All original material is copyright 2005-2008 Steve Johnson.

Last site update: 12/20/2007:

 

Session Notes:

1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 |

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Session 1:

Current Rumors:

Waterdeep is full of many people and where people are, rumors fly. The following are some of the more notable ones:

Wizards from the Xaltheon Consortium (Aralan, Ayther and Victor) are sent to attempt to purchase a live manticore being transported to the arena. The manticore had been rampaging through a village outside Waterdeep, but was captured and sentenced to live out its life in the arena. The manticore escapes from its cage somehow as its transport wagon passes through the Marketplace. Chaos and panic ensue. Two ex-gladiators (Artus and Tiberius) working in the Marketplace attack the beast. The wizards join the fray, and the beast is knocked unconscious. A young apprentice gladiator witnesses the fight and pleads with group to join his gladiator stable and help them discover why gladiators are mysteriously dying from some ailment. Ayther uses an illusion to make the unconscious manticore appear dead, then the wizards arrange to purchase the beast from its owners for a song. Artus and Tiberius are suspicious of the wizards motives, but a fistful of gold changes their minds. They assist the wizards in bringing the beast back to the wizards guild. A guild master is present and congratulates the wizards. He also seems impressed by the ex-gladiators martial skills and offers them a job as guild bodyguards, which they accept.

The party goes to the arena and meets with Thel Achillia, the owner of the Achillia gladiator stable and part owner of the arena (a.k.a. "The Veins" due to its white and red marble architecture). The party is offered a considerable amount of gold in exchange for investigating the mysterious deaths - Thel needs someone on the inside who will have access to areas of the arena not available to the public. But first, the party must become gladiators. The party auditions in front of Thel Achillia, arena commissioner Flugg, and one of the other major arena shareholders and current gladiator champion Volpone Vennazzi who owns the Sand Net stable. They pass their first gladiatorial test and become part of the Achillia stable. They begin to investigate the arena and interview workers and fans. They learn there is very bad blood between the Achillia and Sand Net stables. Gladiators and those running the arena are often corrupt. Gladiators from all stables are mysteriously dying, but Achillia has been hurt the most. A sleazy female manager named Trixa offers to manage Artus in exchange for a fee. Later, her estranged father Alfonse attempts to extort more money from Artus, using two of the arena's black panthers to knock him out when he refuses. Artus' body is discovered and healed by Ayther. Alfonse is gone. Trixa is confronted and is shocked to hear what happened. Trixa claims has disowned her father but that he is obsessed with her and stalks her. The animal pen handlers are interviewed and know nothing of the panther attack, but admit being friends with Alfonse and that they allow him to work with the animals.

The party returns to their dwellings to rest. The next day, the party catches a rogue attempting to place a scorpion in Aralan's pouch. He is captured, but his accomplice escapes. Back at a seedy inn, he is brutally interrogated and admits he was hired by Volpone Venazzi of Sand Net to kill the characters. Volpone does not want his arch rival stable Achillia to recover from its losses.

The party also investigates a rumor: the house of the eccentric, evil alchemist Elzid recently exploded. Elzid was known for making potions and using them to eliminate his enemies and charm wealthy merchant's daughters in order to get their money. However, Elzid's last mark was Erilyn Windfellow, the daughter of a poor family. She had no wealth to take, so it is odd that he would pursue her. Since his house exploded, Elzid and Erilyn have disappeared. Several people who have gone into the ruins looking for treasure have also disappeared. The house is currently guarded by the city watch.


Session 2:

The party investigated the ruins of Elzid's house, finding only the basement partially intact. Discovered a trap that blocked the only exit, runes related to summoning magic, an illusionary devil and a devil statue. The party found the corpses of several townsfolk who had been stung to death by something. Some of them had been stabbed with their own daggers, presumably to hide how they truly died. Found a very nice magical dagger named "Adderfang". Discovered Elzid's treasury, which was guarded by paralyzing gas, magical doors, animated warrior mosaics and an iron cobra construct. Found Elzid's diary, which mentioned shipments of goods from the "Private Defense Tax", ended with an announcement of love for Erilyn Windfellow and, "Cruel Zotzpox, he should not know of this affair. Perhaps I should send him back." Party surmised that whatever Zotzpox was, it may have been responsible for destroying Elzid and his house. Heard a strange, high-pitched, cackle. Threw Adderfang in its direction, but hit nothing. After Adderfang came to a rest on the floor, it suddenly vanished into thin air.

The party decided to leave Elzid's house for the time being. Wizards researched the name of Zotzpox but couldn't find any information other than the word or name is probably from the Abyssal or Infernal language.

Won gladiator match with Team Tongue. Severus, the leader of Team Tongue, has slit eyes and is probably a yuan-ti. Talked to the Hurk brothers again, learned that they were getting a boost when fighting but wouldn't reveal who was selling it to them. Talked to the gladiator Bombasa again, learned he was on some kind of drug and his health was worsening. Talked to arena organ operator, heard about shipments to arena from the herbalist Fra Lorenzo. Located Fra Lorenzo in the bazaar, learned that the arena physician Paramezzus was buying a lot of faraja leaves, which are potentially dangerous. Fra Lorenzo seemed to be afraid of Paramezzus. Went to confront Paramezzus in the lower level of the arena, but first encountered Trixa running from a girallon set on her by her estranged father, Alphonse. Defeated girallon, Alphonse surrendered. Interrogated Alphonse. He knew that a drug operation was going on in the arena and that many gladiators were using a drug called Bloodrush to enhance their fighting prowess.

Session 3:

The party bound Alphonse and gave him to Trixa, who gladly turned him over to the authorities. He'll likely spend many years toiling in the copper mines. They then confronted Paramezzus, the arena physician, who denied knowing anything about Bloodrush. Paramezzus had a masterwork alchemy lab in his office, which was suspicious, but then he was a physician, after all. However, when questioned about Thel, his demeanor rapidly turned ugly and he ranted about how she killed his son in an arena game by pushing him into an ankheg pit. He then seemed to become deeply depressed and ordered the party to lead his office.

The party's next match came up, and someone must have bribed Commissioner Flugg to make it a caltrop match vs. the infamous Dreadwood Wyvern, who is rumored to have consumed thirty halflings in a single night. The party did not learn this until the match had started. The wyvern rose from the sublevels on one of the lifts. It was bound to a post by a 100ft. chain. Arena fans went wild and threw bags of caltrops onto the field. The wyvern took to the air and assaulted the party, but was met with arrows, bolts, spells, and Aralan's falcon familiar. The wyvern made fly-by attacks and eventually landed on Ayther, clawing and grappling with him while it readied its stinger. Ayther miraculously escaped (with a very high Escape Artist roll) and the wyvern was slain. The crowd went berserk and the party's prestige increased significantly.

On their way to recuperate in the gladiator chambers beneath the arena, they were met by a jubilant Short Fang. He had seen the fight and was filled with admiration, but this soon turned to horror when the animated, barely-recognizable decayed remains of his former idol, the Golden Shambler, suddenly appeared and attacked the party. During the melee, Short Fang dropped the Shambler's champion belt, which he always wore, and a Bloodrush poultice fell out of a secret compartment within it. The party defeated the undead gladiator, and immediately sought out his tomb. The Shambler's tomb was located in an honorary place next to the arena, and it had recently been broken open from the outside. The park-like landscaping, bushes and trees surrounding the tomb must have hidden the animated Shambler from view as it entered the arena. Paramezzus was a likely suspect for the Shambler's animation.

The party, convinced that Bloodrush was the source of gladiator deaths and that Paramezzus was behind it, left, formulated a plan, then attacked Paramezzus' office. Paramezzus swore an oath to Garagos, Lord of Slaughter, that Thel would lie cold in the earth before the night was over, then disappeared in a cloud of smoke. The characters ran to find Thel, but discovered that Paramezzus must have been laying a trap for quite some time, because most of the arena sub-level was on fire - set alight by substantial quantities of alchemist's fire. Paramezzus would not have had time to set it all ablaze so quickly, so it must have been rigged to go off at once. In addition, many of the beast pens had been opened. The party searched for a way out of the burning sublevel, avoiding panicked black panthers and an owlbear along the way. They ran through a fiery staircase to the surface, only to discover most of the arena was now also on fire. Panicked fans were fleeing in chaos. Yells and the clang of steel on steel resounded from one of the skyboxes, and the characters caught a glimpse of her in it. They ran through the burning stands, climbed the stairs to the skybox, and discovered a three-way combat between Thel, Volpone and Paramezzus. Volpone was shouting that he would kill Thel and take her arena shares. Paramezzus said nothing, but seemed obsessed with killing Thel. Paramezzus turned out to be a powerful sorcerer, and webbed Volpone, Thel, Aralan and the entrance to the small skybox. Volpone broke free and advanced on Paramezzus, who then charmed him and ordered him to finish Thel off. Ayther and Victor, both already wounded from fire, were not able to enter the skybox due to the webs and instead summoned an elemental and launched spells through the skybox's shattered windows. Paramezzus eventually fell to the elemental and spells, but Volpone was hurting the entangled Thel and Aralan badly. When Aralan went down, Victor risked plummeting to a fiery death and leapt through a skybox window to stabilize him. Thel fell next, then Victor and Ayther finished off Volpone. The party found a magic brooch and several potions on Paramezzus.

Volpone had only masterwork armor and weapons. Volpone and Paramezzus, at negative hp but not dead, were turned over to the authorities. Paramezzus is to be executed, and Volpone will live out the rest of his life fighting in the arena, minus his armor and masterwork weapons. Thel thanked the party for all they had done, rewarded them with gold, and released them from their gladiator contract. Thel will help rebuild the arena, and will most likely obtain most of its shares. The corrupt Commissioner Flugg will be forced to deal with her, and fair fights will most likely become the norm once again. The Sand Net gladiators must either find a new owner or disband.

Many at the Xaltheon Consortium also heard of the party's gladiatorial adventure. As a reward, they were given access to a tome from the forbidden library which contained the secrets of magic item creation.

Session 4:

The party took some time to rest and heal and to study the guild's tome of magic item creation. While studying the tome, they came across information which explained how to use manticore spikes to create magic daggers at half the normal cost. The party also met Draznor, a talented battle sorcerer working for the Legion Arcanum of the wizard's guild, and he was invited to join the group. Caldair learned through his street contacts that the city guard had put up wanted posters of the characters, for the kidnapping of the guardsman patrolling the ruins of Elzid's house. He also learned that extra guards had been posted at the ruin, including Captain Liviticus, a veteran soldier known for his grim tenacity and worship of Tyr.

The party returned to the ruins of Elzid's house and used ghost sound to distract the guards while they snuck in. They discovered another of Elzid's hidden treasuries, but it was trapped by a deadly alchemical creation called the Cloud of Juiblex. The glowing green, toxic cloud with a single red eye floating in it exploded from a trapped chest, and continued expanding round, by round, forcing the characters to flee. An imp, no doubt the infamous Zotzpox, hounded the party and attempted to charm several characters, but failed. Erliyn Windfellow was found in a potion-induced trance but snapped out of it when rescued. She insisted that Elzid had been giving up his evil ways for her. She had gone into the ruins looking for him, and the last thing she remembered was the cruel face of Zotzpox and a sulfurous smell. The imp must have used one of Elzid's potions on her. The Cloud of Juiblex continued to expand, menacingly, and the party left the ruins with Erilyn. Zotzpox attempted to sting them on their way out but was driven away. The characters cast obscuring mist to mask their escape from the guards.

The party returned to the guild and informed the guild officials about what had happened in the ruins of Elzid's house. The guild was not happy that the party had trespassed there, but agreed it would be best to keep things hushed. They sent a few wizards to watch the expanding Cloud of Juiblex. On their return, they reported that the cloud had crept out of the ruins and expanded a few hundred feet into the surrounding city block, then faded away.

Several characters who had been affected by the Cloud of Juiblex now began to show disturbing symptoms that their health was failing. The party sought out Rellik, Ayther's alchemist friend, hoping he could give them more information. Rellik had indeed heard of the Cloud of Juiblex - it is a little known, dangerous and difficult to create alchemical product that only the most reckless and evil or foolhardy alchemists would attempt to create. The Cloud of Juiblex is deadly to those infected by it - in time it is fatal and often transforms victims into piles of noxious slime. Rellik informed the party that there was only one cure that he knew of - an alchemical cure that required several rare herbs to brew: banewort, root of shrieking mandrake, black peat bog tar, and deadly nightshade. These toxic herbs must be harvested by following magic rituals, otherwise they lose their potency. The only place well known for these herbs to grow was near the town of Hidden Gulch in the Ardeep Forest. Rellik gave the party harvesting instructions and agreed to attempt to brew the cure for them once they returned to Waterdeep with the herbs.

The party left immediately, arriving in Hidden Gulch several days later. Caldair had spent some time in Hidden Gulch as a youth, and knew the town well. He also had a cousin there who ran a brewery with a dwarven war veteran from Citadel Adbar. The party roomed at the local inn and began asking the townsfolk for help in finding the herbs. Most townsfolk knew very little about the herbs, but some provided useful information, allowing the party to track down banewort, root of shrieking mandrake, and deadly nightshade. The party came across evidence that someone else was after the same herbs - a campfire on the lake island where they found banewort, and the remains of previously harvested nightshade in the Sebastian Manor family cemetery. They also discovered that the abandoned manor was haunted by malevolent spirits. Caldair was nearly dragged into a grave by some kind of rotting, worm-ridden zombie, and a bludgeoned corpse and a murderous ghost were seen in the old master bedroom.

Session 5:

Party returns to the inn to rest. Woken by screams, fire, smell of smoke. Looking out window, see strange, hooded figures carrying weapons and setting fire to the town. The figures make strange, animalistic noises which seem strangely familiar to Aralan. Party runs out and engages the hooded figures, which turn out to be goat-head beastmen led by a champion of Bane and three witches. Theodrid (Mike) and Garrett (NPC ranger) are also staying in the inn, and they join the party. A bloody, extended battle ensues. The church of Chauntea/Lathandar and half of town is burned down. All militiamen and most of the church clergy are slain. One witch is slain and two are captured. From them the party acquires a wand of jet and a magic sickle. The champion escapes into the forest. Interrogated witches - they claimed to be after the same magic herbs as the party, but would say no more. The townsfolk tossed the witches into jail.

Tracked the champion of Bane to a walled witching circle. Defeated him and took his raging blade and Mask of the Tyrant. In the witches' hut, found the rest of the deadly nightshade as well as several potions and scrolls. They also found an incomplete Dead Man's Candle and the burned remains of Aralan's mother's spellbook and partial notes from Elzid's research on the Cloud of Juiblex. Elzid's notes mentioned some of the ingredients needed to create the cloud of Juiblex, and full notes on the cure.

Session 6:

Party finds the peat bog and gathers tar for the cure. Before they leave, the townsfolk thank them and bid them farewell. On the way back, the health of those infected by the cloud gets much worse.

Arrival in Waterdeep. Using the magical ingredients, Rellik successfully brews the cure, which requires a complex alchemical process.

The wizard's guild informs the party that the cloud of Juiblex released from Elzid's ruined manor expanded about 300 ft. from the ruins before dispersing. Shortly thereafter, many townsfolk died and some of their corpses liquefied into slime. There is no sign of the imp Zotzpox, although the party assumes he must be abroad - the cloud would probably have forced him to leave the manor ruins.

Caldair notices some individuals from his past that he would prefer not to deal with and successfully hides from them. He also learns from his street contacts that Captain Liviticus is still doggedly determined to find those responsible for kidnapping the city guard. However, Caldair's campaign of misinformation has so far been successful, and the Captain has no solid leads.

Theodrid returns to his shrine of Mielikki and visits his business contact, Fra Lorenzo - the same herbalist that helped the party identify Paramezzus as the villain behind the gladiator deaths. Theodrid is Fra Lorenzo's main supplier of herbs. However, Fra Lorenzo has no new news.

Party journeys to the village of Lowick to investigate the rumor of an arsonist there. They notice the villagers are very suspicious of the party and their prices are much higher than normal. Usually, prices in rural communities are low. The villagers are tight-lipped about this. However, they do confirm that an arsonist is about, and some say he is not human but a walking scarecrow. The party visits the mayor and explains they would like to help. They mayor offers them rooms and the party searches for the arsonist. One night, the arsonist strikes again and does indeed seem to be a supernatural being. The party tracks him to an abandoned, boarded-up windmill, with an official notice tacked to the door proclaiming that the windmill was foreclosed by Waterdeep for taxes owing. Inside, the party finds a supernatural cold spot and the corpse of Maury Miller, the former owner. Maury has been hanged. They also find his ledgers and part of a diary. The ledgers indicate that Maury had considerably more income than one would expect from a windmill owner, but he also owed a lot of tax. A small piece of silver is also found in the windmill. The party finally manages to get a villager to open up and learn that the new tax collector, Rander, has imposed a new Private Defense Tax in the name of Waterdeep. Rander enforces the tax with armed thugs. The party recalled that Elzid's journal mentioned shipping gold and goods acquired from a Private Defense Tax. Many villagers had abandoned the town because they could not afford the tax. Maury turned up missing soon after he led the villagers in an attempted revolt against Rander and the new tax. The frightened townsfolk resumed paying the tax after that.

When Rander's thugs showed up a few days later to collect taxes, the party trailed them back to their base - a fortified stone manor house. Caldair scouted the house and found a secret door in the back, but it could only be opened from the inside. Using a potion of invisibility, Caldair entered the house through the chimney and opened the front door and drawbridge. The party charged in and fought three heavily armed guards in the manor's tight corridors.

Session 7:

The party continues investigating Rander's manor. Three more thugs hiding upstairs escape through windows. Rander has fled, hastily grabbing as much loot from his secret treasury as his horse can carry. Secret passage with wooden stairs rigged to collapse leads to the stables. Party finds more horses there and pursues Rander on horseback, riding along a wooded trail at night and evading a patch of caltrops Rander has tossed behind him. Chase Rander into wooded hills. Caldair summons a hippogriff and unleashes it on Rander. Caldair rides up next to Rander and attempt to leap onto Rander's horse, but misses. Aralan fires arrows while galloping. Draznor charges up and decapitates Rander. Rander's horse carries two chests of townsfolk's money and bolts of expensive silk identical to those found in Elzid's house. The party returns to the manor and tracks down the thugs that have fled. The thugs fire crossbows from the bushes, but two are slain and one is captured. The captured thug is a mercenary and only knows Rander hired the thugs in Waterdeep to use as muscle to extort the townsfolk. Party returns the town's money and hand over the thug. Grateful townsfolk give the party 500gp.

The party begins the journey back to Waterdeep, but spot the living scarecrow again. It leads them to a natural cave in the hills, which contains veins of silver and clusters of quartz. However, the ceiling is unstable. The party makes note of the cave's location and resumes the journey to Waterdeep. Close to Waterdeep, they spot several dozen families traveling away from the city with their belongings. A white dragon has attacked the city, and many are fleeing.

Arrive in Waterdeep. The city is busy improving its fortifications, and the general mood is grim and worried. Party contacts explain that the dragon only attacked the wizard's guild and was eventually driven off. It killed 20 men and flew off with some in its talons. The guild is improving fortifications and building ballistas, against Waterdeep law. The guild believes it has no choice in case the dragon returns. Lord Piergeiron has summoned several Magi to his castle to explain why the dragon attacked, but the Magi do not know. Several Magi have shapechanged into birds and tracked the dragon, but it was too cunning and lost them.

The guild asks for volunteers to track the dragon to its lair, rescue any survivors it has taken, and try to learn why it attacked. The guild promises to award successful volunteers with access to the next level of the forbidden library. Many in the guild recommend the party for the job, knowing their reputation. Some applaud the party, others appear silently jealous. Draznor researches dragons at the guild library and learns about a white dragon named Cryasanguis (means "Iceblood" in draconian) that was rumored to lurk near Mount Helimbrar in the mountains northwest of Waterdeep, long ago.

In the guild library Draznor spots a stealthy, infernal-looking gray humanoid with horns and leather armor stealing a book. When he orders it to stop, it quickly hides among the many bookshelves and complex architecture of the large, multi-tiered library. Guards are called and a search is conducted, but nothing is found.

The party journeys to Mt. Helimbrar. In the nearby village of Rassalantar, they hire a guide to help them climb the mountain. They buy cold-weather gear. There appears to be some competition between merchants. A stranger recommends the party buy their gear from a different merchant. Aralan returns his gear to the first merchant, who refunds him unhappily. He buys gear of the same quality from the recommended merchant - a caravaner - for slightly cheaper. The locals know more about the dragon - they have several stories and legends about it. They know it is a female called Cryasanguis that used to terrorize the lands in wintertime, long ago. A hunter recently spotted it circling the snowy mountain top, engaged in an elaborate aerial dance with another white dragon. The locals fearfully speculate the two have mated and must have a clutch of eggs.

Over two days, the party climbs 12,000 ft. to the peak of Mount Helimbrar. A snowstorm hits, bringing high winds, low visibility, and bone-chilling cold. Fatigue sets in among some party members. The party locates the frozen cave entrance to the lair and enters. Inside, the cave twists and turns and often plunges straight down. The party uses all its rope rappelling. The lair is filled with icy snowdrifts. They find skeletons of deer, elk, cattle and horses as well as body parts, some of which must be wizard guild members, judging by the silken clothes with elaborate patterns. They find the dragons hoard of gold and magic items frozen in ice and snow. A pair of small dragon hatchlings erupt from hiding and attack, biting, clawing, hissing and breathing icy mist. The party kills them and decides to take their corpses back to Waterdeep. The party notices sunlight streaming through part of one cave wall. There is an exit to the outside, but it is blocked by six inches of solid ice. Theodrid uses flame blade on it, slowly carving a hole in case the dragon returns. Meanwhile, the others hastily chop out as much of the hoard as they can. Cryasanguis returns, notices her partially plundered hoard and slain hatchlings and attacks in a rage. The party rushes out of the hole Theodrid has made and slides down a 1,000 ft. slope, hitting a snowdrift at the bottom. Above, Cryasanguis rages and begins to break through the ice wall.

To their surprise, the party hears human voices and spots shadowy figures approaching through the snowstorm. Suddenly they are rushed by ten men, two of which are sorcerers. All wear cold weather gear and seem to have been tracking the party. They are unaware a dragon is on her way down. They attempt to capture the party. The party resists, although they are badly outnumbered. Out of the storm Cryasanguis swoops down and snatches one of the ambushers, carrying him off and dropping him down the mountain side. The ambushers flee in panic, while the party hides. Theodrid casts spider climb and clambers down the mountainside as fast as possible. The dragon returns time and again, picking off the fleeing men until they are all dead. She makes several more passes, searching for any survivors, then leaves. After a long time, the party members emerge from their snowy hiding places and investigate the bodies. Under their cold weather gear, all are wearing black leather armor or black clothes, ninja-style, and all bear an ominous-looking squid tattoo. Caldair recognizes the tattoo - the men belong to a group of thieves or assassins who have been tracking him since before he met the party.

Session 8:

The party returns to Rassalantar. They learn from local merchants that several individuals claiming to be their friends had asked about the party and the dragon, hired a guide and bought cold weather gear and followed the party's trail.

The party rests and identifies the sword, shield, potions and scrolls from Cryasanguis' hoard. See the loot page.

Journey back to Waterdeep. Report to Wizard's Guild, to Magi S'zaro. Guild is grateful for what the party has done and will try to set a watch on the dragon's lair. The heroes will be granted access to the forbidden library, but the council of Magi must still go through the formal voting process. Access will be granted the next night during a guild ceremony in honor of the heroes. The party also asks if any more has been learned about the mysterious gray humanoid Draznor spotted in the library. Nothing more has been found, but a rare book on dragons is missing. The book came from the same area of the library where Draznor saw the creature.

The next night the ceremony of induction is performed. During the ceremony, Magi Agonya and Sepharak object, saying that rash deeds, no matter how heroic, should not be placed ahead of tenure and study. Apparently access to the forbidden library is limited, and the heroes have taken slots that normally would have gone to several members of the objecting Magi's clique. Magi S'zaro angrily rebukes Agony and Sepharak and the ceremony continues. Agonya, Sepharak and their followers walk out.

After the ceremony, a guild member called Emirik asks Draznor and Aralan to secretly meet with him in the meditation hall. He explains that the guild has many factions that do not always agree. S'zaro leads one of the major factions that are interested in continuing old guild traditions, while Agonya's faction wants to explore new realms of magic, some of which are controversial and dangerous, but could lead to power much faster. Emirik is interested in knowing where the heroes stand, and if they have their own agendas. He seems friendly, but Draznor and Aralan are somewhat suspicious. Emirik advises them to choose their friends within the guild carefully.

The party goes to the forbidden library, but outside a guard asks them to wait and calls down S'zaro. S'zaro escorts them into the library, and finds Agonya and several followers waiting there, apparently ready to intimidate the party. Agonya backs down but informs the party that she will user her political influence to see to it that they must aid the guild in certain magic rituals in exchange for access to the library. Draznor remains cool and attempts to reason with her, but she walks away. The party turns to explore the library and discovers they are apparently on another dimension or plane. The fantastic realm makes them to decide to explore it at another time.

Caldair talks to Star about the men who ambushed them on the mountain. Based on their tattoos, he learns they are probably members of a powerful secret society known as Kraken. Kraken is rumored to be more than a mere thieves' guild - some of their members are the deadliest assassins in Waterdeep, including the infamous tiefling Nerelas Shademoon. The organization is fanatically secret and kills those who learn too much about them. Caldair informs the party about his past. It seems his parents ran afoul of men with squid tattoos in the past, and now they've disappeared. Men with similar tattoos invaded his old thieves guild and he has been on the run from them ever since. He now knows these men must be Kraken.

Ayther learns that Rellik is missing. Rellik's lab is in ruins and some valuable alchemical equipment was stolen. They find a spot of blood and a scorch mark on the wall. Witnesses provide clues: kidnappers looked like assassins, some were seen fleeing Rellik's neighborhood in Rellik's wagon with a large bundle in the back. One was Hadar, a known criminal ranger who hangs out in the seedy Dock Ward.

The party searches the Dock Ward for Rellik's wagon and the criminal Hadar. They learn just how dangerous and hopeless the Dock Ward is. The place is filthy and run down. Lowlifes are everywhere - pick pockets, swindlers, drunks, and muggers are common. After spending much time exploring and investigating dead-end leads, Caldair's contact, "Burgell the Skink" provides a valuable tip. The tip leads them to the heart of the docks in the deepest back alleys where leprous beggars live. The beggars turn out to be con men, as well - they claim to know of Hadar and their tip leads the characters into the sewers, and into a trap. The sewers are dank, cramped, filthy and swarming with vicious rats. The characters reach a dead-end passage and are attacked by a swarm of rats backed up by the mother of all rats - an infernal dire rat whose body is riddled with disease, yet somehow it lives. In the tiny sewer passages, the cramped fighting space severely hinders the party and the rat queen delivers deep, diseased wounds. Finally, the party defeats her. Apparently the beggars' scheme is to send victims to their deaths at the rat queen's hands, then they loot the corpses.

The party continues to explore the sewers, hoping that the beggars actually did know of Hadar. Their persistence pays off and soon they locate a secret room near a large sewer tunnel filled with several feet of water. The secret room contains small boats used to more easily traverse the sewers, and a stairwell to a building on the surface. The party cracks open a door at the top of the stairs and spies two armed men guarding a back room to a glassblower's shop. The party attacks, but the guards react quickly and bolt into different rooms.

Session 9:

Defeat guards, which turn out to be Kraken. Find ledger (belonging to previous owner of the shop - ledger showing sales suddenly declining several months ago. Owner had to sell shop eventually. Apparently Kraken was behind the demise of the shop's business) and a Kraken plaque used as a sewer pass. Question captured Kraken, but not much info is acquired - Kraken leaders tell their subordinates only what they need to know to do their jobs. However, the party does learn that the shop is a front for Kraken and operates as one of their safehouses. Kraken has also recently expanded into the slave trade, and smuggles them through Waterdeep occasionally. Lay in wait for Hadar to show up. Ambush and capture Hadar. Question Hadar and learn that: 1) Hadar had orders to help kidnap Rellik and bring him to the Glassblower’s Shop, then to the Kraken loading docks (used for smuggling goods). 2) Hadar has heard of Alden’s missing brother Jamus – he was a slave known for his great strength but dull wits. He was originally supposed to be used as a bodyguard but couldn’t be broken. Jamus was in Waterdeep for awhile, but his masters had him taken out of the city. Doesn’t know any more about Jamus.

Take skiffs into sewer. Confrontation with two Kraken in another skiff, one of which is a half-orc. Aralan recognizes the half-orc as Augmeth - he is one of the thugs that have been harassing Aralan's father, who is a thrall to some very shady moneylenders.

Secret cubby hole containing smuggled goods. Enter Kraken's secret smuggling docks in the sewer using secret knock. However, Kraken are suspicious and one dock worker runs - a fight ensues. Crates with dead bodies, rations, silk, spices, and rations.

Fang tracks scent of Kraken to secret door. Crossbow and viper trap. Door to Kraken training room. Caldair and Alden use old tertiary sewer tunnels to travel under Kraken's lair, past a storage room and eventually under another room. Can peek into the room through a grate in the floor. Three men in a dim room standing around a heavy wooden table with neat stacks of parchment. A steel cage holding two winged snakes sits on another corner of the table. The first man is very elven looking except for his reddish-skin, orange eyes and two small horns protruding from the top of his forehead. He is clad in dark clothes, wears black studded leather and has his cowl thrown back. He has the look of an assassin. The second is a large, powerful looking human in elaborate, emblazoned plate mail with a greatsword hanging from his back. He seems to have a threatening, commanding air about him. The third is harder to see since he is hanging slightly back from the others in the shadows. He is tall and wears slightly tattered robes and appears to be muscular, but his face is hidden in the darkness of his veiled cowl. He never moves. He wears black leather gauntlets and has a large, curving, evil-looking dagger on his belt.

<kraken-looking assassin type:>”This Caldair, we want him. His family knows a bit more about us than we care to tolerate.“
<armored human with greatsword and insignia:>”I don’t care what you do with him, as long as he’s eliminated. The others could pose a problem, as well.”
<assassin:>”They were stronger than we anticipated and caught the team off guard, plus the dragon’s interference. We lost every man except a few scouts. It was a suicide mission, as I warned. That’s going to cost you – it takes time to train teams of that quality.“
<armored human:>”Gold is not a problem – you’ll be compensated. If I had a platoon of Zhentarim this far north it never would have happened. I want those men captured or eliminated. I want any dragon parts they may have acquired shipped along with the other cargo, and I especially want Adderfang and any other stolen items returned. I’ll be leaving tonight after you’ve finished with the alchemist.”
<assassin:>”A platoon might have captured them, but you still would have had to deal with the dragon and locals patrols. A Zhentarim platoon, even led by the great Teldorn Darkhope, would be decimated by that dragon. You Zhentarim don’t understand stealth. You can’t simply walk into the local towns and take over as if this was Llorkh. Waterdeep would find out and then your trade operation would be over. The alchemist will tell us everything he knows – I have good men working on him.“
<armored human:>”Military invasion is not our aim at present. Just find those men and deal with them. You will have Bane’s fist and Zhentarim sorcerers to assist you next time. I want the alchemist’s information before I leave. This has taken far too long, already. Have the snakes report to the fort – we can spend no more time in Waterdeep.”
<assassin:>”Very well. It will be done.”
<armored human:>”It had better be done WELL, Nerelas, or I’ll have some of your men on Bane’s altar as compensation, or feed them to Vulgat, here. We do not pay you to fail.”
<assassin:> “I’ll see to it personally.”

The assassin puts some parchment in his pocket. All three men then leave. Alden removes the sewer grate and sneaks into the room, stealing the remaining parchment (states intention to draft plans for breaking Rander and his thugs out of prison) and a small strongbox (300gp and five pieces of elaborate, most likely stolen jewelry that would have to be fenced to be sold).

Caldair and Alden return to the party and relate what they saw. It is assumed that the assassin is Nerelas Shademoon (one of Waterdeep's most deadly assassins) and the armored man is Teldorn Darkhope of the Zhentarim. It's not known who the third, veiled man is. At the description of these men [see pictures], Theodrid appears shocked.

Session 10:

Theodrid explains that he is shocked because the man called "Vulgat" matches the description of a member of an evil group of druids called the Anam'Glac.

The Anam'Glac

Filed, pointed teeth and grisly battle rites: the Anam’Glac have discovered the true cycle of life, and have defiled it.

They draw power from the souls of the dead into themselves, to feed off it and become more powerful. Instead of returning souls to the circle of life, they consume them and destroy them.

The Anam’Glac is one of the rare orders of druids founded upon this desecration and perversion of the magic of the circle of life. They recruit and train neutral evil druids to become, in time, Anam’Glac themselves. They are known as the Blood Druids to some, or the Dark Circle. They barely hold onto their beliefs as worshippers of nature, more often worshipping dark nature gods and godlings.

The most ancient Anam’Glac is an ancient druid, master of nature who attained the power of timeless body, effectively immortal through the mixture of druidic magics and the souls of those he has consumed.

With their cannibalistic ways, rare indeed is the Anam’Glac who does not rise once again from the grave as a fell ghoul. It is as if in response to their abandoning of the circle of life, the circle will no longer accept them back.

Assault Kraken lair. Rogues and ninjas. Rescue Rellik from lamprey pit. Rellik describes his torture/interrogation.

Q: <Interrogator> Alright, tell me again!Who do you work for? I want NAMES.
A: <Rellik> I told you, an independent merchant. <Interrogator> Yes, yes, and you still think I believe that. <crack of whip>.
Q: Who are Ayther and the others?
A: <Rellik> I told, you. I don’t know. <Interrogator>Yes, you do. Unless you want to wind up in the pit again, you’re going to tell me.
Q: What were they doing in Elzid’s house and what did they take?
A: <Rellik>They were hired to plunder it. It was abandoned – it’s fair game to anyone. <interrogator> Bah! We both know that’s not true. <crack of whip> Tell me the truth and this will end.
Q: Where is the gold from Elzid’s house?
A: <Rellik> They spent it. <Interrogator>All of it? On what? According to you they work for some merchant explorer. Why wasn’t it given to him? <Rellik> Most was given to him. They bought horses and a wagon with their share. I don’t know where the rest is.<Interrogator> This is laughable. You’d better start answering. The pit will get it out of you for sure, but might kill you before we learn all we need to know. Spare yourself that. If you tell me what I want to know, we’ll let you live and you will have a future here as an alchemist.
Q: What do you know about Caldair?
A: <Rellik groaning> I don’t know where he came from. <Interrogator> But he joined your friends. Didn’t he say why? <Rellik>He needed work – he’s a mercenary. <Interrogator> He’s involved in a bit more than that, you fool. His family’s actions cost us a few men, and we can’t have him just running around. We have his parents, although they’ve been sold. You could wind up in the same situation.
Q: Where does this Aralan come from? Why is she with you?
A: <Rellik> She’s a mercenary, too. <Interrogator> Bah! An elven mercenary. The elves don’t stoop to that – they think they’re too good for it. She has the look of an elven soldier, not a mercenary. <Rellik> I don’t know. <Interrogator> Too bad. I’m going to have to put you in the pit again.

Aralan moves his father - hears bat wings outside the blacksmith shop but sees nothing. Victor meets with S'zaro, Magus of the Xaltheon Consortium. Theodrid's shack. Woman knocks on door and gives amulet of Hand of the Mistress.

Draznor hears a rumor that Cryasanguis has attacked and nearly destroyed the village of Rassalantar. Two guild wizards who had been watching her lair attempted to lure her away. One died trying. The Magi are still debating about what to do. Many of them care little about Rassalantar – they say that at least the guild is not being attacked.

Draznor and Victor explore the forbidden library in the guild. The "other dimension" is an illusionary test. Research the real hidden library and discover a new arcane version of cure light wounds (level 2 arcane spell, heals 1d8+3 maximum). Also found some information about the Zhentarim:

The Zhentarim

Zhentarim EmblemAlso known as the Black Network, the Zhentarim are an evil organization, estimated to have over 10,000 members and rumored to be intent on dominating the land from the Moonsea to the Sword Coast North. Originally a secret society, for years the Zhentarim have operated openly in the Moonsea area, particularly around their greatest base of operations, Zhentil Keep.

People who live near Zhentarim strongholds grow used to caravans with its symbol but live in fear that someday they will see armies marching under that banner. It is known that the Zhentarim caravans dominate trade from Zhentil Keep all the way to the city of Llorkh in the North. They drive out competing merchants through intimidation, extortion, and murder. It seems they have now begun operations to expand their trade routes.

Teldorn Darkhope is believed to be one of the Zhentarim commanders as well as a priest of Bane.

Session 11:

Aralan, Victor, Draznor, Aralan Sr. and Rellik hide out at Theodrid's shack outside town. Alden goes back into Waterdeep and seeks out his street contacts: the gypsy Star and the street urchin gang known as the Gutter Rats. He learns that the glassblower's shop used as a cover by Kraken was burned down, Kraken are laying low and eliminating anyone who messes with them. Theodrid changes to hawk form and stakes out Aralan's blacksmith shop but no one shows up.

Back at Theodrid's shack, Aralan and Victor hear the local farmers talking about trouble near one of the local farmsteads. Draznor casts message so he can communicate with Aralan, then goes to investigate. He finds Captain Liviticus and some guardsmen asking the locals if they have seen the escaped thralls Aralan Sr. and his daughter. Behind the guards, a group of half-orc thugs look on. They are apparently in the employ of the thralls' master, Azan the moneylender. Draznor is spotted by the half-orcs, who seem to know him by description. The notify Captain Liviticus, who begins questioning Draznor. One of the half-orcs gallops back to town. Upon learning that Draznor knows Aralan, the captain insists that he accompany him back to the guard barracks for more questioning. The half-orcs follow. Legally, they have every right to do so since the thralls are violating city law by leaving without their master's permission, and Draznor may have information about their location.

Aralan decides to go back to Waterdeep, looking for Draznor. However, her disguise fails and a suspicious guard stops her. She knocks out the guard with a color spray, then hides in a local tavern. Minutes later, a guard bell rings - the guard must have awakened. Aralan pays a local to go watch the guard barracks and tell her if any non-guards go in or out of it.

Alden and Theodrid return to the shack. Alden takes the wagon, Rellik and Aralan Sr. and heads out to the Ardeep Forest, hoping to meet up with the rest of the party there.

Back at the guard barracks, Draznor is evasive but lets on that he has a druid friend who also knows Aralan. Captain Liviticus tells Draznor that Aralan is also wanted for involvement in the kidnapping of a city guard several weeks/months ago, and that perhaps Draznor should choose his friends more carefully. Captain Liviticus is suspicious of Draznor but decides to release him. However, he requires that Draznor meet with him daily for the next few days in case the captain has more questions for him.

A group of six half-orcs returns to the farmsteads outside Waterdeep and approach Theodrid's shack. Theodrid spots them coming, thinks better of taking them all on, mounts up and rides after Alden.

The commoner Aralan has paid informs her that Draznor has left the barracks. She catches up with Draznor, they don disguises and manage to escape from the city by the skin of their teeth. They hear the sound of flapping wings at one point, leading them to believe they may have been followed by something invisible, possibly one of the winged snakes they saw in Kraken's lair.

Aralan and Draznor return to Theodrid's shack, but spot six horses outside it, three of them ridden by armed half-orcs. Unable to find decent cover on the plains, they are soon spotted. Three more half-orcs emerge from the shack. Aralan recognizes them as more of Azan's thugs. One is Nardrak, the leader of the thugs, but he has apparently been magically enlarged. Another is Thuldar, a half-orc witch doctor. Aralan and Draznor mount up and gallop for the road to Ardeep. The half-orcs pursue, but Draznor and Aralan use well-placed magic missiles, sleep, and daze spells to throw them off. Eventually, they lose them.

The party meets up in the Ardeep Forest at the town of Hidden Gulch. They learn that the witches Morda and Zara have escaped. Their familiars apparently snuck into the jail and chewed through their gags, allowing the witches to charm the guard. Garrett, the local ranger and friend of the party, managed to track them but gave up when he realized he was no match for them alone. Even though the trail is now long-since cold, the party decides to try to track them again, with Garrett's help.

The trail is hard to follow, but the party finds a fresh trail of two large horses heading southeast through the forest. The trail leads to the ruins of Aralan's old elven enclave, so the party follows it. The enclave was attacked and burned by beastmen when Aralan was young. She and her father fled to Waterdeep, where they became indebted to a cruel moneylender and were forced to become his thralls. Near the ruins, they encounter the only other survivors of the enclave, who are glad to see Aralan again. Aralan tells the elves about his adventures since he went to Waterdeep. Upon hearing about the dragon, the elves become concerned and tell Aralan that according to elven legends, long ago there was an elven settlement where Waterdeep now stands, and an orb of dragonkind was rumored to be buried there. Perhaps that is why the dragon attacked. The elves have not seen the witches, but have seen the riders the party is now tracking. They match the descriptions of the cleric of Bane - Teldorn Darkhope and the blood druid Vulgat. They have also seen strange tracks in the forest and heard strange noises ever since the enclave was destroyed. They can only be signs of beastmen, and the beastmen seem to inhabit a dark part of the forest. The party resumes tracking the two men to see what they can learn about them.

Teldorn and Vulgat's trail leads to an area of darkness covering a bridge across rapids. Scouting the perimeter, Alden and Theodrid discover numerous pit traps and hear the sounds of beastmen. The party carefully crosses the bridge but are attacked when they emerge on the other side. The attackers include seven beastmen barbarians, a blood druid beastman shaman, the druid's wolverine companion, and two vicious wardogs with glowing red eyes. During the fight the blood druid is killed but immediately rises as a ghoul. The raging beastmen seriously wound the party and nearly kill Garrett before they are beaten. After healing, the party continues on and discovers a part of the forest where the trees have been cleared. A small stone and wood fort has been constructed in the middle of a small man-made lake, but the gate is open and there is no sign of activity.

Session 12:

Explored abandoned Zhent fort. Found soldier and beastman tracks leading out and to the southeast. Some emaciated soldier and beastman bodies inside fort. Teldorn and Vulgat’s tracks lead into the fort, but only Vulgat’s tracks lead out. Found Teldorn’s horse in stables. Found more of Vulgat’s tracks leading out of the fort, to a barbarian camp. Entire camp’s tracks head south but then vanish. Vulgat’s horse tracks flee to the north, as if it was panicked. The horse's corpse is found, surrounded by wolf tracks. Does not appear that Vulgat was riding the horse at the time.

In the fort, found a map showing location of fort and nearby barbarian and elven settlements and the town of Hidden Gulch. All settlements have been crossed out except for one barbarian camp to the north. Also found an empty flying snake cage, a necromantic laboratory for making beastmen, and another laboratory for creating a Cloud of Juiblex. Encountered slimes and another cloud, but this one was red, with slightly different abilities, and mobile. Destroyed slimes and cloud.

Found notes from captain of the guard, priest of Bane, Shivnar (wizard leader of the fort?). Captain and priest not impressed with Shivnar’s beastmen and consider then cannon fodder. Captain says one barbarian camp was spared by “the twisted druid”. Elzid not impressed with Shivnar’s alchemy skills and disillusioned with Cloud of Juiblex project. Shivnar sent alchemy notes to someone named Markessa and mentions unhappiness with Elzid.

Followed trail of soldiers leading out of the forest, to the southeast, then decided to give that up and return to Waterdeep. Back in Waterdeep, learn that the Kraken glassblower shop burned down. A street urchin contacts Alden – Caldair has info for the party. Go to Court of the White Bull tomorrow morning and contact a spice seller to find out where Caldair is hidden.

Session 13:

Meeting with Caldair at the Court of the White Bull is a Kraken/Zhentarim ruse to lure the party into an ambush. Street urchin messenger seems to have been an unknowing accomplice. Ninjas, monks of Bane, rogue snipers, sorcerer, Nerelas Shademoon. Party narrowly defeats the attackers. Nerelas and sorcerer escape. Guards question Alden and Victor.

Session 14:

Alden meets with Captain Liviticus and, based on evidence found on Kraken assassins' corpses, convinces him to investigate them. Alden vouches for the good nature of Araland and Victor, saying they were unwilling accomplices to the guard-kidnapping incident. Liviticus replies that, while it is possible they may have been unwilling accomplices to kidnapping - and there is no proof of that, Aralan is an escaped thrall and is known to have assaulted a guard using a spell. Liviticus is duty-bound to pursue and capture both Aralan and Victor.

Alden and party sneak into the guard barracks to steal the assassins' gear. They find boots of elvenkind, magic crossbow bolts, and a vial of poison. Alden disguises himself as a Kraken-style assassin and allows himself to be seen as the party escapes, hoping this will encourage the guards to investigate Kraken.

The party cases Azan's moneylending (loan-sharking) business. Azan is the one who holds Aralan and her father in thralldom because of their debt. Some of Azan's "debt collectors" have turned out to be Kraken thugs, so it's likely Azan is also Kraken. Azan's place of business is in a bad part of town and guarded by thugs disguised as locals. The building itself is practically a fortress. Rumor has it that Azan may have moved out of the building in a hurry a few weeks ago, though his moneylending business continues to operate in his name.

Alden hears from his street contacts that trade in and around Waterdeep has been improving lately. Some merchants who were formerly not doing so well are now doing ok. Some caravaners are doing especially well.

Victor researches the guild's library, hoping to find more information about dragons and Kraken. Finds info about orbs of dragonkind (there is one for each type of dragon, the orbs are sentient, have dragon-like personalities, and need mortals to help them accomplish their own mysterious goals. There is no information that confirms the existence of an orb beneath Waterdeep). Victor also finds information in the guild library that lets him learn a new spell.

Victor sees Magus S'zaro and tells him about the legend of an orb of dragonkind buried beneath Waterdeep. The council of Magi convene and are split over this news. Many discount the idea saying there is no way they could have missed the presence of an artifact in the city. Others appear eager to investigate it. The council argues and cannot make a decision at this time.

The party debates about what to do next and recounts some of the events that have happened since they met. They come to the following conclusions:

The guild suddenly announces that an important ritual must be performed and it will require the assistance of many guild members, including Aralan, Draznor and Victor. The ritual is the next step in creation of a "nearly impervious" suit of armor for Lord Piergeiron, the ruler of Waterdeep. The Magi believe that sale of this item will bring the guild wealth, prestige, and political advantages. It might also ease some of Piergeiron's displeasure with the guild. The former veteran soldier has little liking or use for wizardry.

The guild pays Alden and Theodrid 500gp each to assist with security during the ritual. The ritual takes place in a secret chamber below the guild tower and involves mysterious procedures and the presence of two bound, blind female twins (thralls of the guild) and the manticore that the party helped acquire months ago. Casters must cast several levels of spells at the blind twins, whose innate magic talent allows them to channel the energy into the armor. The ritual is a success. The suit of armor is now closer to completion. The Magi say no more but thank everyone for their assistance.

As everyone leaves the ritual chamber, a wizard named Mondragon discretely asks the party to meet with him. Mondragon is a diviner and a known friend of Caldair's. Caldair contacted Mondragon in hopes that his divinations might provide a clue as to the whereabouts of Caldair's missing family members. Mondragon is willing to do this for Alden, as well, but he needs to acquire more divination knowledge. He has been denied access to the forbidden library that contains the knowledge he needs, and apparently holds a grudge against the guild. He needs the party's assistance to break into the library and steal the knowledge. He says the library, known as "The Twin Dragons", may also contain information about dragons that the party needs. Mondragon has knowledge of some of the magical traps in the library and will accompany the party if they decide to help him.

Session 15:

Mondragon introduces Aregon to the party. Aregon is a warlock and a member of the guild's elite bodyguards, the Legion Arcanum. Aregon has been repeatedly attacked by ghostly creatures when patrolling the guild at night. Mondragon has promised to help him divine the source of the attacks.

The party sneaks into the Twin Dragons forbidden library. Mondragon sprinkles dust of tracelessness all over the floor to counter the magic tracking dust that covers it. The group begins sifting through the bookshelves. The party discovers divination tomes (usable only by divinations specialists - these are given to Mondragon), several spell scrolls ((1) dragonskin (sor/wiz 3, SC), (1) antidragon aura (sor/wiz 3, SC), (2) magic missile, (2) identify, (1) burning hands, (1) mage armor. All scrolls are at caster level 7) and two blocks of incense of meditation inside a miniature shrine to Azuth, the patron god of wizards.

Pressure plates cause a stone slab to block the entrance and two dragon statues to spew forth fire mephits, dust mephits, and swarms of abyssal ants. The mephits are quickly destroyed, but the swarms prove much more difficult. Theodrid uses his wand of jet to assume spider swarm form and attacks one ant swarm. He damages it, though he suffers serious wounds in return. Mondragon uses several charges from a wand and eventually succeeds in dispelling one swarm. The other swarm vanishes when the summoning spell expires.

Aregon notices that a mysterious door on a high ledge is covered with sovereign glue and wisely decides to leave it alone.

Another pressure plate inside a summoning circle causes one dragon statue to slide apart. This also disarms the stone slab blocking the exit to the library. The dragon statue holds secret compartment containing a small, golden box and a devil statue. The golden box contains two pinches of dust of disappearance, and the inside of the lid is etched with a strange diagram. The statue holds the trapped soul of a devil, which Mondragon uses to cast divinations for the party. Questions and answers:

Having got what they came for, the group sneaks out of the library just in time. Apparently an alarm has been sounded and guards are rushing to the library.

The party rests. The next day, Aregon and Draznor are invited to meet with a representative of Magus Agonya, who offers them 500gp and potions in exchange for their pledge of loyalty to her guild faction. Draznor refuses, but Aregon accepts with the additional requirement that Agonya's faction help him find out who has been sending the ghost-like creatures after him. Aralan is invited to meet with Magus Majera. The female elven magus gives her a +2 Con book and asks nothing in return, but seems to be gauging Aralan's response to the gift. Majera asks Aralan to use the book "for the common good."

The party also ponders the meaning of the diagram etched inside the golden box. They believe the diagram represents the wizard guild, with the orb of dragonkind or the sun behind it and underground chambers below it. They travel around, the city, trying to see if a particular viewpoint matches the diagram, but do not have much luck. At one point, they travel past the village where Theodrid's shack is located.

Alden tells the party he wants to form a secret society dedicated to freeing all thralls and battling Kraken. The party agrees with the idea. Alden proposes they buy a tavern to use as their secret base of operations. Aralan suggests they sell some of the party's unused loot (+1 half-plate, etc.) to build capital. They also remember the silver mine that the ghost of Maury Miller showed them, back when they freed the village of Lowick from Zhentarim extortionists.

Alden also gains a follower - a bard named Khira. He then meets with his street contacts to recruit members and get the latest street info. He learns the following:

The party waits for the next moonless night and goes to Coin Alley, next to the harbor docks. To their surprise, they find a ship bearing the name "Red Fortune" anchored 50ft. off shore and guarded by piratical-looking sailors. The party forms a plan to knock out one of the ship's lanterns so they can sneak aboard unseen.

Session 16:

The party attacks the ship and the pirates surrender after they lose several men without the party suffering any losses. The pirates are interrogated. The grog-swilling, motley crew engages in any activity which will bring them wealth: attacking and robbing other ships, smuggling goods, and transporting slaves. So far, they haven’t had much success, though transporting slaves has been the easiest for them. They are paid by various employers to show up at secret rendezvous points (it’s different every time), pick up slaves, then drop them off at their destination. The destination is usually secluded areas in the wilderness where caravans pick them up, or ports in Amn or Calimshan, and more recently, in Highport.

Highport is a secret pirate base where pirates go to lay low and trade with other pirates. About a year ago, the Zhentarim navy discovered the island. They had some skirmishes with pirate ships that attacked them, but won most of the battles. This earned the fear and grudging respect of most of the pirates. The Zhentarim are now using the island as a base, as well. The Zhentarim let the pirates go about their business and have even traded with them.

Alden's brother Jamus may have been one of the slaves transported by Red Fortune from Waterdeep to Highport.

Red Fortune is currently in Waterdeep to pick up supplies and will only be in port for a few days. They come at night in case they or their ship is recognized by any merchants they have robbed. They have no job at the moment, they usually wait for street contacts to find them in one of the ports. If they get no jobs in port, then they will sail for Highport in hopes of finding work there. However, Highport is a dangerous place so it’s usually their last resort.

The party "convinces" the pirates to take them to the secret island of Highport far to the south near Calimshan, Amn and Chult. The island contains the ruins of an old, possibly reptilian civilization and is now inhabited by a dangerous mix of pirates, Zhentarim, and stranded humanoid thugs. There is no law, only the rule of the sword. Using his street skills, Alden learns that the most powerful slaver on the island is a Zhent called Zula. Zula’s “palace” is the partially ruined remains of an old temple. Zula never sees anyone unless they are wealthy slave buyers or sellers or have something he wants. Theodrid uses a scrying spell to try to locate Alden’s brother Jamus and Caldair’s parents. He sees a vision of Jamus in a stone prison cell. He sees a vision of Caldair’s mother working as a fearful servant in a posh kitchen.

Session 17:

The party sneaks into Zula’s palace to investigate it further. Guards patrol the walls, Alden spies on a large, exotic-looking man reading a book and sipping wine in lavish apartments – a spiked chain is on the chair near him, several courtyards are discovered – one appears to be an old temple cemetery and the largest is mostly in ruins and is patrolled by armored ogres.

Session 18:

The party sneaks past the ogres and discovers an unused passage in some ruined areas of the palace/temple. In the dark, Alden springs a trap but manages to dodge it. Bugbear guards in another chamber are quickly dispatched before they can raise an alarm. They sneak past another room that contains more humanoids and a guard dog. A crypt in the old temple cemetery leads down to the dungeon level, where slave pens are discovered. The pens are guarded by immense Zhentarim knights in spiked plate mail, so the party decides to deal with them after they have explored more areas.

Realizing it's only a matter of time before their intrusion is detected, they decide to take out as many enemies as they can before leaving. Theodrid summons a large bear and the party dispatches the soldiers guarding the exit. Their escape route secured, they go back into the building and rush a guard room of Zhentarim soldiers. Taken off guard, several soldiers are quickly taken out by spell, sword and a hurtling mass of hairy, mauling, ursine fury. The remaining disciplined soldiers react swiftly, yelling for help and forming a phalanx with their tower shields. Outside the guard room an alarm horn is sounded. Soon, additional soldiers rush to the room, but they are blocked by "Gentle Ben", as the blood-flecked bear is affectionately dubbed. When the bear is killed, the party retreats. New soldiers spill into the room and form a defensive phalanx, but do not immediately pursue the party, given their obvious strength. Only Aralan remains behind long enough to fire off another spell, then she retreats, as well. On the way out, Theodrid summons a lion and the party releases the Zhentarim warhorses, but two turn out to be supernatural, with glowing red eyes and fangs. Considering how hard it was to kill Teldorn Darkhope's supernatural steed back at the abandoned Zhentarim fort in the Ardeep Forest, the party decides not to waste time fighting and runs out. They are spotted by a guard patrolling on the roof, but he cannot stop them.

Session 19:

Allester and Loam join the party. Allester is a member of the Xaltheon Consortium and was sent by Mondragon to aid the party, who has apparently divined that his destiny is intertwined with theirs. Allester also has a grudge against slavers. Loam has a deadly grudge against slavers and prefers not to talk about his past experiences with them, except that he wants to help defeat them, particularly a slave merchant named Mulsh who is hiding out at Zula’s palace.

Allester, Loam, Aralan and Aregon pretend to be bounty hunters/captives in order to gain an audience with Zula, while Alden sneaks into the palace via the roof. Theodrid assumes eagle form and distracts the guards.

Zula’s audience chamber is both an altar to Umberlee and a den of decadence. Several slave merchant guests of Zula are also present, one of whom Loam holds a grudge against. Zula falls for the ruse and when he sends his servants to fetch the reward for the capture of Aralan and Aregon, Aregon uses invocations to shatter his and Aralan's manacles. Combat ensues and Zula is quickly slain. Loam kills the slave merchant Mulsh. Elite ogre guards and merchant bodyguards wound several party members badly. Zhentarim knights attempt to reinforce but are inhibited by a wall of gloom and a grease spell. All are slain except one, who flees. When fight is over, party has captured one of the slave merchants and his bodyguard, finds 10,000gp and several scrolls/potions, and records detailing some of Zula’s operations and a map. Loam reclaims his stolen ring of protection from Mulsh’s lifeless finger. Mentions that slave merchants will be visiting a secret stockade to view “special” slaves they may be interested in buying and that the stockade is expecting them.

Party frees 20 of Zula’s personal slaves, including Caldair’s mother and leads them out of the palace via a secret tunnel that runs beneath the palace and out to sea. Caldair’s mother tells Alden that she has heard of his enslaved brother Jamus – he was held at Zula’s palace but was taken away somewhere several months ago because he was too hard to break. Caldair’s mother also tells the party that her husband is held captive in the slave pits somewhere in the palace dungeons.

The party takes the freed slaves back to the Red Fortune, somehow escaping the notice of Zhentarim patrols. Red Fortune does not have enough room to hold the crew, the party, and all the freed slaves, so the party orders the captive slave merchant to have his ship brought over to the docks near Red Fortune. Fearing for his life, the merchant agrees. Red Fortune and the merchant’s ship sail away from Highport, planning to hide at sea until the party decides how to free the rest of the slaves in Zula’s palace (including Caldair’s father).

Session 20:

Party makes a deal with the pirates of the Red Fortune, promising them their ship back and the ship of the captured slave merchant in exchange for their help. The party returns to Zula's palace, sneaks into the slave pits, defeats the guards (order of the Tyrants), gain wand of cure moderate wounds, encounters beholder, frees more slaves (including Caldair's father), escapes via the cemetery. Freed slaves tell that Jamus was here but was moved. Pits with beholder are used to break troublesome slaves. Those that can't be broken by the beholder or show rare talents were taken away somewhere.

Use Zula's map to travel to hidden cove on the coast of the jungles of Chult. They disguise themselves as the slave merchants found in Zula's palace and who were mentioned in Zula's letter to the stockade as wealthy buyers, to be treated well. In the cove, a hidden voice asks for the password. When it is given, several Zhentarim emerge from the jungle and welcome the party, saying they are expected. Palanquins borne by slaves are brought forth and the party is led into the jungle, following a hidden trail to the slavers' stockade. Along the way, they encounter a dinosaur stampede and fight raptors and two allosauruses. Several Zhentarim soldiers die in the encounter, and two party members come close.

Session 21:

The party rests and continues the journey. Aralan gets a strange sensation, as if she were being watched. Theodrid speculates that perhaps she is being scried upon. When the party arrives at the stockade, they see it is a heavily fortified building in the middle of dense jungle. There are many guards, including gnolls, a gnoll shaman wearing studded leather made from some exotic beast and holding the leash of another supernatural guard dog, Zhentarim soldiers, Zhentarim knights. Beastmen are encamped in one courtyard, fascinated by crucified, renegade Zhentarim sorcerer and soldier.

The party is led into an audience chamber to meet Blackthorn, the stockade's second-in-command. Blackthorn appears to be a tall, emaciated man - a massive greatsword that is obviously too large for a human to wield hangs on the wall near him. Other slave merchants are present. The party notices Leif Baeren, a famous Waterdeep nobleman trapped in a cage suspended from the ceiling. Leif is the heir to one of the noble houses of Waterdeep and has a reputation for shrewdness and generosity and is generally admired by the common folk. He also has a reputation for being a competent swordsman.

Talk to Blackthorn:

<Blackthorn>“Welcome, Mulsh, Karraway and Serrano. I am Blackthorn. You’ve already met Gorbin (captain of the guard) and Gulyet (gnoll shaman), I see. Please be my guests and have a seat. Let me also introduce Uther and Andra of Amn. <both slave merchant NPCs nod and Andra smiles seductively> Slaves! Bring us food and wine!

Your reputations precede you. Azan, or should I say “Aruj” <chuckles> spoke highly of your dealings with him. Most profitable, I think his exact words were. A shrewd merchant, that one. Strange that we haven’t received word from him lately. I would expect him to be making another run of slaves by now.

I must apologize to you - Markessa is too busy to see you herself and I do not know when she’ll have the time. Perhaps she’ll join the festivities tonight. However, I am authorized to deal in her place.

Let us get down to business. I received word that you are looking for special slaves: warriors, skilled craftsman, dancing girls, skilled servants, that sort of thing. We have many for you to choose from, including some that you will not find anywhere else (special slaves). Tomorrow night we’ll arrange for a demonstration of our stock. Until then, join us for the evening festivities. If you wish to rest first I’ll have you shown to your rooms."

<Party> What’s with Leif Baeren?

<Blackthorn, laughing> "Ahh, you recognize him! The spoiled, foolish heir to the house of Baeren, a noble family of Waterdeep. He crossed paths with the wrong people and as a result of his silly escapades, he is now our guest. He’ll fetch a fine ransom.”

The party are shown to their rooms. Later, during the evening festivities, the party talks to Blackthorn, Uther and Andra and asks a few more questions. Aralan, disguised as a human, passes her falcon familiar off as a prize game hunter. Admiring guests advise her not to hunt with it near the stockade, as the area is infested with large vampire bats that attack anything that files. Khira uses a special bardic ability to disguise a detect thoughts spell with her music, then scans the room as the partiers converse.

<Party> "What is Markessa's work?"
<Blackthorn> “She aims to create the perfect slave. Exactly what that is, only Markessa seems to know.” <frown of disgust>
<Uther>“When that thing comes in a few nights, Blackthorn, then you’ll see what she can really do! By Bane, I may not wish to stay once she begins.” <Blackthron, glaring at Uther)“Enough, Uther! If it weren’t for your gold I’d sever your tongue myself.”
<Uther, laughing nervously, then whispering to the party> “Aye, but the profits....”

Khira's detect thoughts spell gives her images of a large wheel-shaped object of some kind. It also gives her the impression that Markessa is a sorceress and that everyone in the stockade is afraid of her.

Learn about "special" slaves. Blackthorn promises a demonstration of special slaves the next day.

The next day: slave demonstration in the courtyard. Shackled slaves, connected by an iron chain, are brought forth by "Executioner" - a large, immensely strong and hideously ugly beastman who almost appears to be a cross between a beastman and an ogre. However, only tradesmen and gladiators are displayed, no "special" slaves. Blackthorn informs the party that Markessa has delayed the special slave demonstration, saying they need more "conditioning" before they can safely be shown to the slave buyers. To appear to be a legitimate slave buyer, Aregon buys one of the gladiator slaves and secretly tells him that he will have his freedom if he helps the party. The party asks for a tour of stockade and are shown the guard barracks, stables, alarm gong, temple of Bane, and mess hall. They then attend yet another party, then retire to their rooms.

Alden uses camouflage (cast by Theodrid) and a potion of invisibility to scout out areas of the stockade that were not shown during the tour. He discovers and temporarily disarms two deadly traps, a council room, a hallway guarded by knights of the Order of the Tyrant, and learns that the temple of Bane emits some kind of dispelling magic when it causes his invisibility to drop. Still, he manages to sneak back to his room without being discovered.

The next day, the party joins the slavers on a hunting expedition to pass the time. Theodrid takes the opportunity to use a natural pool of water to cast a scrying spell on Blackthorn. He sees Blackthorn in his true form - an ogre mage - in a small stone room without windows, gleefully stacking gold coins and sorting through treasure.

The next day, the "special" slaves are finally demonstrated. The slaves have somehow been necromantically crossed with vicious animals and brainwashed to be loyal, deadly assassins, gladiators, shock troops, and bodyguards. Uther has a surprise - he already owns two of the special slaves and shows them off to the party, ordering them to bring him his wine and abusing them when some is spilled. The abominations appear to be hideous crosses between men and snakes. The party is shocked when Uther calls one of them by name - "Jamus". Alden then realizes the hideous fate that has befallen his brother.

Session 22:

The party decides to buy Jamus and one other aberration slave, secretly hoping that the necromancy that created them can be reversed somehow - perhaps with the aid of the wizard's guild in Waterdeep. This also makes them appear to be legitimate slave buyers.

Two Zhentarim covered wagons arrive at the stockade. Soldiers unload a sheet-covered, cylindrical object and carry it somewhere into the stockade. The second wagon has protection from evil runes painted on it, something large inside seems to be moving around, and the Zhentarim soldiers guard it nervously. When Blackthorn sees the party observing, he sends them back to their rooms.

That evening, a fireside feast is held in the courtyard. An alchemist named Fyndax appears and distributes pleasure- and hallucination-inducing narcotics to interested slavers. Aregon, having considerable alchemical knowledge himself, engages Fyndax in conversation and learns that Fyndax is a sorcerer or wizard who works for Markessa, and that his specialties include magic and alchemy related to fire, clouds and vapors. He creates addictive drugs such as Mordayn Vapor to keep slaves docile. He is not willing to divulge any more details than that, but the party suspects that he may be working on creating a Cloud of Juiblex, similar to the ones the party encountered in the ruins of Elzid's house and in the abandoned Zhent fort in the Ardeep Forest.

The party uses charm person to privately wring more information out of the slave merchant Uther. Uther explains that the cylindrical object is The Wheel of Eternal Corruption - a device created by Fzoul Chembryl, a high-ranking Zhent. The wheel corrupts victims, turning them into evil slaves. Markessa plans to use the wheel on Leif Baeren and Lady Morwin Elissar, another captured Waterdeep noble (the party has not seen her but she is held prisoner in the stockade). Once Leif and Morwin are corrupted/mentally enslaved, they will be ransomed back to their families, and then they will act as Zhentarim spies. Since they are nobles, they will have access to noble family treasuries (and send some to the Zhents) and they can help the Zhentarim influence Waterdeep's politics. Uther also explains that there is a demon in the second wagon, and that it is used to capture nobles. This triggers Merrick's memory, and he now remembers a demon crashing through the window in his chamber in Waterdeep, throwing some kind of narcotic powder in his face, and then picking him up as he fell unconscious. He also remembers waking up in the hold of a ship with many other slaves, and being regularly exposed to more narcotic vapors and powders which kept him weak and confused.

The party also manages to discreetly talk to Leif Baeren. The captured heir to the house of Baeren is imprisoned in an iron cage suspended from the ceiling of Blackthorn's audience chamber, and is very weak. The party quietly explains that they have come to take out the slavers, and they slip Leif food and water, which refreshes him somewhat. He reveals that he has no memory of how he was captured. He has been caged for many weeks, perhaps even months. During this time, he has seen Blackthorn occasionally enter and exit the audience chamber through a secret door behind his "throne". He also says that a very small beholder-kin eyeball creature called Octus often hides behind the throne, spying on those in the room, and that it also sometimes comes and goes through the secret door. He thinks it must be Blackthorn's familiar. The party tells Leif that his bodyguard, Merrick, was also captured and enslaved in the stockade, but the party has bought and freed him. Leif is relieved to hear this and says that Merrick is a man to be trusted.

The party decides the time has come to strike and take out the slave leaders and rescue Leif Baeren. The next night, they take out the gnolls guarding their guest quarters, then attack Blackthorn's audience chamber, where yet another nights festivities are taking place. Taken by surprise, Blackthorn is badly wounded and barely escapes by changing into gaseous form and fleeing out the fireplace chimney. The party is hindered by several Zhentarim guards and a cleric of Bane, and this allows the slave merchants Uther and Andra to escape the audience chamber on foot. The party dispatches the remaining guards, including the gnoll shaman Gulyet, whose magic leather armor made from the hide of some strange beast fails to protect him. Two captains of the guard, one knight of the Order of the Tyrant, and the cleric of Bane are also killed. However, it's likely an alarm has been raised, and the party now has only minutes or seconds before the entire stockade reacts.

Session 23:

The party fights through the stockade, searching for the entrance to the dungeon where they hope to find and defeat Markessa and rescue any slaves. They fight Knights of the Order of the Tyrant and the slave merchant Andra's bodyguards. They capture Andra and eventually discover secret stairs going down into the dungeon.

In the narrow confines of the dungeon corridors, they are ambushed by crossbow-wielding bugbear guards that attack from a secret guardroom, then encounter the beastman/troll aberration Executioner and a horde of beastmen. Markessa also makes her first appearance. She is a medusa sorcerer/cleric of Bane/mystic theurge who is always accompanied by her blind knight champion bodyguard Icar. She attempts to turn Merrick to stone, then she and Icar retreat. The beastmen fall to Merricks' greatsword, Aralan's spells and Aregon's invocations.

Session 24:

The party cautiously makes its way forward through the dungeon corridors.

They eventually find a group of Zhent soldiers and knights waiting for them in a torture room, with a few bound slaves as human shields. When the fight begins, Markessa, Icar, and the sorcerer/alchemist Fyndax attack from the flanks and rear using secret doors and corridors. A solid fog spell combined with a prismatic mist spell severely hampers the party. Aberrations also appear from hiding and join the fight. Fyndax summons two hell hounds.

The party inexorably slays all the soldiers and aberrations, corners Icar and Markessa and slays them as well, then captures Fyndax. Alas, Aralan is slain after suffering severe sword wounds from Icar, followed by Markessa's ice burst spell. Merrick and Aregon's hireling are turned to stone, but fortunately two potions of stone to flesh were found on Markessa.

Session 25:

The party heals up and interrogates Fyndax. They learn the following:

After the interrogation of Fyndax, the party searches his alchemy lab. A glyph of warding explodes and demolishes the central lab table. Fyndax apologizes for "forgetting" to tell the party about the glyph. The party puts him on notice that future memory lapses will be hazardous to his health. Find two potions of endure elements, a manual of skill, and a few doses of addictive drugs (Jhuild Thrallwine, Mordayn Vapor, Sezarad Root, Redflower Leaves) used to control slaves and make bugbear/gnoll guards more effective in combat.

Search Markessa's lab, which is trapped by another glyph of warding (casts unholy storm). Inside, they find half-formed, unconscious beastmen lying on surgical tables. Lady Morwin Elissar is found unconscious and strapped to the Wheel of Eternal Corruption. She is taken down and awakened, and claims Markessa did not have time to spin her because of the party's assault. The party destroys the Wheel, then finds some of Markessa's experimentation goals and notes:

The party finds three alcoves, each containing a beast that has been experimented on by Markessa: a displacer beast covered in tumors, a digester beast covered with healed surgical scars, and a dire ape whose forelimbs have been replaced with spiked metal coverings. Markessa had perfected a method of creating exotic leather armors from displacer beasts and digester beasts, and planned to use the ape as a shock-trooper.

The party also finds a cage with winged snakes like those found in Kraken's lair. Fyndax explains that the snakes are like carrier pigeons but verbally repeat their message, and are much tougher than pigeons. Only Markessa knew how to make the snakes obey her.

A secret door in the lab leads to a room containing a gibbering, fleshy mass of quivering eyes, mouths, and flopping human arms and legs. The thing weeps and gibbers, but is otherwise harmless. Fyndax claims that it is the combined result of many of Markessa's failed experiments. The party kills it to put it out of its misery.

Another secret door leads to a ladder that goes up to a trapdoor in the floor of Icar and Markessa's room. Search the quarters of Fynax, Blackthorn and Fyndax and found several scrolls and a secret treasure room. The only entrance to the treasure room is through a 6 inch x 6 inch square tunnel, which could only be traveled by Blackthorn when in gaseous form. Theodrid assumes the form of a small snake, slithers in, grabs the treasure (chests of silver, gold, gems and magic scrolls), and returns to the party.

Free 200 drugged slaves from slave pens.

Exit dungeon. Uther is gone - the charm has worn off and he must have run off somewhere. Encounter Zhent soldiers holed up in barracks, terrified of the demon outside, which they say wiped out many guards and sucked out their souls before demanding that Markessa be brought forth. Make deal with Zhent soldiers holed up inside - they don't interfere with the party and the party will let them live.

The party goes outside to confront the demon, which turns out to be a large, hideous white-skinned brute with dirty feathered wings, three eyes, tusks, and huge claws ("zovvut" - Monster Manual II). The party tosses Markessa's head to the demon, proving that she has been slain. The demon laughs gleefully, saying that its pact is now void and it is no longer bound to serve Markessa. It then disappears in a cloud of fire and black smoke. The demon is gone, but its handiwork remains - slain Zhentarim guards who have been transformed into wights by the demon's energy draining gaze attack. The wights are quickly dispatched by the party. The party then discovers the gruesome remains of the rest of the the Zhentarim guards who were "lucky" enough to die by the demon's claws and spell-like abilities rather than its gaze.

The party and freed slaves are furious with the remaining Zhents who have survived, but refrain from slaying them. Instead, the party strips the remaining Zhent soldiers of all gear, then puts all wooden areas of the stockade to the torch, ruining most of it. They offer to let some Zhents accompany them back to the party's ships (to guard the freed slaves), but only half accept. The rest stay behind, afraid the party will go back on their word or that the slaves will kill them.

The party and freed slaves journey back to the ships. Some party members and ex-slaves come down with minor jungle fever, but fortunately no dinosaurs are encountered. The party makes plan to travel to a nearby city to resurrect Aralan and drop off any ex-slaves that want to pursue their freedom there.

Session 26:

As the party emerges from the jungle and prepares to board their ships, an elven conjurer named Aelidevrin is teleported in and announces that the Xaltheon Consortium has become aware of the death of Aralan, and that he has been tasked to administer an elixir of raise dead to her. The party agrees, and Aralan is restored to life, though noticeably weakened. Aelidevrin offers his services to the party, and is accepted. An ex-slave named Tok offers his healing services to care for Aralan, and soon has her feeling much better. Tok informs the party that he is a worshipper of Ilmater and was helping a village on the coast near Waterdeep when slavers attacked and captured everyone. Now that the party has freed the slaves, Tok would like to join them.

Red Fortune and Triton sail to a nearby Chult city where any slaves that wish to exit there are dropped off an given some gold. A third ship is hired, since there are so many freed slaves on the first two ships that there is not enough room for a long sea voyage back to Waterdeep. The three ships sail back to Waterdeep, stopping at major cities along the way to drop off additional freed slaves who want to return home. Eventually, the third ship is empty and returns to Chult.

However, not all is peaceful. Out of the mist, The Scourge suddenly appears, having scried on the party and used an eagle animal companion to locate it. Supernaturally fast as a result of excessive offerings to Umberlee, evil goddess of the sea, the slaver's flagship trireme bears down on Triton, intending to ram it. A summoned water elemental stops Triton, leaving it dead in the water. Hidden casters launch silence, chain missile, blindness and flame strike from The Scourge's portholes as it closes, while Zhentarim archers send volleys of arrows. One archer in particular is very skilled and targets Aelidevrin and Tok. The party responds with spells and arrows of their own, while Red Fortune moves to flank The Scourge and attempt to board it. Alden sights The Scourge's captain - none other than Aruj Barbarosa himself (a.k.a. Azan, "owner" of Aralan), and hits him with arrow after arrow until the nefarious villain is forced to retreat below deck.

The Scourge eventually rams Triton while Red Fortune pulls alongside. Obscuring mist, web and glitterdust spells snare the Zhentarim soldiers on The Scourge's deck, while Merrick, Alden and Tok board and engage in fierce melee, cutting down soldiers in droves. More Zhent soldiers pour from below decks to provide reinforcements, while others use a side-door to board Red Fortune. Aelidevrin summons a celestial eagle which tosses armor-laden soldiers and a slave lord peerless archer into the water, while his summoned bear begins tearing into webbed soldiers. Sharks following The Scourge attack the floundering archer. Aralan polymorphs her familiar into a tiger, which likewise mauls the trapped soldiers. The soldiers are no match for the party, but they absorb numerous spells and inflict some wounds.

Eventually, slave lords emerge from the The Scourge's side door and engage. A half-orc fighter/ranger takes on Merrick, while a plate-armored cleric of Bane casts doomtide, dazing half the crew of Red Fortune and obscuring line of sight. The cleric moves in, swinging a heavy flail fashioned to look like a spiked version of the fist of Bane. A laughing slave lord rogue with a razor-studded whip spider climbs into the rigging, lashing her whip at Alden. A sorcerer summons a dire bat to engage Aregon, but a particularly deadly brimstone blast annihilates it with one hit. Aruj Barbarosa is nowhere to be seen. Merrick and Alden slay the half-orc and cleric, but are badly wounded. However, no more Zhentarim soldiers emerge, and it appears the battle is swinging in the party's favor.

Session 27:

Continue fight on The Scourge. Party clearly winning, so sorcerer slave lord "Lamonsten" teleports out, taking the other surviving slave lords (Aruj Barbarossa and Slippery Ketta) with him. Tok investigates the hold and discovers the ship has been scuttled. Opens a magic chest and releases a cloud of Juiblex. The party abandons The Scourge, bringing the slave rowers on board Red Fortune and Triton. Triton's crew repairs the damage from being rammed.

Return to Waterdeep with freed slaves. Big commotion. Rescued nobles (Leif Baeren and Morwin Elissar) thank the party and reward them with gold and promises of political aid if needed. Jamus is brought the Xaltheon Consortium to see if they can transform him back to human. The guild will try, though it could take weeks and he may not be entirely without physical, emotional and mental scars. The guild also commends Aralan and Aelidevrin and asks them to add some of their spell knowledge to the guild's library. In exchange, they are given knowledge of new spells, as well. Aregon is offered full guild membership. Merrick reports back to the Temple of Helm, and the clerics are very interested to hear about the activities of the Banites. Merrick is promoted for his efforts.

Rescued nobles arrange audience with Lord Piergieron, the ruler of Waterdeep. The heroes are invited, and Lord Piergeiron is told about the Zhentarim and Kraken plots to dominate Waterdeep's trade routes and other hostile activities (extortion of merchants, Cloud of Juiblex experiments, secret Ardeep Forest fort, beastmen, aberrations, slaves, Highport, Chult slaver stockade, kidnapping of nobles). Piegeiron thanks the party, pardons Aralan for her past crimes against the city guard, declares war on the Zhents and begins marshalling troops and readying Waterdeep's navy. Some troops are immediately sent to guard Waterdeep's outlying towns

Alden hears word on the street that Kraken is almost defunct as a result of the party's actions against them. Extortion and crimes against Waterdeep's merchants has fallen sharply, and trade is improving. The Gutter Rats (street urchins) have been gathering the names of many thralls, per Alden's instructions. Alden pays them well for the information.

Party buys a tavern and stables and calls it "Kraken's Folly." Tok consecrates the tavern. Eventually, they plan to dig tunnels from the tavern cellar to the sewers, as an escape route. They form a partnership with former dwarven slaves with mining skills. The dwarves will go to the caves outside Lowick and establish a fully operational silver mine, and share the profits with the party.

The party believes they are being scried upon again.

Session 28:

Tok receives a vision of dark, narrow, cramped tunnels of mud and clay which give him a feeling of fear and nausea. The scene abruptly changes to flickering, unholy flames and cries of fear and pain, while the ground trembles. Theodrid uses commune with nature to discern likely locations of similar clay tunnels. With this information, the party locates them in the ruins of a mausoleum in Waterdeep's vast cemetery. Find underground passages: some tunneled through clay, others the ruins of an undercity. Explore ruins, discover old elven architecture which verifies that Waterdeep was built over the ruins of an old elven city that might have been buried in an avalanche.

As the party explores the maze of collapsed ruins (the "undercity") they hear distant booms and crackling sounds. Tok and Dev's familiar scout it out, and they briefly witness the end of a battle between two mages. One mage is slain when a gray-skinned, infernal-looking horned humanoid creeps out of the shadows and backstabs him. The description of this gray humanoid matches the thing that Draznor saw stealing a book from the guild's forbidden library, many months ago. The party investigates the battle site, but the victorious mage is missing, seemingly vanishing into thin air. The loser's stripped body is found dumped in a damp trench that smells of sea water. Tok tracks the gray-skinned humanoid through the ruins. The humanoid's tracks go along the walls and ceiling, as if under the effects of a spider climb spell. Tok steps on a pressure plate, springing a trap that causes a nearby corridor wall to swing open, separating him from the party and revealing two mummies which turn out to be clay golems wrapped in mummy bandages. The extremely tough golems are defeated after nearly killing two party members, then the party returns to their tavern to rest.

From his contacts, Alden receives word on the street: Piergeiron has commanded the Xaltheon Consortium to provide a guild magus to accompany him to war. Magus S'zaro, a longtime supporter of the party, volunteers to go. Piergeiron sets out with the first vanguard of troops. His first stop will be Secomber to seek allies there, then he will march toward Ardeep to investigate the abandoned Zhentarim fort, then Llorkh, a known Zhentarim outpost. Some Waterdeep navy ships leave to locate and attack Highport.

The party believes they are being scried upon yet again.

Aregon leaves the group to search for more warlock knowledge and exact revenge upon his enemies in Thay.

Session 29:

The party returns to the mausoleum ruins in Waterdeep's cemetery. This time, they decide to investigate the clay tunnels, since they appeared in Tok's vision (see previous session). These tunnels contain barefoot humanoid tracks with claws on them. The tunnels lead beneath the cemetery, and turn into another maze, with numerous tunnels ending directly below coffins. The coffins have been broken into and their contents devoured. As Tok investigates, a dire maggot attacks, then more appear, followed by ghouls and entombers. Konnal, a holy warrior of Torm, joins the group in the middle of the fight. The black armored knight explains that he was tracking a ghoulish looking creature through the cemetery and it led into the clay tunnels. He wanted to destroy the creature for desecrating the cemetery. The party invites him to join them and he accepts. The party finds nothing more of interest in the clay tunnels, and is somewhat dumbfounded as to their meaning in Tok's vision.

The party decides to return to the undercity ruins and continue tracking the gray-skinned infernal humanoid (see last session). The tracks lead to a secret spiral staircase that leads to yet another secret staircase filled with fog and containing many secret doors that lead inside what turns out to be the guild tower. The party remembers the inscription in the lid of the gold box found in the Twin Dragon library (session 15), and is convinced it is a picture of the guild tower and the spiral stairs, though they aren't sure what some of the dashed and wavy lines mean. Climbing to the top of the secret stairs, they emerge in a plain stone room with two doors, but they trigger a magic mouth which warns them, "Turn back lest you have attained the rank of Magus." Not wanting to violate guild laws, jeopardize memberships and make more enemies, the party returns to the undercity to investigate a bit more. They find more dungeon like areas that they believe are basement levels of the guild.

As they investigate the undercity ruins a bit more, a minor earthquake occurs, causing some minor collapsing and fissures in the undercity ruins. Luckily, the collapses are minor and no one is injured. What caused the earthquake is a mystery.

Having lost the gray-skinned humanoid's tracks in the hard stone staircase environment, they return to the site of the wizard battle (see previous session), and begin tracking the footprints of the slain mage. The trail leads into the water-filled city sewers, past some sort of beggar's improvised shrine, and eventually to a hideous nest of large rats and some sort of undead-like, diseased rat queen nearly 8-feet long. Repulsed by the thing and its vile brood, the party fireballs the rat nest, killing hundreds of squealing, blind, diseased ratlings. Enraged by the death of its young, the rat queen launches itself at the party, and tumor like growths on its back burst and release more diseased, unnatural-looking rats. After the rats are killed, investigation reveals strange patches of impenetrable darkness among the rocks and debris of the rat nest. With his considerable arcane knowledge, Devrin believes the patches represent a planar rift of some sort, most likely to an evil outer plane. What caused the rift is yet another mystery. The party resumes tracking the footprints of the slain mage. The trail leads out of the sewers and is lost in a beggar-infested alley in the Docks ward.

The party returns to their tavern to rest. Rest does not last long, though. The Zhentarim have located the party's tavern, and launch another carefully prepared assassination attempt. This time, the assassins are led by none other than Vulgat Min (the blood druid ally of Teldorn Darkhope - see the fifth bullet in session 25), two more blood druids (turn out to be werewolves and wereboars), Lamonsten the slave lord sorcerer who escaped the battle on the slaver trireme (see the last paragraph in session 26), and Nerelas Shademoon, the nefarious tiefling assassin of Waterdeep and leader of the decimated Kraken organization. Vulgat and his blood druid followers all eventually assume lycanthrope form and viciously attack Theodrid, a rival druid of a rival god (Mielikki). Theodrid is mobbed while Lamonsten and Nerelas occupy the rest of the group, and Theodrid is slain. The party kills the rest of the assassins, though Vulgat almost gets away until Aralan's silver arrows bring him down.

Session 30:

The party searches the bodies of the assassins. Vulgat's hood is thrown back and he is recognized as Varak Min, eldest son of the noble Min family. The Min family are nobles and are the lords of Alden’s village, Kirinova. The Min family is third in line for the Waterdeep throne, after the Elissar and Baeren families. The party ponders the significance of this shocking revelation, especially since Vulgat was working with the Zhentarim. The Min family is also known for going on safaris to exotic lands to hunt and capture dangerous animals, some of which are sold to the Waterdeep arena for gladiator games.

The party also finds amulets of the People of the Black Blood on the lycanthropes. The PotBB are a group of Malar-worshipping lycanthropes that revel in the hunt (especially sentient prey) and believe that only the strong deserve to survive. Nerelas' ninja weapon and Vulgat's dagger are both evil-aligned, so the party destroys them. When Alden breaks the dagger, a beautiful female voice is heard saying, "Health unto you, balance preserver." A light shines down from nowhere, and sprigs of mistletoe sprout from the earth, bearing three very special berries.

City guards shortly arrive, led by Captain Liviticus. They are very respectful of the party, given their reputation and recent audience with Lord Piergeiron. They take down the party's story, then take Nerelas’ body back to prison to show to the city magistrate and submit a report. Liviticus congratulates them for killing one of Waterdeep’s most notorious assassins and posts a few guards along the street for the next few weeks. Liviticus also says that Nerelas’ Kraken tattoo further solidifies the party’s testament about Kraken. Liviticus will submit a commendation on the party’s behalf to the magistrate. He also tells the party that the city guard have cleared the rubble from the burned down glassblower’s shop that used to be a safehouse of Kraken, and are now investigating the sewers in search of any leftover members of Kraken.

Worried that party members bitten by the lycanthropes might become werewolves, the party acquires belladonna (a.k.a., wolfsbane - a potential cure for lycanthropy) and gives some to Merrick. Time will tell if he is cured.

Alden gives the special berries to Theodrid's druid acquaintance, Shurakair, who believes they have holy powers. He uses one to raise Theodrid from the dead, and believes all the berries have the power to cast heal or raise dead, when eaten.

The party is wounded and Theodrid needs a week to recover, so the party begins to rest.

The next day, a message is delivered to the party, asking them to come to the Baeren's noble residence at once. When they arrive, Leif Baeren has dreadful news: strangers charmed or forced their way into the villa of the noble house of Elissar, and slew Lady Morwin, her husband, and all their heirs. The attackers were werewolves, and escaped afterwards. The Baeren's villa was attacked also, but only Leif's sister was there. She was brutally slain. All this happened the same night that the party tavern was attacked, so it seems that the Elissars and Baerens were the assassins' first targets that night, followed by the party. The Min and Baeren families were known to have a long-standing feud between them. Also, perhaps Vulgat (Varak Min) intended to wipe out all the families that stood before the Min family in line for the throne of Waterdeep. That would leave only Piergeiron ahead of the Mins. Alden speculated that perhaps Vulgat had overthrown his father, Vulthan, in order to take over the Min family. Lord Vulthan was not an overly popular noble of Waterdeep, but he was not known to be an evil man and was grudgingly respected. Alden forms a plan to sneak into the Min family lands and observe the noble's castle to see if anything unusual is going on. He also wants to visit his old village and make sure it is alright. He mentions it to Leif Baeren, who agrees to help him. Leif lends Alden a very special item for his scouting mission - a rare spyglass.

Aralan and Alden want to see if Magus Majera (see Session 15) of the Xaltheon Consortium (wizards' guild) can truly be trusted, because she would be a valuable ally. Aralan seeks and gets a private audience with her. Aralan tells Majera about the undercity ruins beneath the city and what the party found there. Majera is surprised, and listens intently. She intends to conduct research to learn more about the undercity, if possible. She confirms that the secret central staircase leads within the guild tower and to an area forbidden to non-council members (magi), but does not admonish Aralan for it. Instead, she again offers cryptic advice to Aralan - "Use what you have learned for the greater good." After the audience, Aralan believes Majera can be trusted.

Aralan spends a week forging a magic sword to sacrifice to the elven gods, consecrating her path down the road to becoming a full Maiden of the Covenant - an elf dedicated to the arts of sword, bow and magic.

While Aralan forges her sacrificial sword, Alden, Khira (his bard follower) and Konnal travel to the Min family lands about two days south of Waterdeep on the Sword Coast, sticking to the wilderness to avoid Min family soldiers on patrol. They encounter an unusually large and hostile wolverine, but Alden uses his wild empathy to stop the beast from attacking. Alden and Konnal use the spyglass to observe the Min family castle from a hidden place on a high bluff. They notice that instead of normal soldiers, a camp of barbarians seems to be occupying the castle and its outer grounds. Alden remembers that Vulgat led a tribe of barbarians out of the Ardeep Forest after the Zhentarim fort was abandoned (see Session 12), and he must have led them here. If Alden's theory is correct, they may have helped Vulgat overthrow his father. Alden, Khira and Konnal decide to approach the barbarians outside the castle and pretend to be emissaries of Lord Piergeiron and the temple of Torm. They demand an audience with Lord Vulthan Min, but are turned away by the hostile barbarians, who say the Lord will not see them and that Lord Piergeiron has no rights over the Min lands.

They then visit the nearby villages and learn that the fearful villagers have been "under siege by the very forces of nature." The villagers say that the animals in the countryside have become very dangerous and not as fearful of men as they should be. Wolves, wolverines, and other predators have attacked and killed villagers, and the villages have been forced to build crude barricades in an attempt to keep them out of town. It's no safer outside of town, either, and many shepherds' flocks have returned without them. Even worse, animals that are not native to the area have been sighted, such as a lion. They have asked for help from the Min family, but only get to talk to the barbarians that recently moved in with the Mins, and they have not been overly helpful. They came to the villages and hunted and slain a few predators, then claimed the villagers' problems were over. They were not - animal attacks continued. The barbarians also took many local women away to be their wives, against their will. Alden decides to track down the lion to see if it really exists. He finds it - a large male with a full mane, and uses speak with animals to learn that it was captured and brought here against its will. The lion disdains men, but says it would only hunt them if other game became scarce.

Aralan returns to the village, then uses an animal messenger spell to send a message to the rest of the party in Waterdeep, asking them to come to the Min family lands. A few days later, they arrive. Aralan's falcon familiar scouts the Min family castle. In the tallest tower, the falcon spots an older, but very fit man in shackles, sitting at a desk reviewing a stack of papers. The party thinks this could be Lord Vulthan Min. The next night, they use dimension door to teleport into the tower where the shackled man sleeps. The papers in the desk turn out to be official orders from Lord Vulthan to send troops to aid Waterdeep in their war against the Zhents, as well as other typical orders to maintain the Min family lands and power. They awaken the man and he is indeed Lord Vulthan. They explain what Vulgat has done, and offer to help Lord Vulthan, but in exchange he must relinquish part of his lands to Alden. Alden's village suffered greatly at the Min's hands, and he wants to free it. Vulthan shrewdly agrees, and explains that both his sons, the brutal Varak (a.k.a., Vulgat) and the younger, "spineless" son Lucius, overthrew him, though it was most likely Vulgat's idea and Lucius was too weak and fearful to go against it. During the coup, Varak revealed his werewolf nature to Vulthan, which repelled Vulthan and terrified Lucius. Lord Vulthan has not seen Varak in awhile, and Lucius has been running the Min lands, though he is not present at the moment. Lucius is currently leading the Min family soldiers as they help Waterdeep fight the Zhentarim -- an obligation that all noble houses of Waterdeep must fulfill in wartime. The party dimension doors out with Lord Vulthan, and plan to notify Waterdeep that the Min family has been corrupted and a coup has been instigated. They hope that Waterdeep will send forces to defeat the barbarians encamped in the Min castle. The party also plans to join the assault.

Session 31:

Need to add recap notes...

Session 32:

After defeating the werebear leader, strange things began to happen -- he began to howl and decompose, as did the werebat. A red light emanated from the remaining lycanthropes, forming some sort of circle of summoning. The remaining lycanthropes decomposed and sank into the earth. Next, the sound of many predators growling and howling was heard, and a large dome of earth was pushed up from the ground. Something very large burrowed very fast toward and underneath the party, then exploded upward, creating a crater, at the bottom of which was a huge horrible beast resembling a cross between a bear, wolverine, wolf and boar. Party members knowledgeable in nature recognized it as a minor avatar of Malar, the evil nature god of hunting and beasts. However, Mielikki formed her own avatar to help the party defeat Malar. She took the form of a glowing white elk, and used ray of enfeeblement on Malar. The party attacked, and Alden dealt Malar several severe wounds. In the end, Malar's m inor avatar was no match, and he was defeated. Mielikki was wel pleased, and her avatar faded away.

Next Alden and the party helped the villagers recover from the battle and sent them off to the Min castle for safety. The remaining gold and jewels of the Min family treasury that had been stolen by the barbarians was returned to Min castle. Alden asked the party to help him ride around the Min lands and help the villagers in any way they could, in an effort to show them that the new Min family was beneficient and kind. This was much appreciated, and the future of the Min lands now looks bright.

The party returned to Waterdeep, checked in with their tavern, and found another shipment of silver profits (800gp total) from the dwarves running the Lowick min. Konnal checked in with his temple and let them know what he had seen, and they informed him that many warriors and priests of the temple had been sent off to aid Piergeiron in the war against the Zhentarim. Currently, Waterdeep's forces were mopping up the Zhentarim fort in the Ardeep Fort, which had been regarrisoned with new Zhentarim soldiers. The temple let Konnal know that he might be called upon to aid in the war, but for the time being he should continue keeping an eye on Waterdeep to make sure all was well in the absence of its ruler.

Devrin checked in with the Xaltheon Consortium, curious to see if Majera had any news to share. However, Majera was not present -- she had left a note for Devrin and Aralan explaining that she was currently exploring the undercity ruins. She also left a delicate crystal key which she explained could be used to open the devil-faced door in the forbidden Twin Dragon library. She said that knowledge useful to Devrin and Aralan might be found beyond the door, but that they should do so in secret. She also cautioned them to obtain dust of tracelessness from the diviner Mondragon before attempting to enter the Twin Dragon library.

The party reformed, though Devrin chose to keep Majera's crystal key note to himself, no doubt taking her suggestion of secrecy to heart. The party decided to continue investigating the undercity ruins. Investigating the ruins proved to be very tedious and time consuming, but eventually several interesting things were discovered. The remains of a clay golem indicated a battle of some sort had occurred at one point. Also, a secret, lead-lined chamber (prevents scrying and other things) was discovered, and it contained a secret , trapped arcane study or library that had obviously been discovered by others before the party came along. The remains of a victim that had triggered a trap were found, and the library/study had been ransacked.

Later, a minor earthquake occurred, causing some minor damage to the undercity ruins. A voice was heard calling out in alarm at this point, and the party discovered a wizard of the guild who claimed to be trapped within the ruins. This wizard (actually a warmage) seemed to be interested in luring the party away from certain areas of the ruins. When they refused to go, he lured them into an ambush. The warmage and four other arcane casters hidden in the darkness hit the party with several scintillating spheres, a fireball, slow, great thunderclap, and eventually a web spell. They were also accompanied by a flesh golem, who engaged Alden. Even though caught off guard, the party could not be vanquished easily. The warmage was neutralized with a Tasha's Hideous Laughter, and a Wall of Thorns spell hindered the enemy mages' line of sight for some time. However, the hidden enemy mages employed several Dispel Magics, and had them in a cross-fire. The party was forced to retreat, though it seemed the enemy mages had been forced to use up most of their spells to accomplish this. As the party retreated, the enemy mages employed smoke from a Pyrotechnics spell, possibly to cover their own retreat. Angered by this attack, Alden had Khira cast silence and darkvision upon him, then grimly stalked into the smoke and darkness to exact revenge on the enemy.

Session 33:

Alden stealthily stalked after the retreating wizards while the rest of the party regrouped. The enemy wizard (actually a warmage) who had been neutralized by Tasha's Hideous Laughter recovered and attempted to slip away. Khira followed him and the two exchanged a volley of spells, including Tasha's Hideous Laughter, Ice Storm, and Lightning Bolt. Nearly unconscious and still in close range of the enemy warmage, Khira collapsed and feigned death. The ruse worked, and the warmage left in search of his retreating comrades. Now regrouped, the rest of the party hustled to catch up with Alden and Khira.

Alden caught sight of a glimmer of the retreating wizards' torchlight and eventually caught up with them. There were four wizards and/or sorcerers, and they seemed to be retreating to a known destination in the undercity ruins, with the flesh golem guarding their backs. Alden hid in the shadows and followed, but eventually paused when he noticed the torchlight of the enemy warmage appearing some distance behind him. Alden in the ruins and ambushed the unsuspecting warmage as he rounded a corner. With a few deadly strokes, the warmage was quickly slain, his cries muted by the silence spell. Alden continued tracking the rest of the wizards.

The party eventually caught up to Alden, but their torchlight gave them away to the wizards, who quickly sought cover and began buffing themselves. The golem attacked, and spells began to fly. Devrin cast an icy cone of cold on the enemy wizards, nearly killing them. Fearing for his life, one wizard dimension doored out, leaving his comrades to fend for themselves. Aralan followed with a fireball, incinerating all three. The golem proved to be harder to kill, and slew Alden with several powerful blows. Not knowing all the golem's immunities, several spells cast upon it had various effects: wounding the golem, slowing it with fire, and actually healing it with electricity. Eventually it was destroyed. Theodrid fed Alden one of the remaining berries of Mielikki, and he was raised from the dead.

The party searched the wizards and found a few potions, a spellbook, and a partial map of the undercity ruins showing four locations marked as: "Spell Lore, Potion Lore, Golem Lore, and Camp." The map also showed a route out of the undercity, ending in sea caves under Mount Waterdeep. The party recognized the potion lore location as the trapped chamber with the spiked rollers that they they had discovered during an earlier exploration. They used the map to locate the camp, and found a concealed, excavated chamber. Outside the chamber, a shallow grave containing the remains of a wizard who apparently died approximately 1-2 months ago from severe bludgeoning wounds to his face and skull. Inside, the chamber contained digging supplies, food rations, hammocks, lanterns, a +2 heavy crossbow, and nine adamantine-tipped bolts. The chamber had obviously suffered earthquake damage, and wooden support beams had been recently installed. The far end of the chamber had been most recently excavated, and revealed exotic marble pillars supporting a stone arch, leading to a hallway that ended in rubble. Apparently, the wizards had been camped here and were diligently digging out the exotic tunnel beyond the stone arch.

Aelidevrin summoned an earth elemental and sent it through the end of the rubble-filled hallway. When it returned, it reported finding an exotic room containing many "treasures of the earth plane." Guessing this to be gold and jewels, the party decided to dimension door four of them into the unseen chamber. Aelidevrin, Aralan, Alden and Konnal dimension doored and found themselves in a 10 ft. diamater hexagonal chamber supported by eight pillars. In the corners were urns filled with coins of silver, gold and platinum and various jewels. However, their weight tripped a trap, and the floor (made of stone encasing a thin lining of lead) swiveled down, dropping them into a larger hexagonal chamber filled with 2 ft. of sea water. The trapdoor reclosed, locking them in. Next, a 5 ft. section of the floor rose, revealing a statue of a bald, goateed wizard dressed in egyptian-style clothes (possibly Xaltheon, the main founder of the wizard guild), but with six faces and six arms. One arm was broken off, but the remaining arms and hands were all posed in unique gestures, which the party deduced were symbolic of strength, dexterity, constitution, intelligence, wisdom and charisma. A magic mouth formed, speaking in a strange voice, "Choose, thief, and see if you are worth of my lore." The party decided that the statue was a test of some kind, and Aelidevrin volunteered to be the first. He touched the arm that appeared to be related to intelligence, and another magic mouth appeared, saying "“Student of the arcane, answer correctly, or suffer the consequences. Explain the metaphysics of the juxtaposition of the ethereal and astral planes.” Though steeped in arcane lore, Aelidevrin did not know the correct answer, and was struck by a green ray emitted from the statue, which feebleminded him. Aralan removed the curse with a dispel magic.

Next, Konnal attempted the Strength check. All but one section of the floor suddenly rose, slowly crushing the party against the ceiling. For several agonizing and painful seconds, the party strove to push away from the ceiling, but failed. Eventually, the floor fell back to its original position. The party was badly wounded, and apparently had failed this test, as well.

Deciding they had had enough, the party rested and the next morning cast dimension door to escape the chamber. However, some sort of magic disrupted the dimension door, and the party experienced a wrenching sensation as if they had traveled much farther than they planned, and in a different direction. They found themselves in a dark chamber, standing on some sort of magic pentagram. A huge, black, partially mummified viper-zombie rose from the corner, venom dripping from its fangs. Fortunately, it failed to hit any targets, and was quickly slain. The party found a crumbling hole in the ceiling and climbed out, then spent many hours in the maze of the undercity trying to find a way out. Eventually, the resorted to resting and dimension dooring again. This time, they chose to first cast feather fall on everyone, then go straight up 700 ft. There was no magical intereference this time, and they found themselves several hundred feet above the surface of the city. They gently floated back down, then decided to join up with Theodrid and Khira, who had not gone with them to the trapped hexagonal chamber.

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