcing the creature out, but sets off a trap. The Eladrin fey-steps out of the cell before he is overcome by a sleep inducing powder.

Still groggy, the mage imbibes a draught of the tiger’s eye rum to remove the effect, and then re-enters. Upon re-entering it is discovered that the dwarf is actually a goblin.

The goblin introduces himself as Sogwaddle (Sog) and is quite fluent. Sog tells the heroes that “tentacle-face” comes about three times a week to interrogate the prisoners, often asking questions about “Malachy”.

We know from past information that Malachy hired Sylis to recover the stone. Sylis then hired the Stormcrows, who came to Wellspring in search of it. Once they arrived they learned that it had been taken to the nearby Study Temple of Nothantep. The Heroes went there with Dierdre and discovered that the Stormcrows had made it to the temple, but the stone was no longer there. Sylis was later found dead in his hotel room in Wellspring, with tentacle holes in his head.

The heroes are taken by Sog’s charisma and invite him to join them.

The unlikely band of heroes investigates the remaining door. Sog’s familiar slides under the door and reports that it appears to be a “sewer transfer station”. A chuul and two foul spawn berserkers appear to be guarding the room.

The heroes open the door and attack. A great battle ensues, drawing out a foul spawn seer, and a mindflayer who is named “Sathrax”. The PCs defeat all the creatures but not before the mindflayer turns Thegel into a thrall.

Sathrax manages to escape through a portal. After subduing Thegel, Tayreth uses the “Analyze Portal” ritual and discovers that it leads to a part of the realm that roughly translates to the “Land of Dragons”. (250 gp)

Tayreth is able to use “Remove Affliction” on Thegel and remove the mindflayer’s domination over him. (250 gp)

The heroes take an extended rest. Tayreth then casts “Linked Portal” (135 gp) but discovers that Sathrax has destroyed the permanent portal on the other side; thereby making it unusable.

The PCs search the area and find a small box containing 4,000 in residuum.

The party decides to go back and check out the remaining areas of the temple. The stuck door is another store room. After a thorough search a box containing golden icons of Velmax is discovered (6,000 gp / 3000 gp if melted).

The last unexplored area is a large cavern containing two huge carrion crawlers and an orc keeper.

The heroes vanquish the creatures and recover 3 vials of carrion crawler “brain juice” (1250 gp/vial).

Carrion Crawler Brain Juice: Primary target takes 5 ongoing poison damage and is slowed (save ends both). First failed save: target is immobilized (save ends). Second failed save: target is stunned (save ends). -2 to all saves.

The heroes then gather the prisoners and leave the temple. They are able to turn the prisoner’s care over to Master Ren in Wellspring.

The party then decides to go and confront Dierdre at the Temple to Nothantep. As they approach the temple they are beset by several dark clothed humanoids sent by Malachy. 1 ascendant hell-sword, 1 teifling herald, and three human fists.

The heroes defeat the miserable warband and enter the temple. Inside is a scene of destruction. It is obvious that the stone was briefly and recently there, but it is now gone. The remaining notes from the Stormcrows lie in ashes, and their contents unrecoverable. Dierdre lies dead and warped from the stone far-realm influence.

It is determined that Dierdre’s attackers fled through the Shadowfell.

PCs gain 6,100 expt.

PCs take an extended rest.


Tayreth creates the following items:

Upgrade Bracers Perfect Shot from Lv 3 to Lv 13 (16320) Upgrade Eagle Eye Goggles from Lv 2 to Lv 12 (12480) Upgrade Cloak of Walking Wounded from Lv4 – Lv 14 (20160) Upgrade Cloak of Distortion from +2 to +3 (16800) Create Eladrin Ring of Passage (21000) Create 18 Potions of Vigor (2880) Create 6 Potion of Regeneration (960) Create 6 Augmenting Whetstones (960) Create 4 Desert Rose (400) Create 7 Flame Rose (1400) Create 1 Creeping Gatevine (200)

Tayreth distributes the following items:


Upgrade Cloak of Walking Wounded Lv 4 – Lv 14 Upgrade Bracers of Perfect Shot to Lv 13 Upgrade Eagle Eye Goggles to Lv 12 5 Potions of Vigor 3 Potion of Regeneration


5 Potions of Vigor 2 Potion of Regeneration


Total Gold/Residuum Spent: 94,695 gp

Rituals Cast: 1,135 Items Created/Upgraded: 93,560

Total Gold/Residuum Remaining: 11,355 + gold icons (3000)


CoZ-VII 5.21.09 The heroes check out the other secret door off the main gallery. It opens easily revealing a large room connected to the city’s sewer system. A defunct water wheel is resting next to the sewer trench. A puddle of ooze has collected in the corner of the room.

Several creatures inhabit this room and launch a ferocious attack once the PCs open the door. PCs battle: 1 foulspawn hulk, 1 foulspawn mangler, 2 foulspawn skin takers, and 1 chuul.

The heroes eventually defeat the creatures and search the room. Apparently monsters have stopped hording treasure. Maybe they are donating wealth recovered from weaker heroes to “monster big brother programs” and using credit to finance evil deeds. Or perhaps they incompetent simply have not found the mounds of treasure well secreted with the evil temple… Only time will tell. The complex water wheel system is quite valuable and recovered intact would fetch a fine price in the glorious town of Wellspring.

The PCs return to the main gallery and go down stairs. Tayreth uses stealth to investigate the general area. Two sets of stairs are discovered, one seems to open up into a room and voices are heard from the other. Using a “Detect Secret Doors” ritual (25 gp), the mage discovers a chute, hidden by years of non-use.

Further exploration also reveals a hallway ending in a wooden door, swollen with moisture. Another corridor appears to open up into a room.

Tired, hurt, and running low on powers the PCs decide to take an extended rest. They return to the hidden Velmax shrine. Tayreth uses “Eye of Alarm” (25 gp) to help secure their rest.

After an uneventful rest the PCs decide to check out the corridor. Using his stealth, Tayreth creeps up to the room and is able to make out what appears to be an oval-shaped operating theater. A raised dais is in the middle, and an operating table sits upon it. A multitude of chains hand from the ceiling, many of them end in hooks, razors, and other sharp implements. Tayreth decides to enter the room to investigate further.

Once he enters the room, the chains coalesce into 2 large chain guardians and a humanoid surgeon/priest of Velmax seems to ooze forth from the operating table. The PCs offer the surgeon the corpses of the previously slain creatures in order to avoid combat. The surgeon tries to convert the PCs, but no one takes him up on the offer. The PCs are allowed to leave unmolested. Of note is the statement that the surgeon made regarding the presence of “others” inside the temple. He/It seemed to imply that these were not worshippers of Velmax.

The heroes continue to the chute and discover it is more like a “dumbwaiter” but broken. Tayreth uses a rope to descend approximately 20’ down into a storage room full of consumables/staples stolen from Wellspring. A door leads off of it. Tayreth suggests that one of the two sets of stairs probably connects with the room that the storage room is connected to. He suggests a “pincer” approach into the room.

Tayreth then uses invisibility and goes down the stairs where the corridor ends at a door. Thegel and Pessrell go down the chute and bust through the storage room doors.

The Heroes enter the room to discover a large many armed/tentacle Gibbering creature. Combat ensues. After a long and hard fought battle the PCs defeat the creature.


PCs gain 3,500 expt.

Tayreth Status Hit Points: 72/72

Healing Surges: 4/7

Daily Powers Used: None

Daily Powers Remaining: Web Stinking Cloud Wall of Fire

Daily Utility Used: Invisibility Shape the Dream

Daily Utility Remaining: Shield Blur

Daily Item Powers Remaining: 0/2 Used: Displacer Armor & Eladrin Boots

Reagent/Potion Inventory: Potion of Vigor: 3/10 Potion of Regeneration: 4/5 Augmenting Whetstone: 4/10 Desert Rose: 10/10 Flame Rose: 4/10 Creeping Gate Vine: 9/10

Rituals Cast: Detect Secret Doors (25 gp) Eye of Alarm (25 gp)

Remaining Gold/Residuum: 41, 195

Creatures Defeated: 1 foulspawn manglers 1 foulspawn hulk 2 foulspawn skin takers 1 chuul 1 gibbering something 2 chain guardians 1 surgeon/priest of Velmax

Cult of Zenlothafalu VI


Adventure begins as PCs resume their decision to visit Gerald Roy at the “Cast Die” casino.

Thegel manages to engage in a conversation with Gerald Roy over a game of cards and several tankards of ale. After sometime Thegel gains the trust of Gerald who then reveals that he was the one who hooked Sylis up with the Stormcrows. Gerald also believes that the disappearances seem to be occurring close to the entrances into the city’s sewer system. He seems just as concerned about abductions as rest of town, just different reasons.

The next day the PCs decide to go and investigate the sewer system to see if there is any connection with the disappearances, as Gerald suggested. On the way, a deputy rushes forth and frantically asks them to help with a riot that is about to erupt in the public square.

The party arrives to find an angry dwarf inciting a large crowd. He proclaims that the disappearances are all a part of the mayor’s plot. Tayreth begins a silence ritual (75 gp) as Thegel begins trying to calm the dwarf and townsfolk down. Eventually Thegel manages to sway the crowd, and the dwarf is hauled away.

The PCs then go to check in on Deirdre. She recommends that they talk to the local historian, Master Ren, who resides in the castle. He may have some clues.

Master Ren reveals that the statue of Edmond was placed over the entrance to the ancient Church of Velmax in order to seal it. It is believed that a secret entrance lies in his statue.

The PCs go and investigate the statue and Tayreth uses a ritual (25 gp) to locate a secret door. They then try to enlist Deirdre to keep watch while they enter the secret door unseen. She is not interested in helping, even after Thegel tries to intimidate her.

The PCs manage to get Ren to help and they enter the statue’s secret door unseen. Inside they find Edmond’s tomb and open the sarcophagus revealing his decayed body. Tayreth uses another ritual to look for more secret doors (25 gp) but doesn’t find any.

Thegel determines that the bottom of the sarcophagus is hollow.

Tayreth uses Tenser’s Lift ritual (125 gp) to carefully remove the corpse, and then they open the hollow bottom revealing a staircase.

Thegel uses an ever-burning torch to navigate their way down the dark stair and into a stone chamber. The chamber contains a row of statues with black candles in front of them on both sides of the chamber. Stairs are seen at the far end.

Thegel’s helmet sounds an alarm that they are about to be attack.

Combat ensues between the PCs and 3 darkstalkers and 1 Shadar-Kai Rogue.

The PCs defeat the creatures and then discover 2 secret doors.

They pick one and enter, revealing a two-story room with 4 statues (aspects of Velmax) and 5 foul-spawn.

Tayreth uses his awesome arcane might to ensnare the foulspawn manglers and berserkers, and further punishes them with a poison gas cloud. This ultimately destroys them. The mystic gives the PCs more trouble, but eventually they kill it.

PCs take a 5 minute rest


Creatures Killed 3 Dark-Stalkers 1 Shadar-Kai Rogue/Warrior 2 Foulspawn Manglers 2 Foulspawn Berserkers 1 Foulspawn Mystic

+EXPT Gained + 3900 each

Treasure Gained None, apparently DM is waiting for Obama stimulus package to bail out PCs.

Tayreth Rituals Cast

Detect Secret Door x2 (50 gp total) Silence (75 gp) Tenser’s Lift (125 gp)

Tayreth Consumable Inventory (current/par)

Potion of Vigor (7/10) Potion Regeneration (4/5) Augmenting Whetstone (5/5) Desert Rose (10/10) Flame Rose (6/10) Creeping Gatevine (10/10)

Tayreth Current Status

Hit Points 66/66

Healing Surges 4/7

Action Points: 1

Daily Attack Powers Used: Sleep, Stinking Cloud, Web

Daily Attack Powers Remaining: None

Daily Utility Powers Used: Shape the Dream

Daily Utility Powers Remaining: Shield, Invisibility, Blur

Daily Item Powers Used: Displacer Armor, Orb of Ultimate Imposition

Daily Item Powers Left: 0

Current Gold/Residuum 41,245 (41,695-ritual cost and 200 gp at casino)

Cult of Zenlothafalu V


CoZ – V

The adventure begins after the party has had an extended rest. They begin holed up in a small dormitory on the second level of the Study Temple of Nothantep. Our bladeling friend, Yitox, has returned to Amerith. The PCs do not give him a return message.

After some discussion, the PCs agree that it is odd that the “stone” wasn’t discovered at the top of the tower. Tayreth speculates that the stone probably isn’t in the study temple at all. They agree to go back up to the previous levels and re-search them before proceeding down to the bottom level.

As they make their way to the stairs, two Destrachan are seen laying in wait at the edge of the waterfall. They rush the party and attack. After a quick battle the PCs easily defeat the creatures.

Before they can take a 5-minute rest the heroes are ambushed by a beholder (eye of fear and flame) and a chaos warped Eladrin wizardess (actually a Stormcrow). Fierce battle ensues, but the Iron Eagles manage to defeat the creatures. After the battle the entire tower is searched.

Tayreth gives three “Creeping Gatevine” to Thegel.

A chasm leading into the underdark is located on the bottom floor. A light rod is thrown down the chasm it goes down a long, long way and then disappears.

The PCs use their newly created Ebony Flies to investigate further and discover that the chasm finally ends a couple of thousand feet down. Passages leading into the underdark are evident, but the PCs decide not to explore at this time.

The logic behind this decision is that this chasm was probably created during the earthquake that caused the surrounding topographical changes and subsequently prompted the foul-spawn emissaries to come to the surface with gems to try and negotiate for the “stone” or other relations. Since the gems were never delivered it is a good assumption that the underdark denizens did not return with the “stone”.

A Wyvern roosting hillock & training grounds is located behind the waterfall on the bottom level, but no other clues or items of interest are found in this area.

In the entrance room to the study temple is a large golem. Thegel and Pessrell notice that a dwarf has been stuffed into the golem’s mouth. The PCs investigate and discover that the dwarf is another (the 4th) Stormcrow. He carries an amulet that Dierdre believes is an activation tool for the golem.

After some persuasion from Tayreth and some intimidation from Thegel, Deirdre agrees to try and communicate with the golem with the amulet.

Surprisingly she is successful, and asks it several questions:

Does it know where the “stone” is? No.

Where are the priests? An image appears of the priests studying the “stone” another image shows a 5th Stormcrow (female rogue).

Finally the image shows the PCs a scene of a shadowy figure moving through the upper floor while the Stormcrow commander sits at the throne. The figure throws a bag over the “stone” and then disappears.

During the viewing of the golem produced visions the PCs notice that the commander, Klaus, and the sorceress were all keeping notes. The PCs did not find any notes in their very thorough search of the temple.

Tayreth asks Dierdre if she can communicate with Nothantep and ask some questions.

Nearly killing the party with an awesome display of quasi-usefulness, the priestess says…… wait for it……”Yes”.

Nothantep reveals that: 1) the stone lies within the aura of the town 2) the beast who took it resides with Velmex 3) Velmex is a warped creation god, kind of an experimenter of sorts.

Dierdre reveals that the town of wellspring was founded by a hero who quelled the cult of Velmex. She advises the PCs to look for the cult of Velmex within the town of wellspring.

After searching the entire study temple the PCs find no sign of the Balhannoth.

The PCs rest and then fly into wellspring.

Dierdre goes to the Temple of Nothantep to do some research.

They initially start asking questions about any strange occurrences since they were last in town. The PCs learn that people are going missing on an almost nightly basis. So far about 20 people have gone missing.

The PCs learn that the Stormcrows stayed at the “Red Rooster Inn” and spoke with a man named Sylis. Sylis is the one who hired them to recover the stone.

The PCs learn that a common criminal and operator of the “Cast Die” casino, Gerald Roy, may be worth speaking to.

The PCs convince Charlie the inn-keep to rent us Sylis’ room. Upon entering the room the PCs discover Sylis, dead for some time. His head has four holes in it. Pessrell believes that this was caused by an illithid.

The PCs also find an empty open box designed to securely and safely hold a dangerous/influencing object, most likely the stone. It appears that the box has never been used. Tayreth takes the box.

PCs also find paperwork that Sylis was working for a person/thing named Malachy.

The town constable, Lem Haris, requests a meeting with the PCs. The meeting goes well and a contract is signed giving the Iron Eagles free reign to do all that is necessary to find the missing people/stop it from happening.

So in a nutshell we know that the “stone” is being sought by a person named Malachy who hired Sylis who in turn hired the Stormcrows. The Stormcrows came to Wellspring and learned that the “stone” had been taken by priests of Nothantep to their Study Temple in the mountains. When they arrived they stayed in one of the lower rooms, but soon things started to change. Chaotic energies took over the Stormcrows. They perhaps aligned themselves with the Grell and Eye of Fear and Flame. However it appears that the “stone” was stolen from them. The Grell felt that the townsfolk had somehow re-acquired it, so they began attacking the townsfolk. This is where the PCs come in. We arrived and took out the Grell, went to the temple, discovered that the priests had been changed, killed them, killed the remaining Stormcrows, and Eye of Fear and Flame. We learn through divine intervention that the Grell were right and the “stone” does lie somewhere within the town of Wellspring. Once we return to the town we learn of the above referenced connections, that Sylis has been killed by an illithid, and people are being abducted from the town on a nightly basis, but little else. We decide as the adventure ends that we should go to the casino and talk to Gerald Roy, owner of the casino.


What is the connection between Cult of Zenlothafalu and Cult of Velmex?

Who/What is Malachy?

Are the Grell, Eye of Fear & Flame allies? Does it mean an “underdark” connection?

Why were the notes of the SC commander, Klaus and SC sorceress stolen?

Who took the “stone”?

Where exactly is the “stone”?

Is the disappearance of the Balhannoth important?

Where is the 5th Stormcrow (Female Rogue), possible thief of stone?

As the adventure concludes the DM taunts us by indicating that we are missing very obvious clues. *

Adventure Summary


0 (stingy bastard)

Tayreth’s Consumables Remaining (before creation of new)

Potion Regeneration: 1

Potion Vigor: 4

Flame Rose: 10

Desert Rose: 10

Augmenting Whetstone: 5

Creeping Gatevine: 7

Tayreth Creates the Following Items

Potion of Vigor (6) Lv 9, 960 gp (current total of 10)

Potion of Regeneration (4), Lv 9, 640 gp (current total of 5)

Instant Campsite (1) Lv 5, 1,000gp

Creeping Gatevine (3) Lv 10, 600 gp (current total of 9)

Spell Anchor Gloves (1) Lv 9, 4200 gp

Survivor’s Belt (1) Lv 11, 9,000 gp

Iron Armbands of Power (1) Lv 6 1,800 gp)

Tayreth Buys

Eladrin Boots (1) Lv 16 45,000 gp)

Tayreth Disenchants

Centering Cincture Diadem of Acuity Luck Bender Gloves

Total Spent: 16,400 gp

Monsters Encountered

1 Stormcrow Eladrin Wizardess

1 Eye of Fear and Flame

2 Destrachan

Rituals Used


EXPT Gained: 1500

Total Spent: 7400 gp

Fund/Residuum Balance: 41,695 gp worth*

Cult of Zenlothafalu III & IV

4.2.09 & 4.9.09

Cult of Zenlothafalu III & IV

The session begins as the heroes are climbing the slope towards the cave entrance. Thegel’s helmet has begun to ring seconds before several multi-armed creatures revealed themselves hiding amongst the scree and boulders. A larger beast was seen moving about inside the cave.

The following is an excerpt from a chapter in a leather bound book with gold filigree entitled “A Study of Violent Tendencies in Savage Prime World Warbands and Fellowships”.

I found it very curious that even though the entrance to the long sought Study Temple was clearly visible, the shaman suggested climbing the walls to “go in from the top”, while the shape-changer seemed more interested in intruding upon the obvious lair of some local creatures.

I suppose in retrospect I should have just proceeded on my own, but Nothantep’s demands more from his worshippers and I knew that there must be something he wanted me to learn from these men.

Well I should not have been surprised that the small group of savages that had attached themselves to me (apparently the name of their tribe was the “Iron Eagles”), once again drew the fury of the native fauna that we encountered. As they went barging up the hill, the shape-changer’s crude helmet began ringing loudly.

The sound must have enraged a group of bizarre looking beasts has several of them burst forth, probably interrupted from napping or caring for their young. The pack of strange creatures seemed to have the same chaotic aura as the surrounding area, so I thought maybe they’d have some information about what had happened here. Before I could begin a dialogue, the battle-crazed shape-changer and his student pulled out their blades and charged forward intent on killing them. I tried to protest, but the shaman launched a blue ball of energy past me, nearly taking my head off, and it struck one of the poor beasts. I turned to let the shaman know that I was alright, but he was frowning at me.

Well needless to say; all chance of rationale discussion broke down. The native creatures were well armed and one of them seemed to even have formidable arcane powers. Out from the cave came a hulking creature with reddish skin, and with a furious scream it joined the fray in an attempt to protect its ilk. No matter the example I tried to provide, no one seemed interested in peaceable resolution. Eventually the creatures were slaughtered by the Iron Eagles.

Afterward they committed more atrocities by pilfering the meager treasure (a handful of colored gems, baubles, and medicines) hidden in the cave and then sealing the lair from two different directions. Apparently this was to ensure that none of the beast’s family would ever be able to recover the bodies of their loved ones or wealth. It seems that in addition to indiscriminant killing this tribe of Iron Eagles practices genocide too.

Before sealing the cave, the one-eyed shaman suggested resting for the night, and I have to say watching the battle was truly exhausting. Unfortunately, the leader was still filled with blood lust and decided that we would press on. Fixated on going to the top of the tower, the shaman enacted a bizarre ritual and created a large platform that could raise us into the air. I was stunned to see that he had non-violent abilities, and made a mental note to ask him more about this later. Soon the platform was rising, and I must not have heard them warning me they were leaving as I was just barely able to jump aboard before it rose out of reach.

Upward we went towards the top of the tower. The journey was quiet, almost meditative. The small band seemed to be focused intently on me with stern looks held tight to their faces. I did my best to be encouraging and presented a bright smile, hoping it would help with whatever primitive ritual they were engaged in.

Once we made to high enough to see over the tower’s battlements, we could see the devastation the waterfall was creating on the tower structure. Several large gaping holes had been punched through the floor of the tower’s roof-top. In some places one could see down several stories through the crumbled flooring.

Atop the tower were more creatures. One of the Grell, identical to the those in the town was having a conversation with one of the mercenaries from the Stormcrow tribe. With them were two very bizarre looking dog-reptile things and a large chaotic looking creature with several tentacles and a very interesting eyestalk. I made a mental note to ask it about it’s vision, given an opportunity.

I was about to call down and see if everything wall alright, when the shaman nearly blew me off the platform with another energy missile. I will have to remember to ask him about his upbringing, maybe there is a reason for the hostility towards those with different physiognomy. Of course any rationale person could see where this preemptive aggression would lead, and once again a fracas ensued.

It appeared that the Iron Eagles had perhaps bitten off more than they could chew, all but the shaman had been yanked from the platform and we were now in the midst of a bloody skirmish. I was hoping that the neutral stance I had taken throughout the battle might provide me with a good argument for the Iron Eagle’s actions not to reflect too harshly on myself.

During the battle the younger Iron Eagle known as Pessrell fell to the eye-stalked, tentacle creature. Minutes later he rose and appeared to be more confident and stronger. Throughout the rest of the battle he displayed some abilities heretofore unseen. I made a mental note to remember to ask him about this.

Suddenly a portal opened and out from it stepped a humanoid covered in sharp pointy barbs and wielding a massive sword. He declared that he had a message for the shaman, from someone named Amerith. The portal disappeared behind him and he eagerly joined the battle, daring all to attack him.

As the battle progressed more grell appeared along with some floating suits of armor, but with the addition of the blade encrusted creature the tide began to turn in the Iron Eagles favor.

Several times bursts of fire or orbs of energy flew from the shaman’s hands. On more than one occasion I had to jump wildly out of the way to avoid being struck. It is obvious that he is a novice and hasn’t mastered full control of his arcane powers yet.

Eventually combat progressed into the next lower level where some creature called a balhannoth was encountered as well as a surgeon named Klaus. The balhannoth managed to escape the homicidal tendencies of the group and remains free, but apparently Klaus was ritualistically murdered. I did not see this, as I was busy thinking about what I would be getting for my next “name-day” celebration (father had promised a pony). But judging by the haggard look, blood drenched blades, and description of events; I can only assume that I’m right.

Afterward it was learned that the humanoid ally was known as a bladling and called itself Yitox. It apparently lives in some city known as Sigil and works occasionally with the Amerith person who knows the shaman.

I happened to overhear him deliver his message to the shaman; apparently this Amerith person wants the stone too. We shall see about that….


(Tayreth knows, Yitox arrived through the use of the “True Portal” ritual)

Party is able to take a full rest

Tayreth gives both Pessrell and Thegel 7 Potions of Vigor, each.

Adventure Summary

Treasure: 2 Gems 500 gp 4 Gems 100 gp 9 Gems 50 gp 5 Potions of Healing (2-Thegel, 2-Pessrell, 1-Tayreth)

Tayreth’s Consumables Remaining: Potion Regeneration: 2 Potion Healing: 0 Potion Vigor: 0 Flame Rose: 8 Desert Rose: 10 Augmenting Whetstone: 0 Creeping Gatevine: 9

Tayreth Creates the Following Items:

Augmenting Whetstone 350 (5) = 1750 Potion Vigor 180 (21) = 3780 Everlasting Provisions 840 (1) = 840 Ebony Fly 4200 (3) = 12600 – Yes, we may be changing our name to the Iron Flies, and our war chant will be indagadadazenlothafalu. Foe Stone 13,000 (1) = 13000 Scroll of Raise Dead 680 (2) = 1360

Total 43,330

Monsters Encountered: 3 foulspawn manglers with their dagger dance 2 foulspawn brutes 1 houlspawn hulk 1 foulspawn seer

4 Grell 1 Stormcrow Commander 1 Feaster 2 Destrachan 1 Balhannoth (defeated, but not dead) 3 Helmed Horrors 1 Klaus

Rituals Used: Tenser’s Lift (125 gp)

Cult of Zenlothafalu II


Cult of Zenlothafalu II

Adventure begins shortly after the battle with the grell. The Mayor begins to tell the heroes about the appearance of “The Stone”, and what it has cost the town of Wellspring.

The artifact appeared floating over the town many weeks ago. At first it frightened the people but a soothing melody began to leak into the minds of the people, filling them with creative fire.

For a while, what little culture Wellspring had was amplified. A surge of new music, poetry, theater, and sculpture was produced by Wellspring’s citizens. Even the most illiterate of Wellspring’s worst seemed to be able to craft intriguing, if not beautiful, verse.

However, this did not last. The influence of chaos was first noticed in the people’s attitude and how they interacted with each other. Extreme behavior became the norm. Brutal fist fights would spontaneously breakout just as frequently as public displays of sexual behavior. The haze of anarchy continued to grow worse. More incidents in rape, murder, and arson occurred in the last two months, than there had been in the last 20 years. Finally the air bedlam began to influence the people physically. Babies were born severely deformed; normal adults broke out in bizarre hives and boils. The land itself began to change, sometimes slow and subtle other times quick and dramatic. “Charlotte’s Antiques” was suddenly ripped asunder after a large granite rock thrust itself 20 feet into the air just beneath the wooden shop. In contrast the mayor’s own home was slowly sinking about 3 inches a day. The mayor decided it was time to call on the priests of Nothantep for guidance.

The Nothantepian priests were already well aware of “The Stone’s” influence, and had even made arrangements to transport it to the nearby Study Temple. Too thankful for their assistance, the mayor failed to wonder why these arrangements had already been made, and what that might mean.

The Study Temple is a large tower located a little more than a day’s ride from Wellspring. When the stone left, the Mayor hoped that the pandemonium would come to an end. Unfortunately for Wellspring, word of “The Stone” had spread quickly and many others from lands far away became curious.

The first “tourists” were a collection of non-descript mages. They were rather aloof, but didn’t seem dangerous. They soon left after learning that “The Stone” was no longer in the town. Next, a bedraggled band of mercenaries calling themselves the “Stormcrows” showed up. They too wanted to see the stone, but the mayor sensed they really wanted to claim it for their own. He could not say whether they sought it for themselves or were hired by someone else. After causing some trouble in the town for a couple of days, they left. It was heard that the mercenaries were going to the study temple to continue their job.

No one expected what came next. One calm evening, just as the peaceful framework of the Wellspring had begun to re-establish itself. Dark undulating forms floated threateningly toward the town. The blood red setting sun silhouetted their bizarre physical forms; huge brains, with only a sharp beak to denote a front end, these monstrosities floated many feet above the ground and had numerous sickly gray barbed tentacles hanging from their “bellies”.

As they approached most of the people ran inside to the safety of their homes. Many didn’t make it to their homes and were gathered with the Mayor by one of the town wells. The largest beast approached the Mayor and telepathically demanded “The Stone”. The Mayor explained that the cursed item was no longer in Wellspring. It is unclear if the creature did not believe the frightened man; if they were simply hungry, or had other motives but the aberrations began a brief assault on the town. Many people were slain. Blood was horrifically sucked from the shredded bodies and pain-filled screams ruptured what was, just moments before, a peaceful evening.

Afterward all hoped that the creatures would leave them be like the others searching for “The Stone”. The Nothantepian priests in the town called these foul beings “Grell”, and sent word to the Study Temple describing the slaughter. Over the next couple of days many of the town’s guard began to flee in the dark of night, not being up to the task of battling such horrors as these.

On the third evening since the grell first attacked, the fiends returned. They made the same demand and received a frantic plea for mercy from the mayor. Once again the grell unleashed their hunger and fury on the people. After many good guardsmen of Wellspring perished at the end of a slimy barbed tentacle, the alien devils left.

Many of the townsfolk had no faith in the mayor’s ability to protect them, especially with more than three quarters of the town militia missing or dead. These people packed up their belongings, boarded up their homes, and left. The majority of the populace stayed behind, bravely or foolishly deciding to weather the storm.

The assault that the heroes thwarted was the third visit, and hopefully the last.

The events over the last couple of months have reduced the mayor to a quivering lump of fear and cowardice. It is obvious to the PCs that he is not what the people of Wellspring need right now.

Deciding to capitalize on a desperate situation, the leader of the Iron Eagles, attempted to sell their services, under contract, to the Mayor. Too insane with despair, the mayor could only beg and plead for their help and protection.

While Thegel became more and more irritated by the mayor’s lack of dignity and control, a fair young priestess of Nothantep approached the heroes. The maid introduced herself as Deirdre, and claimed to have arrived three days ago, just after the last attack. She tells the PCs that she is on a quest, to go to the Study Temple and try to help the situation. Additionally she is to study “The Stone” and learn from it. Deirdre believes that “The Stone” is connected to the Cult of Zenlothafalu. The young priestess seemed to be at a loss to be able to tell the Iron Eagles anything new, but made up for it when she stated that she knew a better, more private, way to the Temple.

The Iron Eagles decided to travel with Deirdre to the Study Temple. Beside himself with worry the mayor approached the heroes as they were preparing to leave. He continued to whine, imploring us to stay and protect the town. Tayreth tried to reassure him by explaining the Iron Eagles were going to destroy the root of the problem, and more than likely any vengeance would be directed toward them.

The mayor was not comforted by this and continued to plead for the heroes to reconsider. Thegel snapped and verbally lashed out at the mayor. He then began pushing and kicking the cowed feeble man away. The townsfolk looked on, some in shock, others is quiet admiration.

As the party began to leave, Pessrell explained that he knew a little of the Stormcrows, mainly that they are of ill repute, somewhat amateur, small in number and morally deficient.

The heroes followed Deirdre as she confidently led the party through the wilderness. It appeared to both Tayreth and Thegel that she used a complex system of waypoints and landmarks to find the way. Not wanting to get lost should something happen to the priestess; Tayreth drew a mental map of their route.

As the party approached a cool bubbling stream to restock water supplies, Thegel’s helmet began to ring loudly. The battle hardened fighter spun around drawing his wickedly jagged long sword. Thegel was able to warn the heroes just as several darkly clothed humanoids wearing black masks and wielding battle axes appeared from the cover of the forest. Their ambush thwarted, the PCs were able to mount a defense. After the initial surge of these dark assassins, a robed woman materialized and began screaming vile curses at Thegal.

Battle raged as Thegel and his young apprentice joined combat with the axe wielding elves and the Eladrin wizard focused his arcane might on the foul-mouthed warlock. Strangely Deidre remained unnoticed by the enemy. Whether this was a lack of concern on the foes part, or some divine influence is unclear. The young priestess did not show any interest in attacking or providing support as her protectors became more and more ravaged by the assault.

The captain of the Iron Eagles fell beneath the blades of several axes, and Pessrell too seemed about to perish. Tayreth, despite her best efforts, finally got the upper hand on the warlock and began pressing an awesome attack of steel and magik.

Suddenly, with a blood chilling roar, a large shaggy wolf-like humanoid sprang forth from where Thegel had fallen. The ripped remnants of the captains clothing hung in loose tatters around the heavily muscled creature’s body. With a fully articulated bestial hand, the Thegel-Beast absently ripped off the remaining bits of cloth; its razor sharp six-inch claws sliced through the frail material like butter. With another roar, revealing scores of pointed teeth, the creature swirled into a frightened masked axe-man with both claws.

Meanwhile, Tayreth continued his onslaught against the curse throwing bitch and nearly destroyed her. Just before landing the killing strike, she managed to fade into the forest. This provided Tayreth with an opportunity to view Thegel’s awesome transformation. Deciding it best to stay out of claw reach, the mage positioned himself some distance and began sending arcane bolts of blue missiles at the remaining enemy axe-men. Soon the enemy was defeated, but Thegel-Wolf was out of control. Striking at the closest target, the beast ripped into the priestess. The deep lacerations spewed forth blood, finally getting the priestesses attention.

Pessrell began frantically trying to talk some sense into the Thegel-Beast. He received two devastating claw strikes for his efforts. Thankfully the beast suddenly passed out before he could cause anymore damage. The wolf-man transformed back into Thegal, before the eyes of the heroes. Luckily he was able to don his armor with some minor repair work.

Seeing the look of horror on the faces of his comrades and still puzzling out why he was naked, Thegel finally asked what everyone was staring at. It became evident that the captain had no recollection of his transformation.

Tayreth explained what had happened and that he had long suspected that Thegel may be under some lycanthropic affliction. The mage further explained that he held the information back for a couple of reasons. The first was to see if his hypothesis had any merit, and also that he was waiting for a potential solution to present itself. He explained that while in Darkhaven he was able to learn a ritual that might help.

After taking a short rest, the heroes continued their journey until they were within a short ride of the tower. Once camp was set, Tayreth, Pessrell, and Deidre gathered around Thegel. Tayreth began drawing the necessary diagrams and invoking the proper incantation to initiate the ritual. Without getting too far into the ceremony, Tayreth was able to deduce that the power of the affliction was greater than his ability to remove.

The night went by peacefully, and the next morning the party set forth for the short ride to the tower. As they approached, the earth around them seemed strange. Large sections of soil had been upturned, sharp rocks protruded from the ground in chaotic jumbles. Blue water sprang forth from newly formed springs. As the tower came within view the full extent of the seismic activity became apparent. The road to the temple sharply rose 20 feet, at a near 90 degree angle. The tower itself had sustained minor structural damage. A waterfall, that once had probably been a picture of serenity from the tower, now was re-routed to the tower’s roof-top and mountain water poured over the side. The sense of undulating chaos permeated the area, giving the heroes pause.

Captain Thegel led the way and began climbing the small cliff that now blocked progress along the road. Deidre once again proved her uselessness when she could not climb up the simple rock wall. Tayreth irritably threw down a rope for her to use.

Once the party had gathered at the top, Thegel’s helmet once again began ringing loudly. The heroes prepared for battle, as many undead rose from the earth speeding towards the party with an unnatural quickness. The heroes noticed that the undead wore the robes and symbols of Nothantep. Half of the undead were especially grotesque in that their stomachs had been ripped open. Pale white intestine slithered from the open wounds. These unholy tentacles ended in barbed hooks and seemed to operate on their own, writhing and twisting with hate-filled tenacity.

As horrific as the undead were, they were no match for the Iron Eagles. Pessrell took several harsh blows that eventually brought him down, but the party was able to revive him after the battle. Thegal discovered 2 large diamonds worth 500 gp apiece.

The heroes gathered their strength and then pressed forward. Tayreth suggested entering from the top, in an effort to surprise the “enemy”. Thegel suggested looking around the area before making any decisions. The party soon discovered a cave mouth a short distance from the tower, and all agreed to check it out.

As the party began climbing the steep slope to the cave, Thegel’s helmet began ringing loudly once again. Several four-armed creatures came out from behind cover and a larger creature could just be seen moving inside the cave entrance.


Expt Gained: 2166

Tayreth  Hit Points: 64/64  Healing Surges: 7/7  Action Points: 2

Tayreth Consumables Left (remaining/started)  Potion of Healing: 0/2  Potion of Vigor: 0/4  Potion Regeneration: 2/2

 Augmenting Whetstone: 2/2  Desert Rose: 10/10  Flame Rose: 9/10  Gatevine: 9/10

Daily Powers Used  Web  Wall of Fire  Invisibility  Blur

Booty  2, 500 gp Diamonds

City of Burning Night V & Cult of Zenlothafalu I


City of Burning Night V & Cult of Zenlothafalu I

PCs begin in the “Dreaming Cavern”, battle with the spirits of the five priests has just concluded.

Further exploration of the cavern reveals a passage that has been sealed by a large boulder. In front of the boulder is a small pedestal. The faint depression of footprints can barely be seen on its surface.

Tayreth searches the boulder, pedestal and walls of this cavern but does not find anything. Stepping on the pedestal does nothing.

Princess and Tayreth agree that one must be wearing the armor to activate the pedestal. They begin discussing the idea of combating the possessed angel to claim the armor.

Tayreth performs a “Gentle Repose” ritual (10 gp) on Pessrell’s corpse.

Unsure of how to combat the angel without being swiftly slaughtered, the PCs check out the door in the coliseum in hopes of finding something useful. They finally deduce that they need a half-spherical part off the mechanical golem that they fought earlier to unlock the door.

After retrieving the part and returning to the coliseum, the PCs successfully use the “key” and the door opens revealing a stair going down. The stair ends in a large room with 2 large crystal rods. Each rod contains 12 levers. Energy surges between the two rods.

Tayreth believes that this is a portal, but is currently out of focus. He believes that by manipulating the levers, better focus can be achieved. The mage also believes that the portal is “one-way”.

Princess comments that this may be a way off the island.

Princess decides to go back to the King’s Palace and plant the tree using the associated materials. The tree quickly takes root and vegetative growth begins to spread from the area.

Finally, the PCs remember that they have a highly magical whip which is extremely effective against demons. Feeling confident that they will now be able to defeat the possessed angel, they formulate a plan and approach the area of the angel, Arnoth, and Tilek.

The plan works well. The demon/angel is drawn into the whip and entrapped in one of the rubies.

Princess then strips Tilek of the armor and dons it.

They return to the “Dreaming Cavern” and Princess steps upon the pedestal. The boulder slides away from the wall revealing a passage.

Inside is a black crystal helmet. After some experimentation and precautions, Princess is able to place the helmet in a pouch he carries at his side.

Touching the helmet causes evil, malicious thoughts to stream into his consciousness.

Feeling that their mission is completed here, the PCs grab the body of Pessrell and head to the portal.

After some manipulation Tayreth is able to re-focus the portal onto the “City of Darkhaven”. The PCs go through the portal, leaving the City of Burning Night to be once again forgotten.

PCs gain 2000 expt.

Once in Darkhaven, the PCs seek out Amerith. The PCs decide to only give her the helmet and not the whole suit of armor. Ultimately they give her the: Helmet, Paints, and Whip. She is pleased and gives the PCs 5 platinum cubes. Amerith also agrees to help Tayreth out with some rituals.

Tayreth purchases the “Raise Dead” ritual (680gp) and performs it on Pessrell (500 gp).

While in Darkhaven, the PCs buy, sell, trade, and create goods.

Soon after the PCs conduct their business in Darkhaven they are approached by the “Church of Death”. In a meeting, the CoD asks the PCs to deal with the Cult of the Insane. It appears that the Child of Zenlothafalu is reborn and wrecking havoc in the Land of Vorm. Apparently a study Temple of Nothantep has been taken over by Chaos and the Cult. Whispers referring to an object called the “Stone of Chaos” have also reached the ears of the Church.

The Church of Death arranges passage to the port city of “Wargate” and then up-river to the large town of “Wellspring”. Wellspring is the closest town to the Temple of Nothantep.

The PCs agree to finish their quest concerning the Child of Zenlothafalu, and Princess formulates a new contract.

Princess spends 3000 gp on 3 consorts to travel with us to Wargate. They are well enjoyed.

The PCs leave Darkhaven on a small vessel with a four person crew, not including the whores.

Along the way the vessel is approached by a woman riding a horse through the air and a pale robed man floating alongside her. She states, “We Want Varis”. Unsure of what they want, Tayreth suggests that they go fuck themselves. This suggestion results in the destruction of the ships mast and the woman proclaiming that we have 1 day to comply.

Repairs are made and the vessel continues onward. True to her word, the bitch shows back up a day later with the same demand. Tayreth spread his goods upon the ship’s deck and told her to take whatever it is she wants. That did not seem to satisfy her.

The PCs decide to give her the “Star Opal Ring” in hopes of satisfying her. She takes the ring, but then orders the robed man to kill us. She then leaves. Princess attacks her but she doesn’t seem to notice.

Obedient, the mage blows a hole into the ship’s hull. Satisfied that the PCs will perish, the robed man departs.

Tayreth uses the time to perform “Water Breathing” and “Phantom Steed” rituals, thereby saving everybody.

Tayreth gains 400 expt.

While in “Wargate”, the PCs hear rumors concerning the resurgence of the Cult of Zenlothafalu. They also find out that there is a temple to Nothantep in “Wellspring”.

After paying 120gp for passage to “Wellspring” they depart.

As they arrive, Princess and Tayreth feel a familiar sense of chaotic energy. As they pass through the town gates, they see a large crowd has gathered to listen to a man speak.

Three large floating brain creatures float over the crowd. Tentacles hang from their bodies and hard sharp beaks protrude from their faces. The largest one is saying something to the townsfolk about the stone. It appears as if this creature believes that the townsfolk have this stone. The Grell begin attacking the townspeople.

A fierce battle ensues. Many of the townsfolk die, but many manage to escape. In the end, the PCs manage to defeat the Grell.

PCs Gain 1,800 expt.


Items Found  Tilek’s Armor [+6 Plaurum Plate (lv 29 2,625,000 gp)]

Tayreth gives Princess and Pessrell the following:  2 Potions of Healing  3 Potions of Vigor  2 Augmenting Whetstones  2 Potions of Regeneration  Princess also gets:  Oil of Flesh Returned

Tayreth: HP: 64/64 Healing Surges: 4/7 Daily’s Used: Bigby’s Icy Grasp Mord’s Sword

Darkhaven Business Details

Items Sold

  • Tilek’s Armor [+6 Plaurum Plate (lv 29 2,625,000 gp)]
  • Green Liquid Vial (2,000 gp)
  • 2 Gold Cat statues (700 gp each)
  • V’rama’s Jewelry Box and Contents (11,500 gp)
  • Copper Bound Book (120 gp)
  • Nureti God Amulets (6 @ 20 = 120 gp)
  • 2 Leather Bags of gold (100 gp each)
  • +4 Reckless Long Sword (Lv 18, 85,000 gp)
  • +4 Vanguard Long Sword (Lv 18, 85,000 gp)
  • Lorok +6 Frost Spear ( Lv 28 , 2,525,000 gp)
  • 4 Light Arrows (lv 10, 5000 gp)
  • Crystal Mammoth (9000 gp)
  • Green Liquid Vial (2000 gp)

Items Created

Potions: 6 Potions of Regeneration (Lv 9, 160 gp) 10 Potion of Vigor (Lv 9, 160 gp)

Whetstones: 6 Augmenting Whetstone (Lv 11, 350 gp)

Reagents: 10 Creeping Gatevine (Lv 10, 200 gp) 10 Desert Rose (Lv 7, 100 gp) 10 Flame Rose (Lv 10, 200 gp) 2 Oil of Flesh Returned (Lv 10, 200 gp)

Current Total Gold: 287,265 gp

City of Burning Night IV

City of Burning Night IV (2.26.09)

The adventure begins in the odd shaped structure with glass-like walls. The PCs have just defeated the strange metal creature, and have spent some time recovering.

Tayreth inspects the bizarre funnel device and pours some liquid down it. The liquid becomes incased in a shell of amber. The PCs tinker with it a little longer before moving on to the pyramid made of light.

Tayreth grabs a sword from the pile of assorted items and stick it through the pyramid’s surface. The blade easily slides through and becomes enchanted. The PCs then begin enchanting several different items:

Tayreth – sword blade made of “high magic potential” metal Pessrell – sword Princess – dagger

Princess puts some serious consideration into sticking his cock in the pyramid, but decides against it.

Princess moves into the room holding the case containing the three crystals. He opens the case and touches a blue crystal. The energy seems to be sucked from the crystal and Princess becomes invigorated, but does not heal any damage. Tayreth experiments and touches a green crystal. Unfortunately this produces an alarm. Before making a hasty retreat Tayreth touches the last remaining crystal, another blue, with the same results as Princess’s crystal.

The PCs decide that they have explored all areas of the city with the exception of the Coliseum and the Temple. They decide to explore the coliseum before going to the temple.

Tayreth brings forth several more phantom steeds (70 gp).

On their way to the coliseum they pass by the area of the pile of dead angels with the one angel lying (perhaps sleeping) in the middle, next to the armored body. Now the body of Aroth T’Kal is lying there too. He is no longer wearing the breast plate and the plate has been placed on the body lying next to the angel. This body is now fully armored with the exception of a helmet.

Princess suggests that the missing helmet is probably the same one we are looking for.

The coliseum is mostly uninteresting with the exception of a magically locked door.

Tayreth manages to get past the first locked door only to discover a second smaller guard room with a single magically sealed door. He is unable to bypass this second door and suspects strongly that there is some key that must be used. The door itself exudes the same energy felt in the strange glass building.

The PCs move on to the Temple District. The temple district holds many small shrines dedicated to the Nureti Gods, a row of small houses, and a large Temple. The PCs explore each of the small shrines one by one. They are mostly mundane. The shrine to Solus still holds an aura of fear that causes Princess to run off.

All of the temples are battered as if some force or explosion was set off in front on the temple of burning night. Some of the buildings fared better than others.

The row of houses is thoroughly searched and the following items are found: Tayreth: Ant Shaped Amulet (20 gp), Scroll containing a ritual for summoning Sincarnos. Residuum equal to the component cost of the scroll, Flask of Blue Liquid (magical),

Pessrell finds Branding Iron (Holy Symbol of Derion), and a copper bound book of the Nureti gods (240 gp).

Both Tayreth and Pessrell discover a Staff w/ Aminos symbology (magical), but Pessrell is quicker and he grabs the staff.

A small dark cloud begins forming over his head and it begins to rain. It doesn’t stop.

Tayreth makes several attempts to remove the curse, but alas the means escape him. He even goes so far as to successfully Disenchant (+8 residuum) it, but the rain still falls.

The PCs decides to move on and explore the large temple. Outside written in Far Speak, “The Temple of Burning Night”.

The temple doors are protected by a simple lock that Tayreth is able to manipulate.

Inside is a large room with a huge statue of Orgiana. At each of the four corners are three statues. Each grouping of three statues represents one of the four cults of the Nureti pantheon. Behind each grouping is a door. A large tapestry of a demonic hand holding a helmet is hung on the wall.

The doors lead to small empty meditation chambers. The meditation chamber for the Cult of Mortus has Far Speak graffiti written on it that says, “We Remember”. The PCs recognize the hand writing to be very similar, if not the same, as the penmanship of the person who wrote “Leper King”, discovered previously.

As Tayreth examines the large statue of Orgiana, Princess looks behind the tapestry and discovers a small alcove.

Tayreth deduces that the statue is trapped and if one doesn’t make an offering by activating a pressure plate, something will likely happen. Tayreth sacrifices both the Torc and V’rama’s Crown to the statue. They disappear. They are allowed to approach, but nothing else happens. The PCs tip the statue, shattering in on the ground, but discover nothing else.

Princess begins fiddling with a control panel found in the alcove. He discovers that he can make and control images of the Nureti Gods that appear in the Temple. Pessrell discovers a secret door in the control room. The door is a demon named Vulgaar.

Vulgaar say “You are not the one” as each of us approaches the door.

Princess suggests putting on the Ant Amulet to Tayreth. Tayreth does so and is allowed to pass. Princess then wields the branding iron and too is able to pass. Even with the Aminos Staff, Pessrell is unable to pass.

The door leads to a corridor with two wooden doors and five biers. It ends in another door. The five biers appear to hold shrouded corpses. However, when the shroud is lifted there does not appear to be a body. Once the shroud is replaced it visually looks like it is lying over the form of a humanoid body.

The first room holds a table; at the table are seated five corpses. A ruby chalice sits in the center of the table. A chest sits against the wall. Inside the chest are 200 gp and five amulets.

Princess takes an amulet to Pessrell and he is able to pass.

Inside the next room is a body lying over the table holding a scroll. A door is set in an opposing wall.

The scroll is written in Far Speak, and Tayreth uses a Comprehend Language ritual (10 gp) to read its contents. The scroll indicates that when the city was about to fall to the forces of good, V’rama fled and Tilek donned the helm of Kadeana in order to hold of the attack. When Tilek fell taking the chief angel with him, the priests took the helm and secreted it withing the dreaming cavern. They then summoned a powerful demon to possess the chief angel and guard Tilek’s body and armor, all save the breast plate which was given to the chief historian to secret outside the city. It also indicates that in order to retrieve the helmet from the “Dreaming Cavern” the full suit of armor will be required.

Past the door is a small treasure room. The only thing of value is a highly magical mace.

The PCs approach the door at the end of the corridor. Tayreth feels a slight tug towards the door when he approaches. When Princess and Pessrell approach they are forced through the door as it opens and are pulled violently towards the opposing wall. The opposing wall seems to be smooth and possibly metallic in nature. They are stuck to its surface by their metal items.

Combat erupts as five creatures appear wraith, wight, burning bones, and two vampires. Possibly the vengeful spirits of the five priests.

During combat Tayreth notices that Princess should have died on several occasions, but the rings seems to be keeping him going.

The fierce battle ends in victory for the PCs, but not without a price. Pessrell died heroically while defending his mentor.



  • Action Points: used 2, regained 1
  • Healing surges: used 4, 3 remaining
  • Hit Points: 52 / 59
  • Daily Arcane Powers Used: All
  • Daily Item Powers Used: Voidcrystal Long sword, Centering Cincture, Ring Spell Storing
  • Consumables: Potion of Healing (6 remaining), Potion of Regeneration (0 remaining)
  • Residuum Used: 80 gp worth
  • Residuum Gained: 8 gp worth

Items of Note

Scroll: Ritual – Summon Syncarnos (includes resudium imbedded into the scroll for summoning)

Flask of blue liquid – elixir of invisibility (level 16)

Branding Iron holy symbol of derion – 12gp

Copper bound book of Nureti gods – 120gp

Obsidian statues of Nureti gods (12) – 150gp each (50lbs each)

Amulet of Agskirn – 20gp

Amulet of Orgiana – 20gp

Amulet of Calabarius – 20gp

Amulet of Homisaer – 20gp

Amulet of Derion – 20gp

Amulet of Dalagor – 20gp

Mace of Boromir – brilliant energy mace +5

Leather bags (2) – 100 gold coins each

Dagger of Sacrifice +4 (Thegel’s dagger)

Reckless Longsword +4 (Pessrell’s sword)

Vanguard Longsword blade +4 (Tayreth’s sword blade)

Quick Longsword +4 – from junk pile

City of Burning Night III (2.12.09)

A passage from a cracked leather journal, found floating in the Burning Sea…

Well it began like most days. That scarred-up elf started bossing us around right after breakfast. Like our sleeping was holding him up or something!

Lord Thegel led me toward a peaceful looking structure, with a massive chimney rising from its center. M’lord carefully examined the scripture and symbols on the ancient oaken door, and whispered “The House of Ash” almost to himself. Quietly so as not to disturb him, I said, “Whatever it’s called, I like it here, Sir. It’s different than the rest of this cursed city, serene”.

“Yes, you’re right. I feel it too. Strong, hard,” he said clasping me tightly on the shoulder. Sometimes he would say things like that; you know in such a way that…. Well never mind.

We poked around the building and it became obvious that it served as a funerary. A calm quiet settled around the entire area, and I had the sense that many souls were properly laid to rest here.

“Gads, whoever lived here did a lot of cooking, look at all this ash!” Lord Thegel joked. M’lord isn’t just a brilliant swordsman, but also quick-to-wit too. Thegel continued to search the building muttering something about mustard and kabobs.

Just as we were finishing investigating the funerary, the wizard showed up. “Come with me, now”, he barked at us. M’lord looked at me. We rolled our eyes at each other and then started off after him. “Tayreth, we discovered a…..” Lord Thegel began until the mage cut him off, “Not now Princess. I’ve discovered something”.

Soon that rude fucker led us toward a large mass of vines and foliage. He stood there looking at it and then back at us. I’ve seen the prick do things like this countless times. He likes to stand there watching you not see something he so clearly does. He’ll let it go on for hours, and M’lord is too noble. I found it just best to give in to it right away. “Sorry Tayreth, I don’t see it. What are you looking at?”

“Behold!” He boomed and used his staff to move a dark tangle of vine. On the other side I could just make out an ancient sandstone structure, reminding me of a tomb. Quickly the vines moved to cover the hole Tayreth had created.

“Interesting Buttercup, but Pessrell and I just found a really str….”

Completely ignoring m’lord, that fuck gets that crazy look in his eye, licks his lips and says, “Alight you two stand back I’m going to try something, and I’m not sure what it will do!”


Before we can object dark blood red motes of arcane energy swirl about the caster’s pulsating form, his barbed staff raised high.

Something about the scene got Lord Thegel concerned. He grabbed me, shoved me up against a tree and pressed his body firmly against mine. “Don’t worry little Pess, You’ll be ok”, he gently whispered in my ear.”

Looking over at us with a disgusted look on his face, that slimy little mage snapped “quickly lovebirds, this may not last long”.

All three of us quickly moved into the pile of dust created by Tayreth’s magic. The sandstone tomb had completely crumbled away revealing a small room. Inside the room sat a sorrowful spirit dressed in thick regal robes. The spirit was holding a heavy golden rod decorated with native designs.

The wizard spoke quietly to the ghost and then said, “He is Ludvaraman, the God-King who once ruled here. V’rama – Vair imprisoned him when she took over”.

Lord Thegel began masterfully interrogating the spirit. At one point m’lord was reaching for his quills and ink to draw up a contract before the confused looking apparition. Of course that arrogant fey-bitch kept interrupting, so I don’t think a formal agreement was made.

When it was all done I learned that the god king’s body had to be recovered and then burned in “The Sacred Pyre of his People”, and that some Tilek bastard was the last person who had Kadana’s helm.

Apparently the god king’s body is supposed to be on the walled island with the words “Leper Colony” written on it.

“The God-King called it “KamaChameleon-Shu, little Pess. Me thinks that this “Leper Colony” business may just be a ruse.”

“It’s called Kamashefu, dumbass, and it is not a leper colony. It’s the God King’s palace. Now if you’re done thinking, let’s ride. My only question is what could this Sacred Pyre of his People be referring to? Possibly a mystery we will never solve.”

“Well actually Buttercup, I’ve tried to tell you twice that we found something that may just lead us to this Piner-thingy. Pess calls it a Funerealarium. I think it used to be an Inn called the “Charnel House”; the sign is still hanging up. Whatever it is, it must be really drafty because there is this really fucking big oven and chimney, pretty much takes up the whole area really. Not a whole lot of room for chairs and tables now that I think about it”

“And when were you going to tell me about this? Must I tell you when something is important, Princess. Really man, sometimes I feel like I get no help from your end at all. Pessrell let’s have a look at the Funerary on our way to Kamashefu, maybe I’d do better to council with you from now on”.


After verifying that the “Charnel House” was indeed where the body of the God-King needs to go, the mage smugly ushered us back onto his evil phantom steeds.

When the wizard was far ahead I congratulated my lord on teasing Tayreth about the Charnel House being an Inn. I told m’lord that it was that type of deep humor, wrapped in sarcasm and paradox that confused the weak-minded.

Lord Thegel looked warmly at me, seemingly focusing on my mouth. “Yes, little-Pess it is nice to finally be travelling with someone who can appreciate every part of me.”

Once we reached the palace of the king, the wizard began talking like a crusty scarred up wizard again. What a dick. Rubbing dirt between his fingers and staring off into the sky, the jackass said something like, “There is an ancient and deep connection to the land here. Be on your guard, nature has fierce protectors”.

Yeah, as if I haven’t walked every square inch of this damn city with him.

Once on the island we made our way up a long driveway to a large curved stone structure. It was unlike anything I’d every seen. The forest around it seemed to augment its strength and design. We cautiously moved around the perimeter and m’lord discovered a large pile of dirt and sand.

We must have waited there for an hour as the stupid fucking wizard performed various iterations of his hocus-pocus on the mulch-pile. Finally, giving up in defeat, the mage walked tiredly away from it. He was muttering something like, “you just wait; we’ll regret this. This dirt wants our souls…”

Eventually we ended up opening the palace doors that led into a large but sparsely furnished throne room. Atop a beautiful jade throne, robed skeletal remains of some long-dead person sat chained. Something was scrawled in that nauseating script that seemed to shift and writhe. At the same time, both m’lord and Tayreth said, “King of the Lepers”.

“This is he” the mage said confidently.

“Yep, it definitely without a doubt is. We should explore the rest of the palace maybe we’ll find that old man’s body too”.

Not able to withstand m’lord’s mental onslaught, the defeated fey-fuck could only reply “Right….whatever, but I’m moving them outside now.”

After the mage returned from playing “hide the bone”, we began to investigate the rest of the palace. Further exploration led the wizard to perform some ritualistic magic. He kept looking at the walls with one eye-brow raised, like a jackass. At one point he actually lowered himself to ask us for help. It was kind of invigorating, feeling that energy flow through you. Kind of scary to, like it would rip you apart if you’d let it.

Lord Thegel must have sensed my uneasiness. At the ritual’s climax when Tayreth’s eyes were clamped tight and beads of sweet rolled off his smooth nose, m’lord put his arm comfortingly around my shoulders and then stepped behind me. He pressed against me and I have to admit, I felt safer. I’ll have to tell him to adjust his dagger though, that thing was poking me most uncomfortably.

After the ritual, the outline of a door appeared and Tayreth tinkered with it for quite a bit of time. Finally he looked at me and said, “Open it Pessrell, it’s your turn.” Gods! What a dick.

Beyond the door lay a small chapel or meditation chamber. Inside were a powerful looking wooden staff, a small potted tree, and a sack of lime. I didn’t need the mage to tell me that strong nature magic flowed through here, but that didn’t stop him.

“Look here at these symbols boy, clearly of the elemental persuasion. All of these items are highly magical”, he continued to pontificate as he lightly touched the staff.

The wizard seemed lost in thought for some time, his eyes rolled up in the back of his head and he seemed to be muttering to himself.

M’lord moved up and clapped him on the back, “Everything all right there Buttercup, did you fall asleep? I sometimes do that. No need to be ashamed. Although now probably isn’t the best time for a nap”.

“The tree says it waits the golden age when the god king will return and restore enlightenment upon Tarek Nev”.

Yeah right, the tree says, I thought. This creep just gets weirder and weirder.

“We should not waste anymore time and take the remains to the Charnel House at once”. Tayreth said to no one in particular.

Still teasing the mage, m’lord replied, “I think that pile of bones is far past any kind of relief a warm fire might offer. I think you should forget about the damn bones and focus on the task at hand. Are all wizards as flighty as you? At this rate we’ll never find the god-king’s body.”

Once we were done exploring the rest of the palace, Tayreth led us back to the pile of bones. M’lord, once again taking the high road, decided to stop teasing the wizard.

“Hey, you don’t suppose that these bones could be the god kings do you?”

The wizard must have realized the cruel and multi-layered trap m’lord had laid him. He just shut his eyes and seemed to breathe deeply for several seconds before replying, “Yes, Princess I believe they could be. Why don’t you grab them and take them to the Inn.”

There seemed to be some argument about showing the bones to the spirit before proceeding to the Charnel House. As always, m’lord won the verbal spar. I know not m’lord’s intent, but knew that his was the right choice. Tayreth, waited some distance away, like a little fucking baby.

We wasted no time at the funerary and the bones when up quickly. We then went to the crumbled tomb to find that it was no longer haunted by the spirit of the God-King.

We then returned to the ghostly steeds and made out way to the third and final island. This one’s walls extended all the way to the shore. We located a couple of breaches in the wall and managed to cross onto the island at one of them.

This area seemed more like the rest of the city. There was almost no vegetation and the only building was a large strangely shaped structure made out of an opaque glass-like material.

Lord Thegel boldly moved forward and I followed him through some strange revolving glass door. Inside was a small room with musty air. A large circular door was opposite the entrance, and m’lord began turning it. It seemed to be opening like a screw. The mage appeared from the revolving door about then and tensely said, “Stop!”

The wizard began babbling something about volume and pressure until m’lord ignored him, turned around and finished unscrewing the portal. Tayreth nearly tripped over himself to quickly brace himeslef against the far wall and door. The freak looked like he was expecting so be sucked up some demon’s arse. Well not a god damn thing happened, of course. Once that puss-ass mage un-locked himself from the oppossing wall, we all went through the now (thanks to m’lord) open circular door.

Inside was a large mirrored walled chamber with several alcoves and small rooms leading off of it. Towards the center of the chamber a large console full of dials, switches and odd blinking lights sat ominously. There was also a strange sculpture of three glass globes attached by metal rods. A pile of bizarre metal parts, that the wizard seemed intrigued with, lay in a small alcove. In a another small room, a yellow glass case held three glowing, two blue, one green. There was also another pile of metal. This pile appeared to have been partially melted. Another small room contained some odd device consisting of a rack, funnel, and tray. Finally the last room contained a glowing blue pyramid.

The wizard began his favorite past-time of staring at the walls, while Lord Thegel and I began to get to business by investigating the whirling and blinking console.

Suddenly a strange cylindrical shaped creature steeped through a section of the wall. It moved with uncanny speed and dexterity. Multiple shiny metal arms sprang from its body and began spinning in a mesmerizing dance of razor fury. Without hesitation, m’lord raised his blade and challenged it to battle. Inspired, I too charged the creature.

A long battle began, but it seemed that all of our efforts were futile. Even the wizard’s arcane powers were unable to damage the strange metal beast.

The mage yelled “strike the glass head; it is its weak spot!” Of course the mage never thinks about how one is supposed to attack a 10’ tall creature’s head with a sword.

Thankfully, m’lord provided the insight that was needed. “Little-Pess climb the console and jump to its head. Trust me it’ll work, I’m right behind you.”

Doing as instructed I climbed the console and dove at the creatures head. I was thinking about who proud m’lord would be when I, Pessrell, felled this strange metal devil. That fucking wizard would show me some goddamn respect too. I leapt through the air and banged heavily against the creatures huge glass head.

Somehow I manage to avoid a jagged looking spear tip as it shot past me, nearly slicing my leg off. In my mind I felt m’lord’s steady hand on my shoulder and heard his whisper, “steady boy, slow and steady”.

With grace I’ve never attained previously, I whirled through the explosion of sharp blades and thrusting points. Sensing and deflecting as I drove inward, I found a hole and gave it a good whack. My blow connected and tiny spiderweb-like cracks spread out along the glass. Sadley it did little damge, but it was a start.

M’lord suddenly appeared next to me. He raised his mighty blade to strike down, spearing the glass armored demon’s head. It was a perfect strike and as it pierced the reflective surface a brilliant flash of blue energy almost blinded me. The blue flash must have come from the metal beast because I could see no other source for it.

The blade shattered the creature’s evil head and caused the monstrosity to collapse, finally defeated. M’lord picked me up and swung me about merrily. He hugged me so tight I though for sure that hip dagger was going to penetrate my mail.



Phantom Steed x1 (70 gp) Detect Secret Doors x2 (50 gp)

HP: 60 Max Healing Surges: -1 Action Points: 2

Daily Powers Used: Dispel Magic


Nothing claimed


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.