Okknos Prime

Welcome to Twin Sword Springs
Campaign Setting

Ninety-seven years after the events of War and Wrymlings, Haven is a peaceful place. The major kingdoms are at peace, and no imminent threats loom from the outside. The dragonborn have rebuilt Sunwyn, and many of the awakened dragons dwell nearby. Some of the powers that be in Haven are concerned about a resurgent dragonborn empire, but so far the dragonborn have appeared content with the area surrounding Sunwyn and Amollo.

Our adventure begins in the frontier town of Twin Sword Springs. According to legend, the town’s hot springs were formed when the legendary swordsman, Eldarion Telchontar, slew a fire giant. The giant’s body melted the earth, and the residual heat from his body powers the springs today.

Twin Sword Springs serves two purposes. First, it is a place for adventurers to rest and resupply before travelling further into the wilderness. Second, the town’s hot springs make it a popular destination for Haven’s wealthy tourists. For despite the town’s location close to the edge of civilized land, Twin Sword Springs seems oddly free from attacks by bandits, goblins, or any of the other creatures that plague similar towns.

Our adventure begins at one of Twin Sword Springs’ two inns: The Hungry, Hungry Halfling. You have journeyed to Twin Sword Springs for your own reasons, and are enjoying a meal at the inn.

An Unexpected Robbery
Our Adventure Begins
  • The PCs at the common table are engaged in conversation by Temli, the dwarven masseuse.
  • Valez stumbles through the door, wearing nothing but a loincloth. Fredregar “Fatty” Bolger, the innkeeper, takes pity on him, and gives him food and some (halfling-sized) clothes.
  • Upon seeing Valez, an elven waitress gasps, covers her mouth with her hands, and runs out of the inn. Dryug smirks and makes a remark about surface elves.
  • A group of bandits burst through the door, and demand money. Hilbert stands up to them, and so the bandits all walk over to the adventurer’s table to take care of the troublemaker.
  • Our heroes refuse to be bullied, and a fight ensues. The bandits are quickly and easily dispatched.
  • Fatty Bolger expresses shock that any bandits would dare to attack Twin Sword Springs. The town, he explains, is protected by a powerful guardian that kills everyone who attacks the town. No one has dared to attack the town for the past five years or so.
  • The elven waitress approaches Valez and asks if he remembers her. When Valez says he doesn’t, she runs off again.
  • The half-elf shopkeeper, Telmar, enters and expresses his thanks to the adventurers for saving the inn. He says he wishes to talk with them in the morning, and he will have a reward for them.
  • The door opens again, and Quadforce enters. They have protected Quest from another group of bandits. Upon seeing that The Hungry, Hungry Halfling is safe, their leader, Isembold Burrows congratulates the party for doing so well, for a bunch of untrained citizens.
  • Quadforce has captured a bandit, which they allow the party to question. (Professional adventurers know to leave one person alive for questioning, after all.) That bandit brags that more attacks are coming, the bandits’ have a dragon, and that no one is safe, etc.
  • After Content Not Found: rekas-selchar intimidates the bandit by slamming his sword into a booth by the bandit’s head, the bandit reveals that the main bandit force, led by Chevkos and the dragon, is attacking Silver Hill tonight. He also says that the bandits’ main base is halfway between Silver Hill and Twin Sword Springs.
  • Miria wishes to head to Silver Hill, and have Quadforce protect Twin Sword Springs, but Isembold explains that Quadforce is based in Silver Hill, and so they will go there.
  • Our heroes must now choose between protecting Twin Sword Springs or attacking the bandits’ base. Fatty Bolger tells them that Twin Sword Springs has no defenses because the legend of the guardian means that there’s no need for them. If anyone could organize some sort of defense, it would be Telmar.
  • Telmar gives everyone a magic item as thanks for defending the town. He speaks with Valez in private and gives him equipment.
  • Telmar assures everyone Twin Sword Springs is well protected. When pressed, he will only say he knows who the guardian is. He does not trust the characters well enough to tell them anything else.
  • Telmar suggests that the characters take care of a different problem while he scouts out the bandit base. Dragons can be quite deadly after all. A group of goblins have captured a dragon, and Telmar wants the adventurers to free it. Telmar is sure the dragon is there unwillingly, after all, he knows a lot about dragons.
  • The party eventually agrees to do this, and rests for the night at The Hungry, Hungry Halfling before heading out. The halflings have nailed a board over the gash that Rekas made while questioning the bandit.
  • In the morning, the party travels for half a day before reaching the goblins’ hideout. They meet some goblins who are fleeing from the cave, yelling how the dragon is going to kill them all.
  • Miria attempts to convince the goblins they are there to help, but the goblins are convinced the party is there to steal their treasure, and attack. The party makes short work of the goblins, and cuts down those who attempt to flee.
  • The party is attacked by goblins and wolves at the gate. Dryug’s cloud of darkness makes one of the goblins shoot a wolf instead. Wil hangs back and casts spells.
  • The goblins and wolves are easily defeated, and the party heads into the cave. Hilbert hears voices from deeper in the cave. They sounds like goblins, and… something else.
A Dance With Dragons

Inside the Goblin Cave

The party has just finished slaughtering guards and wolves at the entrance to the goblin cave.

As they briefly rest to catch their breath, they hear shouts further into the cave.

They follow further to see what is going on, and find a dragon cornered by a cluster of goblins. Diplomatic relations break down, and the dragon begins attacking the goblins.

Suddenly, a large number of goblins pops up behind the party, hurling spears at Rekas and Wil.

Rekas, Hilbert, and Wil quickly dispatch them, aided by Octavius whose halberd toss finishes the last of the group.

Miria and Wil convince the dragon that the party is on his side, and together they eliminate all but one of the goblins, who surrenders.

The dragon decides he will give no quarter, finishing him off despite Valez’ attempts to stop him.

Thraesk, the Iron Wind

In the aftermath, Dryug trips and falls, rolling into the scaffolding which immediately collapses. The dragon is peeved, but otherwise not terribly harmed.

The party attempts to convince the dragon to stay and talk, or at least visit Twin Sword Springs, but the dragon will have none of it and flies away, saying that this will not be the last they hear of Thraesk, the Iron Wind. Dryug attempts to leap onto the dragon, but fails miserably.

Exploring the cave, Hilbert discovers a load-bearing root which he pulls, bringing down the goblin ‘dungeon’.

The party returns to Twin Sword Springs, where they inform Telmar that the dragon is freed. He rewards them with gold, then tells them that he has scouted the bandit fortress. It is located about a day’s journey away, and there are about 20 bandits inside.

The party spends the night at the Hungry Hungry Halfling then head out to take on the bandits.

The Bandit Fortress

They find that the fortress is up on a hill, well-lit to make it difficult to sneak up on, with gates guarded by two of the bandits.

Hilbert turns into a badger and burrows toward them to attempt to surprise them, but they react quickly, running inside and closing the gate.

Two bandits in a tower just inside the fortress begin to fire a ballista at the party, who seek shelter under the cover of the walls.

Dryug flies over to the top of the wall, balances gingerly on it, and attempts (and fails) to toss one of the torches up into said tower.

Inside the fortress, several crossbow-wielding bandits run into view and pepper Dryug with crossbow bolts, nearly killing him as he falls unconscious from the wall. Valez and Miria tend to his wounds, bringing him back to consciousness.

Rekas breaks through the gate and charges after the bandits who attacked Dryug. They immediately surround him and take him down, and a dozen new guards run out of the barracks.

The rest of the party enters the fort, and gradually fights their way through the bandits.

Miria revives Rekas, and the last few bandits surrender. The party questions them, and find out that Chevkos is inside a large building on the hill along with seven bugbears and the dragon.
The party brings the ballista down from the tower and position it in front of one of the doors to the building.

Chevkos’s Offer

A bugbear pops out and tells the party that Chevkos wants to see them. Valez, Octavius, Wil, Miria, and Hilbert enter the building to hear what he has to say.

As they enter, they briefly meet the Black Reaper who wields a large sword which seems very familiar to Valez. He conjures a portal and disappears.

Chevkos is impressed that the party defeated his bandits and makes them an offer: if they help him attack Twin Swords Springs, he will give them something in return. Pressing him further, they find that he is seeking the Fire Titan Heart which is desired by the powers that employ the Black Reaper. In return, they will give him power over the region.

Valez refuses Chevkos’s offer, and walks to to attack. The bugbears draw their weapons and a desperate fight begins. A dragon flies out of a pit in the center of the room, and sprays most of the party with a splash of acid.

Dryug and Rekas had been waiting at the other entrance for signs of conflict. They open the door and Dryug begins firing ballista bolts at the dragon. Several of the bugbears run over and attempt to destroy the ballista. Rekas pushes the ballista toward the bugbears, knocking them over. The bugbears keep whacking at the ballista and finally destroy it. Rekas climbs onto the ruins and bashes one of them with his sword, pushing him into the pit, where he dies.

Meanwhile, the others trade blows with the remaining bugbears. Miria casts one of the bugbears into the pit, and Hilbert jumps down and finishes him off. He finds a tunnel in the side of the pit and follows it, finding a set of stairs which lead to an (apparently) empty room. He luckily finds a secret door and runs back into the fight.

Eventually, Miria is overwhelmed by the bugbears and is knocked unconscious. The dragon attacks Wil and brings down the fragile wizard.

Hilbert, Rekas, and Valez knock out Chevkos, then turn to fight the dragon. Valez jumps onto the dragon, causing both of them to crash into the ground. The revenant is knocked unconscious.

Hilbert and Rekas strike the dragon with mighty blows, but she turns on them and breathes acid, dropping both of them with the aid of several bugbears. Off by the door, Dryug slumps to the ground as another of the bugbears smashes him with a morningstar.

Finding herself badly wounded, the dragon leaves the fortress through one of the open doors. The remaining bugbears seek to flee through a hidden door, and one of them picks up Chevkos and attempts to carry him with them.

Octavius runs over to the secret door and blocks it so that the bugbear carrying Chevkos can’t escape.

Dryug flits in and out of consciousness, but after a few moments he gets a hold of himself and climbs to his feet. He runs over to Miria and administers a healing potion, bringing her back to consciousness. Dryug and Miria manage to save Wil and Rekas, but find that Hilbert and Valez are beyond aid.

The party finishes off all but one of the bugbears (who flees) and find themselves down two allies, with Chevkos as their prisoner.

I'm not a dragon
In which Hilbert is resurrected, and then everyone almost dies.
  • They find a letter addressed to Chevkos. It contains a promise of help from Vitalio and the Yuan-ti when Chevkos attacks Twin Sword Springs. Wil recognizes the Vitalian royal seal on the letter.
  • Chevkos is dying after getting hit by Korzinalikur’s acid breath. He is stabilized and wakes up.
  • When asked if he knows anyone who knows the raise dead ritual, Isembold mentions a powerful magician in Silver Hill. He also says that she makes him uneasy.
  • Dryug and Miria rescue Chevkos from the angry townspeople. The townspeople take the captured bandits back to Silver Hill. Quadforce remains behind with the party to interrogate Chevkos.
  • Chevkos reveals he had no contact with either Vitalio or the Yuan-Ti directly. Instead he talked with them through The Black Reaper. Chevkos would be allowed to rule the nearby area once he acquired the fire titan heart from Twin Sword Springs.
  • Quadforce takes Chevkos to Silver Hill. The party decides to go see an order of hospitallers that Miria knows about. The hospitallers protect the road between Twin Sword Springs and the dwarven kingdom of Kullengaard.
  • Mr. Ma predicts that Wil will do something stupid soon. Wil trips on a rock on his way out of the fortress.
  • The party arrives in Twin Sword Springs. They go to see Telmar, but they are told he is on a trip. They talk to Cynswyn instead. Wil and Mr. Ma both use arcana to inspect a strange black mark on her neck. They sense an evil aura emanating from it, and a good aura emanating from an amulet on her neck. The good aura is keeping the evil one contained. Mr. Ma can tell the evil aura is from the far realm. Cynswyn asks them if they magically probe every girl they meet or just her. Wil is apologetic, but Mr. Ma continues asking. Miria changes the subject.
  • Cynswyn asks about the events at Prospect Hill. The party asks her for a horse and cart to haul the bodies. She says one will be ready in the morning.
  • When the adventurers leave Telmar’s Emporium, they run into Tea. She is very upset that Valez is dead. When she finds out that he was killed by a dragon, she attempts to go after it. The party prevents her from leaving, and Miria invites her to come with them to resurrect Valez.
  • The party travels to the hospitallers. Their leader, Jaelo Artimer, greets them and agrees to resurrect Hilbert and Valez. Upon examining Valez, however, he announces he cannot resurrect a revenant since it requires someone with darker power.
  • Tea is very upset by this news, and Miria goes to comfort her. Dryug sneaks up behind her, and activates globe of darkness. When it clears, Tea’s eyes turn reptilian, and Dryug is stunned. Wil and Miria realize that they’ve seen similar powers used by dragons. Tea’s attack though, seemed much more powerful.
  • Tea eventually admits she is the right age to have been one of the first dragons to reawaken. She refuses to admit she is a dragon. The party, however, is not convinced.
  • Tea decides she is going to find a way to resurrect Valez. The party doesn’t stop her from leaving. She heads directly towards Silver Hill, not following the path.
  • Hilbert wakes up and is reunited with the party. They agree to go on one of the hospitaliers’ patrol routes.
  • They are attacked by a lot of snakes and a snake-person. Things are looking grim for our heroes until they are rescued by Octavius Shigoon and some hospitaliers. Everyone heads back to the hospitaller base.
Too much gumbo
With exotic Far Realm spices!

After the dreadful battle with the Yuan-ti patrol the previous day, the party wakes up and begins discussing its plan to continue on its quest to resurrect Valez Du’ Urth. As they deliberate, a caravan approaches the camp. It is a small caravan of dwarves, lead by Dori Brightstone.

The caravan brings news of Chevkos’ escape from the Silver Hill Jail. Word from the surviving guards has it that he was broken out by a man in black clothes carrying an enormous sword and acting alone. The party quickly arrives at the conclusion that this must have been the Black Reaper. After discussing this hideous and frightening news, which makes evident the fearful truth that the enemy is strong and growing stronger, the party comes back to the subject of raising Valez; Jaeleo Artimer informs them that his resurrection will require very special magical artifacts in order to succeed.

The party asks him where such artifacts might be found; he raises a rumor that the Dwarven kingdom of Kullengaard might be in possession of some artifacts that could be suitable for this purpose, but denies any possibility that the group would be able to gain them peacefully. He also mentions that the Yuan-ti are currently in possession of a few items that might work: a feather of the Raven Queen, a Ruby Sphere, and the Queen Bee from the Hives of Waxton. Given that the Yuan-ti seem to be somewhat aligned with the Black Reaper, the party arrives at the grim conclusion that the next step of their journey will take them to the gates of the City of Fangs.

Before leaving, one of the hospitaliers, a dwarven paladin named Rovendor Hammersmith, offers to join them to the City. Having been among the hospitaliers for quite some time, he is known to Miria, who introduces him to the rest of the party. After introductions are made, the party sets off to attack the City of Fangs.

On their trek through the forest, the party encounters a group of strange, bug-like creatures. Unknown to any member of the group, these creatures have insect-like faces and eyes, carrying daggers in each of four hands. Although frighteningly mysterious, these wandering monsters do not pose a serious threat to the group, and are defeated easily after a well-coordinated effort by the adventuring party.

Coming to the top of a hill, catching their first glimpses of the tops of the buildings in the city of fangs, the group finds an astonishing sight: they see Telmar, the shopkeeper in Twin Sword Springs, standing over the slain body of Kornzinalikur, the great Copper Dragon that had nearly completely slain the adventuring party less than a week before. Telmar was wearing chain mail, and carried two sheathed swords. The strangest part of this image, however, was that Telmar appeared remarkably unhurt. After expressing their shock at the sight, Telmar informs them why he allowed the party to enter a fatal battle against Kornzinalikur when he was completely able to defeat her himself: firstly, he wanted to uncover the party’s capabilities, and secondly, he has always sought to avoid the dangers of a life in which he constantly exerted his strength in battle, choosing instead the humble life of a shopkeeper in a peaceful town.

After this discussion, the party asks him what he might know about the strange creatures they fought earlier that day, and he gathers from their description that they had come against Foulspawn, creatures of the Far Realm. The most frightening fact of this speculation is that these creatures cannot have reached these parts on their own — some other power must have brought them out. Fears are felt about the implications of this fact, but none are voiced.

Slow to trust this man, who has so far proven to possess and to conceal his own secrets at the party’s expense, Dryug devises a harmless test of his abilities, and stealthily hurls a sack of Mr. Ma‘s gumbo towards Telmar. In a comic attempt at reconciliation, Ravendor tries to intercept the bag of strange mush, leaping forward to catch it, but he immediately falls to the ground and rolls down the hill. It appeared that he was so overcome by the gumbo’s pure filthiness, that he was physically repelled off of the knoll. Undistracted by this odd reaction, Telmar easily sidesteps the speeding wad of soggy leaves and unknown meat. Impressed by this dodging maneuver, the party asks him if he would be willing to join them on their journey to the Yuan-ti stronghold; he accepts, and they continue, down into the swamp.

As they journey through the swamp, the city slowly appears through gaps in the thick, murky trees. To ensure a safe return passage, Will begins marking trees with magical burns; Piss, Mr. Ma’s baffling mount, marks them otherwise.

As surely as clouds bring rain, swamps bring danger. Deep in the dark maze of the swamp, Hilbert Cantormann and Dryug hear a number of swamp creatures following them. Before the party can be alerted and called into formation, a group of lizardmen and crocodiles attack! Immediately, Telmar leaps into action against a close-by lizardmen, and obliterates him with a vicious flurry of blows from his twin swords. Hilbert runs after a lizardman in the opposite direction, and Will follows after to blast at the group of swamp creatures beyond, but quickly falls into the enormous jaws of a giant crocodile. Mr. Ma runs to help with a necrotic blast, as Miria, Rekas, and Dryug follow to offer the blows of their weapons, while in the confusion, Wil is poisoned by a blowdart fired by a lizardman hiding low in the marsh waters. Finally, Rekas Selchar manages to strike the crocodile so viciously that Will is released from its deadly grasp.

Hilbert makes a fiery strike against the nearest lizardman, who bursts into flames, spreading onto one of his allies as they burn him alive. Oddly, though, this lizardman pulls himself away from the immediate enemy, working himself into the center of the party’s formation to attack Rekas, the nearest human being. However, he is crippled under Miria’s strength, and Rekas’ destroys him almost casually before tearing into another giant crocodile, who has begun snapping its jaws at Telmar. Meanwhile, Mr. Ma conjures a number of mirrors from the ground, surrounding one of the burning lizardmen on the opposite side of the fray. Hilbert follows up by beginning an attack on the enmirrored enemy, who is finished off by his own ally, who has been induced into confusion by Will’s powerful magic.

As Telmar, Miria, Will, and Rekas polish off the remaining lizardmen, Hilbert, Dryug, and Mr. Ma run off into the marsh East of their path, hoping to find the sneaky one who has been firing venomous darts into the formation. Nevertheless, he evades their sights and attacks until the rest of the party manages to join them; at this point, Will slows the unseen enemy, but inadvertently hampers the movement of Hilbert and Miria as well in the process. Dryug, Miria, Telmar, and Hilbert each makes an attempt to charge the elusive creature, until they finally defeat him with far more irritation than resistance. As they regroup on the drier path, Mr. Ma is found skinning the gators, mumbling about gumbo and sacks, although which product the gator skin is more suited for, the group cannot discern. Rekas, always adorning himself with exotic artifacts of his savage conquest, collects the gators’ largest teeth.

As they continue in their approach towards the city, the adventurers take an uneasy rest on a dry patch of land under a rotting, leaning tree. A watch is set, but thankfully no danger befalls them. They awake, march the final miles before coming into sight of the city walls, and set to the austere business of planning their attack against the Yuan-ti city.

It is concluded that the artifacts they seek will most likely be kept in the jealously guarded temple, central to the town. This fact makes outright infiltration difficult, since they will have to march past every vigil and every guard in the city before arriving at the temple, where the Yuan-ti’s priests and sorcerers will undoubtedly wield great power in defending the precious treasures. Although the Yuan-ti people is not composed exclusively of warriors, the party is aware that, when the Yuan-ti do march, they are not trifled with casually. Telmar offers his service as a distraction against the main force of the city; although they are skeptical of his ability to withstand an entire army, Mr. Ma claims that his sticks have indicated that this idea is reliable (although some of the party silently wonder whether Mr. Ma may be misinterpreting Piss’s chew marks in the sticks as clairvoyant signs). As Telmar draws away the bulk of the city’s warriors, the party will infiltrate the temple and retrieve the magical items. Miria, who remains doubtful of the party’s ability to withstand a defense system of indefinite, and most likely formidable, strength, is finally persuaded of the plan when Will volunteers the possibility of producing an illusion of the Black Reaper in case of an emergency; the illusion would be able to intimidate any aggressive Yuan-ti and convince them that the party’s invasion is his will, and that they are either powerless against him, or that they will simply have to accept the pillaging of their treasures as part of the cost of being on his side. As an additional preparation, Mr. Ma magically generates a large amount of gold, thinking that the greedy, self-serving Yuan-ti may be compromised by a quick bribe.

The group approaches the city. Inside, they see a courtyard featuring a large statue of a snake constricting and killing a badger; Hilbert is clearly angered by the monolith, but his expression is subdued by the knowledge that he will soon have his chance at vengeance within the temple. Telmar walks up to the gates, effortlessly stunning two guards that approach him. He climbs to the top of the vile statue, yelling “Death to the Yuan-ti!” and kicks off the head of the snake. As the vicious head falls to the ground, its fangs breaking off on impact with the earth, Yuan-ti soldiers swarm to the courtyard, allowing a not-too-subtle adventuring party to wander through the courtyard and up to the temple with ease. Fortunately for the group, the guards in front of the temple seem to have clamored towards the commotion in the courtyard. Unfortunately, though, as Dryug tries to open the temple door and get a view of the interior, the Yuan-ti’s miserable infrastructure gives the party away as the door’s rusty hinges and uneven edges scrape and grind out an alarum, calling to attention all the Yuan-ti militants within. Dryug pokes his head into the room and sees a number of snakes armed with greatswords and Fire Snakes. They see him as well, and the adventurers part with the shelter of Telmar’s tactical diversion.

Into the Temple
Dryug noisily opens the door to the Yuan-ti temple, drawing the attention of three Yuan-ti inside, who are accompanied by two firesnakes. The snake-folk approach the door, clearly suspicious of the sounds at the door. As the party decides how to begin the battle, Mr. Ma sneaks away from the door, off into the abandoned Yuan-ti city. Oddly, he walks off on foot, and the party suspects that Piss was lost in the city, somewhere between the courtyard to which Telmar has drawn the Yuan-ti forces and the temple.

The temple’s only apparent chamber is filled with the remains of recent and not-so-recent sacrifices. Bones litter the blood-stained floor, and the walls are adorned with graphic hieroglyphics depicting an inflated history of Yuan-ti military success. Viewing these walls, one infers that the Yuan-ti have an affinity for ravaging small settlements for their treasures, and a special hatred for badgers. In the present battle, however, Rekas is seen charging one of the firesnakes, who responds with a feeble attempt at biting the elusive barbarian. Dryug follows, rushing in with a skillful vortex of violent attacks, sucking all three of the Yuan-ti towards him for further attack. The second firesnake spits flames at Dryug, to which Will adds by casting an explosive spell over the violent fray, with Dryug at the center. One of the snake warriors manages to escape Dryug’s attack, striking Will with a greatsword. The other two warriors slash at Dryug—-one of the swords cuts through his skin and delivers a dose of snake venom to its target. Hilbert enters the battle to assist Dryug, using his vengeful spirit to bind one of the warriors to the ground with a forceful blow from his hammer. Miria joins the fight, but the powerful snake warrior manages to deflect her attack with his greatsword. Rekas continues to beat down upon the firesnake, quickly killing him and continuing on to the next firesnake, raising a carnal howl. Dryug unleashes an apparently sloppy, though surprisingly effective sequence of punches to the nearest snake warrior, who is confused by the sudden, powerful attack, and attacks Rekas’ new target. Will, seriously compounding the confusion of the battle, throws a giant sphere of lightning into the melee, which sears and burns the backs of all the remaining snakes, but which also shocks Dryug and himself. Miria is poisoned by one of the snake warriors’ swords, but quickly returns the attack and recovers from the infection. Hilbert assists Rekas with the still-reeling snake warrior in his corner with a radiant, echoing strike from his hammer. Rekas gives the last firesnake a heroic whack with his enormous sword, slaying it and blasting it into its master, who is crushed, burned, and killed by the overwhelming impact of the firesnake’s body. Dryug, rather frustrated with the pain of Will’s explosive fighting style, fires at the remaining snake warrior with a blast of blue energy, which goes through the enemy damaging Will in its wake; he advises the wizard ``be careful with those silly orbs.’’ Heeding this request, Will casually topples the last warrior with a relievingly accurate magic missile. The crew explores the now empty room, finding little of interest. Hilbert is visibly disturbed by the images on the wall, and carefully avoids any contact with the bones on the floor: it is likely that they belonged to deceased relatives of his, and he cannot bear the thought of disturbing their current rest, and increasing the pain inflicted on them by the Yuan-ti. Will detects a magical aura under their feet, but cannot identify it. Lead by a set of scuff marks near the foot of the sacrificial altar, Hilbert, Rekas, and Miria try to shove the altar out of its place, but cannot get it to even budge. The ever-observant Dryug finds a switch further within the room that causes the altar to slide itself several feet, uncovering a spiral staircase below. The party descends, and soon sees five humans in an oddly well-kept chamber, guarding a door. Dryug throws a flaming dagger at one of the guards, sparking a quick battle in which the humans are shortly dispatched. After finding a few gold coins, the group follows the guarded door into a short corridor. A door at the end of the hallway is locked, but after checking for traps, Will shows Hilbert and Miria how to apply the correct ``leverage’’ to open the door.

This door uncovers a chilling sight. The adventurers entered the Yuan-ti temple expecting to find snakes and snake-people, but there seem to be few such creatures lurking within the hellish stronghold. The humans in the previous fight were odd—-why should humans align with the selfish, vile, and petty Yuan-ti? Awaiting them in this chamber, though, is a horrid creature that no one in the party can identify. Floating eerily above a deep pit in the center of the large room, the ephemeral monster stares at the party with an eyeless head composed of nothing but a monstrous pinkish beak. The beak seems to be perversely fixed in a treacherous, haunted smile, which seems to be held in the air by heaps of ghastly tentacles hovering behind it. The frightening thing madly rushes towards the group, seizing at Hilbert, Miria, and Will at the door. For a blink of an eye that lasts a lifetime, they see the room fill with darkness, the only light in the world emanating from this mysterious and terrifying beast. In a split second, their minds are filled with the echoes of ageless fears… Abruptly, they awaken, overcome with despair. The monster continues its assault on Will, swiping at him with mysterious tendrils; the strange attack shreds at his very thoughts, whispering words of betrayal into his mind. As the fear shreds at their minds, Hilbert leaps forward to attack the monster, but as soon as he makes it through the door, a huge set of buzzing mechanical blades springs from a tile in the floor, wounding him, Will, and Miria. After swinging his hammer fruitlessly through the air occupied by the evil presence, his mind is taken over, and he retreats into the corridor to repeat the attack on Dryug! Will’s magical distress also tears at Miria’s mind, and he raises a fountain of flame beneath the monster, to no avail. Rekas rushes forward and starts frantically and persistently banging on the sawblades with his sword in an attempt to dismantle them, but the sharp steel shows no promise in destroying other sharp steel. Miria, glancing rather quickly over the ground for a second trap, approaches the monster and steps safely in front of it, delivering the first successful attack with her sword. Dryug joins Rekas in smashing at the first trap’s collection of saws, with no progress. Hilbert dashes around them, running to the other side of the monster, his hammer having collected a furious flame. His hammer crashes down upon the beast, wrapping it in flames as well. He attempts to follow the attack with another vicious blow, but the creature’s body seems to ripple out of the way; again, the creature enters Hilbert’s mind after his failed attack, and teleports him besides Miria, whom he savagely crushes with his hammer. Miria falls, nearly killed by the attack, and Hilbert regains consciousness, horrified by the viciousness treason to which he had been brought by the mind-controlling fiend.

At long last, the tides turn in the favor of the adventuring party when Rekas brings a crashing swipe of his sword to bear on the enemy’s beakish head, forcing it to the ground and batting it far away from the crowded doorway coming from the corridor. Dryug catches up to lend a healing potion to Miria’s body as she gets near to dying, while Will fires furiously at the crumpled monster on the ground with arcs of lightning. As Rekas and Hilber surround the creature and join together to beat down furiously upon it, Dryug turns invisible, launching himself into the fray and bringing a vicious, relentless flurry of slices and blows.

The party closes in and surrounds the creepy mind-beast, hacking and pounding away at the floating menace. It hopelessly lashes back, desperately trying to grasp at their minds and turn them against one another. In the middle of the confusion, a chandelier falls from the ceiling, crashing harmlessly to the ground as it passes through the monsters wispy tentacles. The adventurers would later learn that Mr. Ma had joined them and knocked the chandelier down with a bolt of magic energy in an attempt at ending the battle.

Finally, after an arduous, weary, and confusing fight, the group manages to take the enemy down. They share remarks about the strangeness of the battle: Rekas compares hitting the creature to slicing up a thick stack of tablecloths, and Hilbert says that whacking it with his hammer felt like bashing a mattress. Somehow, the psionic monster’s weird anatomy had made it soft and resistant to dangerous physical attacks.

The group takes a short rest, and sets to the business of determining their next step. Two doors lead out of the room, one guarded by a portcullis and one seemingly bare. Dryug finds a control panel that appears to activate the blade traps covering the floor of the room, and starts trying to break inside of it to secure the premises. However, after a long and clumsy saga of tugging and poking and fiddling with the help of Will and Miria, he accidentally sets off all the traps at once! Miria gets caught in the deadly blades, while Hilbert, across the room, jumps nimbly out of the way. With all of the traps blocking the party’s free travel within the room, Hilbert jumps across a corner of the pit to rejoin the rest of the adventurers. With a mighty, rather annoyed blow, Rekas smashes the control panel to pieces, resetting all the traps and apparently making the room safe for passage. Invigorated by his victory over the metallic device, Rekas rushes to the bare door and flings it open, as Will runs with him to convince him not to be hasty—-however, the unlocked door opens effortlessly, opening the warrior and the wizard to a fiendish sight.

The chamber inside holds a number of the temple’s deepest secrets, powers, and treasures. On four pillars lining the back of the shallow, semi-circular space are displayed four artifacts: the Ruby Sphere, glimmering with ill magical power; the Raven Queen’s feather, black as death; the Queen Bee from the Hives of Waxton, obviously suffering in a constricting jar; and the rotting head of a badger, the image of which enrages the flame that has been burning in Hilbert’s heart ever since entering the City of Fangs. While the objectives of their mission stand on these pillars, a more imminent threat stands on a short, wide platform at the center of the back of the room: a Yuan-ti summoner fiendlishly controlling conjuring before a sinister, black-red portal, pulsating with hateful magic. Besides the nefarious gate stands a gruesome, lizardlike creature. His slimy, green scales are covered with a steaming, bloody fluid that oozes from his nose, his mouth, and the ugly holes where it appears where his eyes had been violently burned out. As this blood drips to the floor, it issues an acidic hiss, spreading in a wide pool around his body and visibly tearing away at the ancient stone floors. Moments later, a second, identical creature crawls out of the portal, equally hideous and deadly. These demonic creatures, though appearing to be hauntingly blind, quickly turn their vicious eyes to the door, and with a horrifying cackle, leap to where Rekas and Will stand, slashing at both with grimy talons.

Hilbert bolts to the corner of the door despite his feet, eyes, and fur being burnt by the monsters’ acidic residue spreading over the floor and through the air. He bellows an oath of vengeance against the lizard-demons, but cannot land a proper hit on either through the crowded door. Will, right next to the awful creatures, is also burnt by the corrosion of these monsters’ oozing blood as he backs away, casting a great ball of fire into the chamber. The Yuan-ti caster is consumed by the compelling flames, shrivelling into a charred pile of scales and bones; the bloody fiends are grazed by the flames, but their bodies seem almost gratified by the contact as their scales morph to a bloody, hellish red. Intent on dispatching these beasts quickly, Will follows up with a powerful charming spell, stupefying and distracting the demons with pleasant dreams. Dryug maneuvers his way into the main battle, pounding away at one of the demons and with a confusing set of blows that causes him to turn against the other demon and attack him with poisonous claws. Rekas with his sword and Mr. Ma with his magical energy join the enemy in attacking the second demon. Repeating his vicious laughter, gargled by the vile blood that fills his throat and body, this creature retaliates by poisoning Hilbert with his terrible claws. Hilbert presses forward through the mist and rain of caustic blood, answering his foe with a swift strike from his hammer. Will aids the fight by blasting Hilbert’s enemy, and Miria follows suit with a solid strike of her staff. Dryug brings a thick, magical darkness over himself and the other demon, pummeling him in the darkness, and causing the previously bloody creature to be even more completely drenched in its acidic gore. It answers by slashing back at Dryug, as its companion teleports once to get away from Miria and attack Hilbert and teleports a second time to get on the other side Dryug’s foe deeper into the room. Hilbert pursues him and destroys him with a grand whack from his hammer, while Rekas brings the other creature within inches of death with a furious, barbaric, and desperate swing of his magnificent blade. The hapless monster is finished off by a quick bolt of magical energy delivered by Mr. Ma.

After the battle, Mr. Ma collects one of the demons’ heads; even Rekas and Hilbert remind themselves to abstain from his gumbo until such time has passed that they can be assured it will not be used as an ingredient. The portal that had conjured the Bloodseep Demons seems to have disappeared at the death of the Yuan-ti ritual caster, so the party collects the magical items in security. Hilbert takes special care to reverently wrap the badger head, keeping it for a proper burial later on; he also protectively packs the Queen Bee with his belongings to ensure her comfort until he is able to release her safely outside.

The party exits the portal-room, approaching the portcullis’d door on the other side of the psionic creature’s lair. Lightning, weapons, lockpicking skills, and the acidic blood of the demon corpses all fail to gain access to the portcullis’s other side. Upon closer inspection, Dryug finds a rope behind the gate that appears to suspend some sort of counterweight. Will approaches to burn through the rope with a small bolt of lightning, and the portcullis flies open. The open the unlocked door behind, and see a prison room behind.

Four jail cells are scattered across the back wall of the wide, shallow room. One contains a small band of badgers; another holds a set of unidentified skeletons; yet another is packed with rusted, unused weapons; and the final is simply bare. In front of the cells, in the center of the room, is a Yuan-ti of some nature, who is guarded by an oil slick that spans the width of the room directly in front of the entrance. He grins at the adventurers, obviously glad for the chance to fight them himself as he dares them to come closer.

Dryug quickly reacts, magically leaping across the room next to the lizard-man, but failing to land any substantial punches. Ignoring the failed attack, the Yuan-ti fires an impressive blast of lightning at the party, hitting Will, Dryug, and Hilbert. Will answers with his own magical storm, clearly electrifying the enemy. Rekas blindly charges forward, slipping hard on the thick oil and collapsing awkwardly and painfully onto the ground. Hilbert rushes forward, jumping clear across the oil slick and the room, landing in front of the snake-creature and bashing him with his hammer. Miria tries to follow Hilbert, but slips on the oil as Rekas did. Dryug casts a thick darkness over himself, the enemy, and Hilbert, and unleashes a persistent sequence of skillful strikes against the reptilian wizard, who helplessly tries to respond with his quarterstaff. Mr. Ma issues a chain of magical energy stretching from his hand to the enemy, continuously pulsing an attack through it. Will runs to the jail cell containing the badgers and frees them. Rekas struggles to stand, but again painfully crashes to the ground. Hilbert clobbers the Yuan-ti with his hammer, immobilizing him binding together their pain in battle, but Miria interrupts his onslaught by magically switching their positions; she guiltily giggles as Hilbert slips and falls, smacking his face on the hard, stone ground.

Rekas and Hilbert crawl out of the slippery oil to join the attack against the Yuan-ti, who retreats into the empty jail cell behind him. Completely surrounded by the crew, however, his quarterstaff and his magic prove useless in fending off the concentrated attack.

After Rekas delivers the final, crashing blow with a howling charge, the group disperses to explore the newly cleared room. Hilbert chats with the captured badgers, who reveal that they had been kidnapped only months ago, travelling through a nearby forest. The adventurers look over the fallen Yuan-ti Acolyte, uncovering a number of rings emblazoned with Yuan-ti symbols and stumbling upon a trap door in one of the cells, which opens up on several undead in a small chamber, appearing to guard another door on the other side. They quickly shut the tunnel before they are noticed, hoping to rest for a moment and think through the next step of their adventure before pressing on. They return to the main prison-chamber, and notice another stone double-door at one of the far ends of the long hallway.

Where will the weary warriors wander next? Into the hidden tunnel with the fearsome undead? Beyond the mysterious stone doors at the end of the prison hall? Out of the temple, into the infuriated City of Fangs? Or does some yet undiscovered, more terrible encounter await them? Find out on our next episode: SHUT THE DOOR ON ZOMBIES!!
Shut the Door on Zombies!
I'll sleep when I'm dead!
  • Our heroes debate on the best course of action to take. Wil suggests sleeping inside a magic circle, but most of the party is in favor of leaving. Hilbert Cantormann is concerned that more badger-people may be imprisoned within the temple. The captured badgers say they haven’t seen anyone.
  • The party reopens the secret door, and engages the undead within the room in combat. Pis licks the magic circle on the floor, thereby breaking it. The zombies and skeletal archers are easily defeated. Mr. Ma heads down a tunnel on the far side of the room. Dryug shuts the door on him, and goes to pick the lock on the sole remaining unexplored door. Mr. Ma discovers the the tunnel leads outside the City of Fangs. He relays this information to the rest of the group. Rekas goes outside and sees a dragon circling the city.
  • The badger captives want to leave immediately. Some party members wish to explore further, but are reluctant to let the badgers brave the swamp by themselves. The badger-men refuse to stay any longer and leave by themselves. Dryug picks the lock with some difficulty and reveals a set of stairs leading further into the temple basement.
  • Dryug and Mr. Ma sneak down the stairs to explore. Dryug sees seven slumping skeletons in the hallway at the foot of the stairs. Mr. Ma sees four sets of glowing eyes in the darkness. Dryug heads back up the stairs.
  • Mr. Ma uses ghost sound to mimic a human voice saying “hello?” in the middle of the skeletons. The skeletons “wake up.” The ones with glowing eyes burst into flame, illuminating the hallway. The skeletons see Mr. Ma and chase him. Mr. Ma runs back up the stairs, and turns invisible after he is hit by a fireball. The rest of the party runs in to save him.
  • The non-flaming skeletons have a nasty habit of splintering into pieces when hit. The party is devastated by these flying boneshards. Hilbert unleashes a burst of thunder that shoves a skeleton backwards. The skeleton steps on a trigger plate for two crossbow turrets.
  • Rekas Selchar is on fire and is poisoned from the boneshards. He staggers up the stairs and passes out. Everyone is unconscious except for Dryug, Hilbert Cantormann, Mr. Ma, and Wil. Wil runs up to help Hilbert, is shot by a crossbow bolt, and passes out. Once Hilbert kills the last skeleton, the remaining crossbow turret retracts into the ceiling. The surviving party members use Rekas’ healing potion to revive Wil. They manage to stabilize everyone else.
  • Wil makes a magic circle in the room with the snake symbol on the floor. He attempts to ward against every type of creature. Mr. Ma notices his circle is very flimsy and breaks it. He then helps Wil make a new one that only wards against natural creatures. This one seems to be much stronger.
  • During the night, the party notices that the sounds of battle have ceased. As Mr. Ma, Wil, and Hilbert are waking up, the party hears voices talking in draconic nearby.
  • Miria is able to tell that these are Yuan-ti, and that they are trying to get into the room two rooms away from where the party is. Rekas wants to leave the temple, and Wil lets him out of the circle.
  • The Yuan-ti patrol manages to force open the portcullis. Mr. Ma opens the secret door, and attempts to charm the snake leader. He fails. Hilbert follows him out.
You are my Sworn Friends!
  • Rovendor and Rekas Selchar leave the temple through the secret exit. As soon as Mr. Ma realizes that the Yuan-ti leader didn’t succumb to his instant friends spell, he turns tail and rides out the exit as well.
  • Hilbert Cantormann rushes forward to engage the Yuan-ti. They surround him, cornering him against a wall. Dryug pushes some of them away, giving Hilbert an escape route. Hilbert unleashes a thunder spell against his attackers. The wave of energy misses most of his assailants, but it crashes into the walls of the temple. The temple begins to collapse.
  • The Yuan-ti leader realizes the danger and flees. Dryug casts his darkness spell on the other Yuan-ti before running. The remaining Yuan-ti crash into each other as they try to all push through the door after Dryug and Hilbert.
  • Our heroes escape into the daylight as the passage collapses behind them. As they turn and look back at the City of Fangs, they see the dome of the temple collapse. The Yuan-ti’s neighbors are taking advantage of the opportunity afforded them, and are looting the city. The lizardmen avoid direct conflict with Yuan-ti forces, but are gleefully picking off stragglers.
  • The party sneaks away from the city, avoiding the notice of any Yuan-ti patrols. Several hours later, Mr. Ma approaches the party. He is accused by Wil of being a coward and a traitor. Hilbert comes to Mr. Ma’s defense.
  • Their argument is interrupted by a group of Yuan-ti. Mr. Ma intimidates the Yuan-ti into thinking that attacking the party means certain death. Their resolve is wavering when Hilbert informs them that they are going to die either way. Combat ensues.
  • The leader of this group of Yuan-ti points at Hilbert and says, “Prepare to die, my sworn enemy!” With this, the two avengers engage in hand to hand combat. The other Yuan-ti engage the other party members. They are trained for swamp warfare, and quickly move through the thigh-deep water. However, they are all easily defeated by our heroes.
  • The Yuan-ti avenger was carrying magic diamond bracers, a magic helmet, and a symbol devoted to the Yuan-ti’s dark god, Zehir. Dryug gives the diamond bracers to Miria because she is a girl. Hilbert takes the helmet, and destroys Zehir’s symbol. Miria gives Wil her magical amulet so that everyone has equal numbers of magic items.
  • Mr. Ma reveals that he is not actually looking for adventure, but rather is looking to take notes on adventurers. His people, the swamp gnomes, collect data on up-and-coming heroes, and sell this information to interested parties. Mr. Ma says he does not know who these interested parties are; he just collects the information.
  • Telmar rejoins the party. He looks as if he has been in a fight, unlike when he was found next to Kornzinalikur’s corpse. He is also not wearing the chainmail the adventurers last saw him in. Instead, he is wearing gray and black traveling clothes. He says the dragon attack on the City of Fangs was a lucky coincidence, and guesses the dragon was either gray or steel.
  • The party arrives at the Hospitaller Base. Jaeleo Artimer greets them, and tells them that Tea has brought a arcanist capable of performing the ritual to raise Valez Du’ Urth. Tea is no longer there; she had to go back to her job in Twin Sword Springs. Hilbert ceremoniously buries the dessicated badger head he took from the Yuan-ti temple. Jaeleo tells him that no one has seen the living badgers that were rescued from the temple. Telmar says that he needs to go visit someone, and leaves the fort. Before he goes, Dryug asks him if he is in the business of killing dragons. Telmar replies, “Only those that don’t know their place.”
  • Everyone heads to the room where Valez’s body is being kept. Octavius is one of the Hospitaliers standing guard in the room. They are greeted by an old woman who introduces herself as Hagatha. She places the feather of the Raven Queen on Valez’s chest. When asked why she is helping, Hagatha explains that Valez’s resurrection will annoy a friend of hers.
  • Hagatha explains that one additional ingredient is needed for the ritual. Mr. Ma correctly guesses that the missing component is a sacrifice. Octavius quickly volunteers, Hagatha makes a simple gesture, and Octavius’ life force is drained from his body and transferred to Valez. Octavius collapses to the floor. Miria rushes to help him while Dryug and the remaining hospitallers charge Hagatha.
  • Hagatha laughs manically as her form wavers and dissipates. Before she vanishes completely, she appears to transform into a much younger woman. Mr. Ma guesses that she has teleported away, and either just cast or dispelled a disguise spell.
  • Miria, Jaeleo, and the other hospitallers are unable to revive Octavius. They know little about him, except that he was originally from the Amber Forest. Mr. Ma prepares to leave with the information he has gathered. Dryug steals Mr. Ma’s notes. Mr. Ma catches Dryug in the act, but lets him take his papers anyway. Mr. Ma heads back to his home.
  • Valez wakes up. He wants to travel to Four Stones. He explains that while he and Hilbert were dead, they defended the town from an undead invasion. He wishes to see how the town is doing now. The rest of the party agrees to do this, as it is only a few days away, and the next place to go to is Vitalio.
  • As the party travels along the road to Twin Sword Springs, Silver Hill, and Four Stones, they are attacked by corrupted plants. The fighting is fierce, but our heroes are victorious. Wil captures some plant souls in his helmet.
  • Hilbert declares that with the City of Fangs in ruins, their temple destroyed, and the queen bee in his possession, it is time for him to hibernate. He walks off into the sunset, declaring “You are my sworn friends!”
More buildup means an easier fight
Leeroy Jenkins!
  • After the battle with the corrupted plants, the party hears hoofbeats approaching them. Dryug hides. Rekas Selchar can tell it is a single rider on a lighter horse.
  • The rider is Telmar. He stops to talk to the party. Nothing too important is said. Different party members suggest that Telmar is a dragon. He gives unconvincing reasons why he isn’t one. He says that the corrupted plants, along with the foulspawn, are a sign of greater evil in the area.
  • The group approaches Twin Sword Springs. They see smoke on the horizon. The town is burning. The more perceptive party members hear the sounds of battle in the distance. Miria asks Telmar where the town’s guardian is. Telmar doesn’t respond, turns into a dragon, and flies off in the direction of the town. Valez Du’ Urth jumps on Telmar’s horse, and rides off after him. The rest of the party runs after him.
  • Valez comes upon a barricade in the middle of the road. Several soldiers wearing the uniforms of Vitalio man the battlements. They tell Valez to turn back. Valez tries and fails to get Telmar’s horse to jump the rampart. When the horse refuses, Valez stabs it with his spear. The horse collapses to the ground, throwing Valez in the process. The Vitalian soldiers open fire on Valez. He takes cover behind the horse’s body and waits for the rest of the party to arrive.
  • After a brief, intense fight, our heroes are victorious. They leave two of the Vitalian soldiers alive. They happen to be a couple. They say that the army is looking for some magical artifact. They also say that their army numbers several battalions. The party lets them leave. Miria binds up the horse’s wounds.
  • As the party heads towards the town, they see a large plume of steam erupt from the ground to the south. Remembering Chevkos’ words about the fire titan heart, our heroes head towards the smoke. They come upon the Black Reaper as he places the fire titan heart into a bag at his side. Valez charges towards The Reaper.
  • The Black Reaper gestures, and several other figures emerge from the forest. Chevkos is accompanied by a Vitalian mage and two large, pink foulspawn. They have taken Cynswyn prisoner. The black mark on her neck has grown spidery, black veins which cover most of her neck and half her face.
  • The Black Reaper explains that Cynswyn is marked by The Other, and that finding her in Twin Sword Springs was fortuitous. The Other’s passage into this world will be greatly eased. He then allows the heroes to choose between chasing him or rescuing Cynsywn. The heroes let The Black Reaper walk away, and engage Chevkos’ group.
  • Our heroes make short work of the foulspawn and the mage. After she is freed, Cynswyn ineffectively fires bolts of force from her crossbow. Chevkos tries to run, but is chased down by Dryug, and knocked unconscious.
Proper Burial Techniques and Apple Juice
  • Catcall and her cheetah arrive on the scene. She begins arranging the corpses of the Vitalian wizard and the foulspawn for burial. Wil goes over to help her. The rest of the party continues questioning Chevkos.
  • Rekas Selchar walks over to Catcall and tries to take a trophy from one of the foulspawn. She objects. After failing to shove her and her cheetah out of the way, and having a debate over the necessity of mutilating corpses, Rekas takes his trophy.
  • The party is ready to leave Twin Sword Springs, but Cynswyn reminds them that they should check on the main part of the town.
  • The only standing building in Twin Sword Springs is The Hungry, Hungry Halfling. Everyone except Catcall heads over to the remains of Telmar’s Emporium. Telmar, in half-elf form, is picking through the rubble. Telmar and Cynswyn have a touching reunion. The adventurers ask Telmar what he will do next. He plans to go to Vitalio. When the party offers to help, he says that he will meet them there in two weeks. Valez gives Telmar a note to give to Tea. He asks Telmar to give it to her after he leaves.
  • Upon further questioning, Chevkos says he believes that the Vitalian army travelled to Twin Sword Springs by teleportation. He doesn’t know where the circle is. Miria and Valez Du’ Urth fail to convince Chevkos that ruling over people is more trouble than it’s worth.
  • Catcall begins performing burial rites for dead villagers. She is interrupted by a concerned villager who wonders what she is doing to the bodies. She apologizes and moves on to a different body.
  • The party hears screams from the edge of town. They leave Chevkos with Telmar and go to investigate. They find villagers fleeing from foulspawn and a human mage.
  • A fight ensues. Valez is briefly turned into a toad, Rekas charges the foulspawn, is surrounded, and knocked unconscious. Miria kills the mage, Valez revives Rekas, and the foulspawn are mopped up. Rekas takes that mage’s belt, and Catcall agrees to journey with the party and take her share of the treasure later.
  • The group walks back to Telmar’s Emporium. Telmar and Cynswyn are gone, and Chevkos is lying tied up on the ground. Valez picks Telmar up. Dryug makes an uncouth remark about Tea. Valez tries to punch him, Dryug dodges and pushes Valez into the mud. It’s uncomfortable for both Valez and Chevkos.
  • The party heads towards The Hungry, Hungry Halfling. Catcall and Wil stop to help villagers. The group sees Quadforce helping out in the village as well. Miria and Valez ask Qurok to take Chevkos to a more secure prison. He refueses. Rekas and Dryug head into The Halfling for a drink.
  • Miria and Valez ask Elured Aranel about possible places to keep Chevkos where The Black Reaper won’t find him. Chevkos suggests freedom. Valez punches him. Elured doesn’t know any good places. He suggests most cities will be unwilling to jail a tiefling on the word of some eclectic adventurers. Only Silver Hill, the city from which Chevkos escaped, would definitely take him. Elured offers to investigate if a feywild prison will take him.
  • Dryug has some beer, and Rekas has some “apple juice.” The only fresh food at The Halfling is soup. Most of the inn’s common room is taken up with villagers huddling together, wrapped up in blankets. Fredregar “Fatty” Bolger, is cooking and eating as a form of stress relief.
  • Miria sees Tea sitting by herself. The townspeople seem to be avoiding her. She is holding a note, and has been crying recently. Wil goes over to talk to her, but Valez tells him to leave.
  • The rest of the party except for Valez eventually goes to The Hungry, Hungry Halfling for food and drink. Catcall gets food for her cheetah and hawk as well. The halfling waiter is too timid to refuse her.
  • Tea and Valez have an awkward conversation. They leave (with Chevkos) for the woods. Three hours later, they return without Chevkos. Everyone else has gone to bed. In the morning, the party leaves for Four Stones. Valez says that while he was dead, he participated in a battle there, and he wishes to learn about the aftermath, specifically if Telchontar’s descendant is still alive. The rest of the party agrees to do so, since from Four Stones, they can journey to the city of Mocklyn, and take a ship to Bonifant, the capital city of Vitalio.

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