Molten Throne


Heading out in cold and inclement weather. Plan is to arrive while daylight is still on our side.
Pater Keep looks militaristic – squat and square. Part of the first expansion. Upper floor is in complete ruins. The corruption is eating it. Buttress that once offered protection – are in ruins. Anzu does a fly over.
Two front towers have lost their last front faces.
2 Dire Wolves, 1 Winter Wolf, a Veteran and a Berzerker are visable.
We attack at a range of 120' from the South…
Mayhem ensues…

Dray is 20' off the map the South.


Elmore Prater the Younger does not take the news well that people are potentially converted.
Decide to go to Prater the Elder to give an update.
Arrive unharmed at Edendale. Keep of the Praters… Densly packed city.
Honor guard to Lord Duncan West – Prater the Elder's adviser. Bodies are to be brought to the back and not brought into the main keep/chamber. Callista sets an alarm on them.
Advised to be polite and courteous with Prater the Elder.
Duncan West is a FalseMan. We convince the Elder Prater of our goal – and get Duncan to show his true self. Duncan tried mightily to get us to go to Prater the Elder's old Keep.
Callista deep dives to the Wolf Queens when it jumps into Duncans head.
Her Plan to was to replace Prater the Younger – and the March Guard is a bonus.
Her Pack:
Radient Damage and SiIver – she's afraid of them.
2 Falsemen warriors Berserker & Skilled Fighter
2 Dire Wolves
2 Winter Wolves
Resistend to Lightning, Thunder, and non-magical weapons.

History: (Grand-Dad) Gregor Prater abandoned the ancestral home when he went made 50 years ago. Long standing plan from the Wolves, Dire / Winter or other – to take this land. Since the Dragon killed the King there are getting fisty. No law – so they're feasting on the people of Prater people.


After the fight -
Warg ritual – Head Ranger was revived – double row of teeth. No scars. He attempts to be compliant.
First watch – the Squire arrives. Anzu being sent to deliver a note. Squire didn't like the contents. Squires time to the camp is in question. Squire Tinkles (Bailey).
Deep Dive in the Warg brain – humans are eaten then rebirthed as human wolf queen pups. Split entity. Half is loyal to the Night Garm, and that half can make the human half do it's bidding – and think it's doing it for all the right reasons.
Head Ranger is a False Man.
Squire is a False Man.
Queen is the Night Garm.
She could have a dozen or more – all she has to do is eat them and birth new ones that are loyal.
Slaughtered the Warg.
Head Ranger and Quire Bailey committed death by Cops.
6 Warg skins and 2 Winter Wolf Skins.


Elmore Prater the Elder; Elmore Prater the Junior; (Solomn Bailey – Squire to Prater the Younger; Dunkin Porter – leader of the packhorses, and Sir Troke. Fah, Kallista, Umber, Dray, Nud, Reuben, Klog.
4 day road trip to Edendale – will pass Wihola – to the Prater Keep. Minor Baronette.
Day 1: Unevenful. Spent time in Waihola. Prater opens up a bit. He's a bit squirrely. Prater the Younger – early 20's – stresses of Command are having an effect. Squire is much better – more stoic. Dunkin Porter is superstitious (entirely sincere in his beliefs) and they have a bit of a magical effect. Prater: Baronette's land on the boarder of South March and Green March. Land was subject to raids. Fey are the devil – no matter what they say. Kallista and Fah check-in to the Library and the fight club and the Urchins.
Day 2: Exit Wiahola – and we escape densly populated areas. We see NON-Margrave patrols on the road (wearing sigals of local land holders).
Day 3: Continue to move about. Nothing Major.
Day 4: Riverton (Overbrook Tavern). Beginnings of the Lands of the Praters. Owner – Winnie Prat. Husband died from a Horse Kick. Finest Dinner in 4 days – offered. Sir Troke – looking around – looks worried something is missing.
OverBrook Tavern: Winne Prat has a table for 8 set – (Elmore, Winnie, and Sir Troke – meaning full look – RANGERS MISSING???). Rangers patrol the boarders – have not come home in the last 2 days. Camp is a few miles up river. Will need to check it out. (8 rangers – led by Ellis Brandt). Kallisa uses the Cards – all cards turn up as Wolves – and a Queen card – - – WARGS!!!!
Day 5: Travel up River. As we're getting close to the Camp – Ian opens the map – and roll Iniatiave.
Nudds dog is the MAN!!!!
2 White Wolves and 6 Wargs. Yeah…


Enter Town (Duncolmbe): would prefer to handle the matter internally. With your leave, of course. He graciously offers to take the burden of the wretched off your hands.
Inquisitor Bishop Maurice Redgate attempted to get us to turn over the Cardinal Treault to the religious court and not to Margrave's court. We declined.
Mind poking – we found the words "Abby of Sins Exposed" in the Cardinal's Mind.
25 Guards take the Cardinal Treault to the dungeons.
25 remaining Guards take us the sub keep of the palace – to rest and dress for the occasion.
Anzu – Dirty Blonde haired guard – suggestive talking and knowing glances – determined that he's updating the Cardinal on events. Guard is part of the Cult – and that the cult is deep and wide.
Reuben – talks to the court before we go there. Face time. Luth Marivaldi is sorta befriended. Bertha Demein shows interested in Mr. Rueben.
Kallista visits Millicent Arno – temporary password – She doesn't care about cultists or clerics. And she really doesn't care either way. Asked about Mei Galanodel – could be a plant to hurt the other Guards – Stone, North, March… She knows about the Hall of Wells. Gives warning – she has been to other locations – beware of the demons and elemental in the hall. RUMON: by the Dragon Born village of Tilt – nearby Halfling village of Kirikiri – a hole has opened up between worlds.
In Court:
" Umber provides the evidence against the Cardinal. Presents the ledger for financial dealings.
" Presents the Holy Symbols we collected – for the Cult of Cruelty.
" Bishop goes through the ledger – Asks the Cardinal what's up.
" Requests and received permission to cast Zone of Truth.
" Margrave sides with the Group – and sentences Cardinal Treault to death. Is taken to the torture chamber.
" We give Dupre the name of the Guard who talked to the Cardinal – and that the Abby of the Sins Exposed is a big deal.
Redgate – knows about the Abby of Sins Exposed – but not sure if he's in on it or just pissed he has to deal with this crap.
Invited to deal with tomorrows meetings on what's a concern for the March Guard.
"Dwarf named Mungen: Bar Clan – located near the Orc March. Dry high step inland. Center of the island. Orc under Khan Tiang have gone from harmless nomads to building into a hoard. Not enough grazing land given by the King – pushing into Dwarf lands. Khan Tiang offering entrance into the hoard if you bring Horse – horse thievery big. Dwarf Brother of Mungen – Arialt wants to go to War. Zolas looks perturbed – not sure if it's her people are being spoken ill of or that what should be settled with the Dwarves. Zolas reaction: Tiang is an idiot.
"Head of the Shipping Guild and begs that Margrave Dupre do something about Madam Mertle the Black. She is a Pirate Queen. Was small time – year ago got real ambitious – Ships from the Green March attacked. She's getting more and more pirates – must be lots of money coming into her coffers. Rumor: Base of operations is on the west side of the islands. Would like a response to the attacks. Wants Dupre to authorize Privateers.
"Baronette Elmor Praitour (the younger) – asks in his fathers name for Margrave to investigate band of cannibals. Band of beasts dragged away people and ate them. Attacks continued after the winter – requests help (poor area in the south by the green march) to discover the creature(s) and kill it.
"Pair of Halflings (higher class cut and decoration): Chief Victor Arrapota and Adaline Euroua. From Kiririri – a few days walk of Tilt Dragon men village. Dragon Man named Okinox – that the Dragon Born have not done – and they have found a rift between worlds. Ask: Investigation of the rift.
Going with the Cannibals – and asked the Margrave to pull the ship Burning Hovel out of drydock.


Kallista – Chris Hudson
Nud – Fletcher
Dray – Wulf
Umber – Bleys
Genevieve – Jen
Myrrdrin – Ben
Fah – Biicchi

Begin session with recap of recent winter downtime montages.

Fah buys a CURE WOUNDS SCROLL from Sister Genevieve
Genevieve made a CURE WOUNDS SCROLL

Myrrdin set up a shoe shine shop in the center of town and live at Gryffin Hall. He ports around his stool and shoe shine kit. <skill roll INVESTIGATION=success>

Kallista lives in The Well and researches Primordial, befriends the Imp, and miscellaneous wizardry.

Mr. Umber got new heavy armor made, trading away the Marilith breastplate.
Kallista finds a tiny flaw in the magic of the breastplate that can make it extremely vulnerable. It is not a curse, but a triggered event.

Dray went home to Tilt to perform his Studly duties (occupation), goes on a random unspecified mission, gains enough exp to level to 4th. He spends his earnings to earn the goodwill of the children of town, then trains them in basic health and fitness exercises such as Qigong or Tai Chi.

Between Umber and Dray, a significant impact has been made to the thieves' guild activities

Sister Genevieve frees Walter Wheat, earning a reputation as a legal scholar despite it being a fluke. She purifies the fountain in The Well. She lives in the church, makes some scrolls, and fails to notice something.
Brother Goebel runs a small shrine in Waiholla that gives out soup to poor people. He appears to be a heretic, by rumor. He is not evil but he teaching a rare lost gospel that the saint of freedom is a test for humanity, that the choice for freedom is the correct one.
Genevieve researches his lost gospel. This gospel has existed for as long as the church has (1499 years). Messianic heresy. She is aware but not able to act on it

Nud is living in his tree grove. Went on a few adventures, including the soup kitchen. He searches for a pet called Chaser and makes friends with the Squirrel King. Nud's pet wolf does not have any serious mechanical effects. 4

Klog is living at Gryffin Hall with Arthur. Did the side quest, got familiar with the area. Created a militia/fight club

We are escorting a prisoner for a court case. The identity of the escorted is shrouded in mystery.
Mister Umber finally reveals that the prisoner is Cardinal Triumph.
Umber has arrested the Cardinal of Waiholla under the authority of the Marchguard and wants to present the Cardinal Triumph was conspiring to keep the incredibly ill to incubate and transmit diseases that could be cured by paying a fee to the church.
Mr. Umber has not only eyewitness testimony but also a ledger proving the Cardinal was skimming off of the excess profits.
Mr. Umber hid this from Genevieve on purpose, but when it is revealed she supports Umber.
Kallista INVESTIGATES the ledger and rules that it is totally legit, and he was using his position of authority as well as his knowledge of diseases to enrich himself. He was the top of the pyramid. His money has been diverted in villas in the country. He may or may not be supporting families at both locations.

On the road to Dunkirk, the party is ambushed by the Cardinal's men
Mr Umber leans down to the manacled Cardinal and asks, "Did you pay your mercenaries well, False Priest?"
The Cardinal grins his split lips and spits at Umber's feet, saying, "Of course I did, Fool!"
Mr. Umber replaces the gag and blindfold and sets him on the ground

Sister Genevieve casts Bless on Fah, Umber, and Klog.

Cardinal Triumph
(name chose a kid on his baseball team he coaches that he hates the most)
Just looks around and makes a smug face.

Cultists and Veteran Mercenaries, as well as hooded Cult Fanatics who appear to be spellcasters.

Dray sparks a SCORCHING RAY at three cultists, injuring two and killing one of them.

Reuben casts darkness and hides, but his dark field covers several Cultists

Fah attacks the nearest Cult Fanatic.

Cultists Ululate and strike at Dray with their SCIMITARS, missing terribly. The second hits, and Dray casts SHIELD, but is still hit.

Cultists attack Kallista, but miss when she casts SHIELD

Cultist 6 misses Anzu.

Cultist 7 misses Klog

Cultist 8 fumbles against Fah.

Klog asks if he can use the cultist's blood to dye his hair, uses RAGE, and swings his LONGSWORD, decapitating the cultist. He then moves to join Klog

Mr. Umber HEXES Cultist 4, then cuts him in half with his LONGSWORD.

Veteran 1 targets Fah and swings his LONGSWORD but misses. He follows up with his short sword and misses as well.

Veteran 2 targets Klog with LONGSWORD and deals a smidge of damage, then follows up with the SHORT SWORD for a little more damage.

Cult Fanatic 1 casts HOLD PERSON on Umber, who makes his save, thanks to Genevieve's Blessing.

CUlt Fanatic 2 is stuck in Reuben's darkness. He tries to escape it. He does not realize there is a big mastiff nearby and gets mauled in an attack of opportunity. However the CF easily escapes with no damage. He then tries to cast HOLD PERSON on Klog, who succeeds in his save with Blessing.

Cult Fanatic 3 fumbles in his attack with his dagger on Fah.

Cult Fanatic 4 is stuck in the darkness and randomly escapes the darkness. He throws a HOLD PERSON at Klog. Klog saves.

Nud casts Faerie Fire targeting the veterans and cultists, affecting two of them.

Kallista casts MIRROR IMAGE on herself and stabs a cultist with her dagger. Flappy gives her advantage. She stabs C5 but deals a small amount of damage

Sister Genevieve summons a SPIRITUAL WEAPON (Mace) and uses it to crush Cultist 1.

Cardinal Triumph attempts to escape with disadvantage, but he fails miserably. It is obvious that he is trying something though.

Fah damages Cult Fantaic 3 severly but it stays up.

Cultists attack and miss.

Fah targets Cultist 8 and kills him.

Klog wounds Veteran 1 with his LONGSWORD.

Mr. Umber moves his HEX to another target and attacks Cult Fanatic 1, wounding him and spraying blood everywhere.

Nud's Wolf is caught in the darkness but finds his way to Nud by smell. He points at CF1 and yells, "Chase, Chaser, Chase!" Chaser misses.

Veteran 1 swings again at Fah, missing with the LONGSWORD but hits with the SHORT SWORD and cuts Fah's arm.

Veteran 2 attacks Klog twice and misses.

CF1 targets Mr. Umber and attempts to cast INFLICT WOUNDS.
Mr. Umber, "Consider grovelling, it might permit you to live."
CF1 misses.

CF2, in the darkness, tries to escape. he eventually ends up on the far side of the darkness and starts to move back towards combad.

CF3 attempts to attack Fah with INFLICT WOUNDS but fumbles.

CF4 is going to make a perception roll and heads towards where Reuben lurks in the darkness. He casts an AoE spell but Reuben makes his save

Nud pulls out Contempt, his Thorn Whip, and hits CF3, wouunding him and pulling him towards Nud. Fah has already used his reaction and does not get an attack of opportunity.

Kallista disengages from the cultist, who takes an attack of opportunity. Cultist 5 misses completely. She then moves past Cardinal Triumph and casts TASHA'S HIDEOUS LAUGHTER on CF2.

Sister Genevieve moves the Spiritual Mace over to the Cult Fanatics, then casts Sacred Flame but he saves. The Mace hits, and kills CF3.

Cardinal Triumph attempts to break free and fails again.

Dray targets Cultist 5 with a Fire bolt but misses, despite Anzu's aid. He then moves over towards Cardinal Triumph.

Anzu leaves to help Reuben, who then targets CF4 and hits with CHILL TOUCH.

Fah swings his LONGSWORD at Veteran 1, and hits because of Faerie Fire. Kallista screams at him for not stomping on the head of the incapacitated cultist.

He then takes an ACTION SURGE to attack again, wounding but not killing Veteran 1.

Cultist 5 moves over to attach Genevieve. He misses

Cultist 6 runs around in the darkness, and runs right into Genevieve. He attacks and misses.

Klog presses his attack to Veteran 1 but misses despite the advantage of Faerie Fire.

Mr. Umber tries to whale the Cult Fanatic and heavily wounds it, and then applies additional SMITE damage

Chaser continues to hound and miss his target.

Veteran 1 hits Fah with the LONGSWORD but misses with teh SHORT SWORD.

Veteran 2 misses Klog with both attacks.

Cult Fanatic 1 uses the DISENGAGE action to escape from the surrounding Marchguard

Cult Fanatic 2 is incapacitated and makes a WIS save to escape, and rolls a natural 20. He is no longer incapacitated but is still prone.

CF 4 is in the darkness, has a sense of what is happening and tries to move out of the darkness. He stumbles past Reuben into a pond, sloshing water, and provokes an attack of opportunity. Reuben stabs CF4 for heavy damage.

Nud uses CONTEMPT on Cultist 6, pulling him towards him and provoking an attack of opportunity. Sister Genevieve spanks him with the mace.

Kallista targets CF1, who seems to be warming up for a big AoE Spell, with MAGIC MISSILE, cast at 2nd Level, Killing him instantly.

Sister Genevieve moves her Spiritual Mace to swing at the prone CF2, wounding him.
She then swings COMPASSION at Cultist 5 and misses.

Cardinal Triumph continues to struggle with his bonds and failing.

Dray hurls a FIREBOLT at cultist 5, dealing heavy burn damage to him, but not killing him.

Anzu harrasses Veteran 2. Reuben blasts Cultist 5 with an Eldritch Bolt but misses.

Fah assaults Veteran 1 with his LONGSWORD and deals heavy damage to him, but he continues to fight.

Cultist 5 attacks Genevieve with a knife, slashing her and cackling.

Cultist 6 attacks Genevieve, slightly wounding her.

Klog blows a kiss to Veteran 2, then attacks Veteran 1 but misses.

Mr. Umber moves the HEX and his full attention to Cultist 6, killing him.

Chaser moves towards Cultist 5 and sicks his balls. Cultist 5 dies, bleeding from all orifices.

Veteran 1 looks around, getures towards Veteran 2, and surrenders. "Just trying to make a living"
Veteran 2 sheathes his weapons, then surrenders. "I'm just a working man."

CF2 Hisses, "you scum!" He then stands and casts INFLICT WOUNDS on Veteran 1 but misses.
CF4 is still in the darkness, flees the darkness, looks around and heads towards Nud. Nud shouts "bring it!" and dodges an INFLICT WOUNDS.

Nud Damages Cultist 4 with CONTEMPT the Thorn Whip

Kallista asks if we need to keep any of the cultists. Mr. Umber replies we only need the Veteran, so she solves all the cultist problems with a MAGIC MISSILE.

Flanky the Bat gives someone advantage.

Round 6
Sister Genevieve misses with a sacred flame and also misses with the SPIRITUAL MACE while attacking the final Cult Fanatic.

Cardinal Triumph finally frees himself from the manacles, pulls the gag from his mouth and…
Casts SANCTUARY on himself.
He then tries to flee, provoking attacks of opportunity. He is wounded slightly but starts to flee.

Dray fails his save and cannot attack the Cardinal, so flings a Magic Missile at Fanatic 2 and follows the Cardinal, staying adjacent

Reuben moves up next to the Cardinal and attempts to intimidate him, within the magical darkness.

Fah uses TURGID to cut at CF 2, wounding him.

Klog critically hits CF 2, slicing him up and killing him thoroughly.
Veteran 2 sees that, and quickly unbuckles his weapons belts.

Mr. Umber circles around the magical darkness and waits to see if the Cardinal escapes.

Ultimately, the priest realizes he can't get away, and surrenders. The Marchguard is as good as rumors made them out to be.

The two Veterans surrender, and admit that the Cardinal, saying they were on retainer to the Cardinal.
They leave behind their arms and armor and agree to spread the legend of the Purple Pirate Pants and the Marchguard.

Encounter EXP: 482

Next time: the Court of the Margrave


The dark queen of the wood has returned, thirsty for vengeance! Reuben, holder of the head, had a visitation. Nearly slain, she departed with a warning that she would return and the head was to be presented.
The party gatherd to meet the threat. Gathering in the courtyard, they awaited the dryad's attack. The horrific fiend clambered over the wall and attacked. Kallista, with a flash of inspiration, realized the creatures head would need to be destroyed in roder to prevent it from endlessly returning from the grave.
The queen, harried by the party warriors, managed to recover its head, but got no farther before being cut down by magic and sword.
The party then entered a period of rest.


We opened the treasure room onto a statue of an eight armed demoness. In each of it's hands, it held an item of interest: A breastplate, bottle, horn, longsword, chainmail, rod with demonic face, three headed flail, wand of black oak. As we made preparations to enter the room, we were attacked from behind by nothics! The very same creatures we allowed to stay in their torporous state in a different room.
There was a mighty battle. Heavy wounds exchanged on both sides. But in the end, the heroes stood victorious.
We gained the following items:
Breastplate +1 – Umber
Eversmoking Bottle – Dray
Horn of Blasting – Nud
Longsword of Warning – Fah
Mariner's Chainmail – Gen
Rod of the Pact Keeper – Reuben
Vicious Flail – Klog
Wand of Secrets – Kallista

We were then all marked by the Marilith.

The Imp

The party continued on, investigating the huge round room. Three doors lead out.
The western door opened onto a fabulous library of magical knowledge and tomes. The area was powerfully warded, both to keep the ancient tomes from decaying, and to prevent them from being removed from the room. Spells of all types were stored here, as well as general lore. However, the information was all stored in the language of the ancients who built this place.
The northern door needed a particular key in order to open. Not a key key; some fort of special item.
The east door contained a magical laboratory. Miaxahl the Imp, in residence. Edmund, being experimented on. He was in the process of being transformed into a Nothic. The party, unable to reason with the Imp, surrounded it while Kallista put it to sleep with a spell. Using the Philter of Love supplied by Arthur, and disguising herself as a Tiefling, Kallista charmed the imp into answering her questions.
Meanwhile, the party worked on Edmund. They attempted to reverse the process by the clever strategem of ripping the magical gem device out of his face. This did end the effect; but it appears that more powerful magic will be needed to heal his maimed eyes and nose.
Kallista convinced the demon that she could lift the spell binding him to the room, in exchange for the key holding the north/south door. The Imp, crazy for Kallista, handed over the key. Kallista promptly reneged on her deal- temporarily. Kallista noted that the imp never specified a time when she would break the binding spell. She stated that she would return in due time and lift it.
The party proceeded to the north door and prepared to open it with the key. We were told by the imp that the room was a treasure trove.

Wulf and Hudson take notes

Wulf's Notes



Fah Kuulus
Mr. Umber
Sister Genevieve
Nud Seff
Reuben Montague
Arthur Blendlock
Klog Freeman
Enoch bates

Picking up where we left off

The Ghost is moving back to the Skull's room. Flanky follows, then Arthur.
The Ghost stands near the west wall of Room-11 and waits.
Most of the party follows, though Reuben and Kallista remain to investigate the corpse of the Ghost before following.

Myrddin, on his way out, meets a dirty Forest Gnome named Nud Seff and discovers he's a new member of the Marchguard. Myrddin guides Nud back to the dungeon and they appear in Room-11.

Nud Seff and Arthur greet as they flirt awkwardly with each other, then turn their attention to the ghost in the room.

Nud tries to get the Ghost's attention, but fails.
Myrddin then exits, stage right, and offers to fix a belt tomorrow.

Enoch Bates arrives as welll, climbs down the rope, and encounters Myrddin on his way past, who fixes his shoes.
Enoch then moves into Room-11 and targets the ghost with FIREBOLT but he's too far away

The Ghost passes through Nud on it's way to Enoch and, irate about being targeted, and stares right into Enoch's face. then POSSESSES Enoch

Kallista enters the room and investigates the west wall and finds a secret door with the SPELL OF STASIS on it, similar to the other treasure room.
She announces, "we're the worst adventurers ever! We missed a secret door!"
But Umber replies, "NO, I"m pretty sure they're all dead".

Dray rushes into the room with EXPEDITIOUS RETREAT to investigate the door, but all he can tell is, "This has nothing to do with Stars!"

Arthur rushes up to the Ghost and says, "It's time to have a conversation about "Consent!"" And swings his GLAIVE, but misses.

Dray says, "Your Gliave is called CONSENT?" That's two named weapons!

Mr Umber removes his turning and activates his powers.

Nud Seff moves closer, and uses his THORN WHIP which does slight amount of damage to the ghost, which partially resists. He can also pull the creature towards him with this spell, but choses not to.

Enoch moves forward, then throws a FIREBOLT at the ghost, which is resisted.

the Ghost, in his fancy clothes and adventuring gear. Sudenly his head turns scary. He lets out an unearthly wail, and both Sister Genevieve and Dray suffer strange effects from it. Sister Genevieve ages 30 years in an instant!
Dray ages 10 years in an instant! He's 18, "I'm a teenager now!" he cries out.

The Ghost then flees away from the door.
Arthur swings at the ghost with an attack of opportunity, wounding the ghost slightly.

Mr. Umber gets an attack of opportunity and bites into it with his LONGSWORD. The Longsword has SACRED WEAPON so it does full damage, heavily damaging the Ghost.

Kallista shoots the ghost with a light crossbow, while mumbling about how killing is her thing now.
Flanky shows up and gives AID to Fah for his next attack.

Dray cowers in a corner, crying "Grandma, no, please!"
Sister Genevieve flees to the oppsoite corner, touching her aged face and crying that she hasn't seen the sun in all this time, so it can't be that bad.

Fah rushes in to Room-12 doorway and swings LONGSWORD at the ghost, which partially resists, and is still heavily damaged.

Arthur runs towards the Ghost, and deals some more damage with his GLIAVE, Then backs away.

Mr. Umber runs up and slashes into the Ghost, causing it to disperse, and iwith a face full of rage, it fades away.

The party gains XP: 110 (121 with the 10% )
With no time to rest or regain spells, the party continues…

Kallista figures out how to disarm the SPELL OF STASIS trap. She can sell the alchemical silver in the filligree is channelling the manna from the ley lines, and believes she disarmed it.

"I'm 100% sure it will not go off!" She declares proudly.

Dray opens the door and sees a chamber beyond. That is full of Nothics, who are all neeling with their arms over their heads and their heads down. They aren't moving at all.

Kallista figures out that they are affected by a Sleep Spell and a Hunger-less spell. We can wake them up, but the trap is disabled.

Enoch figures out that if we leave them alone, they should not wake up and attack us.

The party argues about the morality of killing the Nothics in their sleep.

Dray runs pas tthem, looking for an activation rune or something. Room-15 is fillied with treasure, there's gian urns full of coinage and stacks of books, and a bunch of other wondrous treasure.

Dray stops partway into the room, looking for an activation trigger for the Nothics, and seems to ignore the treasure in the room.

Flanky moves forward and with it's BLINDSIGHT can tell that this is all an illusion over a giant pit in the floor.
Kallista uses this to tell that the treasure is an illusion, and she can also see a silver-lined rune chain carved into the ground near the edge of the pit.

Dray seems to have stopped, accidentalyy stops before the trap and the pit. He has no idea of the danger he's missed.

Reuben leaves Room and finds out something that no one else knows.

Kallista figures out that crossing the silver rune chain in the floor will dispel the SLEEP spell on the Nothics.

Nud offers GUIDANCE to Kallista to try to disable the rune chain trap

Kallista tries to DISARM TRAP, but it is tricky and she fails, or so we think, but her LUCK DIE kicks in and she succeeds.
She announces, "that treasure is an illusion, and it's covering a pit!" She then demonstrates the illusion.

The party is convinced this is a trap room only and decides to leave the Nothic's behind.

Reuben sends his familiar, Anzu, down into the pit, slowly. It can't see the bottom at first, and then it flies down to the limiit of familiar range — 100ft — and with the 120ft range of Hellsight, sees a cold stagnant body of water.
Reuben tries to recall his familiar, and it disappears.
"I don't think anyone should go down there," Reuben declares darkly.

Kallista searches the Nothic chamber, Room-14, with the help of Flanky. The party joins her in investigating the room. and a few characters roll really well.
The party finds almost non-existent remains of some kind of straw beds and spartan living conditions. Whoever these things were, when this place was active, they must have been some kind of acolyte or low-ranking member of a cult. There may be remains of a firepit in the floor, but it has been thousands of years. There is nothing else to find, and nothing valuable to be seen.
Any clothing on the Nothics has long since rotted away, so there is no loot on them.
This successful encounter triggered no combat but produced XP!
Secret Door to NOthic Hive, DC 21, as Kallista uses her thieves tools to re-lock the door to Room-14


Hudson's Notes


Room 9, ghost room;
Nud found a scroll in the Vastlund tongue. Notes indicate that Oberon Friff heard rumors of a great treasure vault in the cavern. He believed it to be in the room to the north, but was destroyed by the forces guarding it. He then became a ghost, convinced the treasure was in room 14.
Kallista and Enoch worked together to uncover the secret of the door. It contained an arcane lock that could only be opened by a certain school of magic, transmutation. Kallista used a cantrip to open it.
Room 16 contained a duplicate of the device in room 8. Triggering the devices at the same time cased the doors at intersection 6 to open- temporarily. The doors started to close if the spellcasters stopped channeling.
Arthur, Umber, and the others investigated the pillars inside room 1. They had etchings in a strange script. The muscle men attempted to wedge the doors open with leftover shields. This did not work; the doors were inexorable and crushed the shields. Concentration spells were required to keep the doors open long enough for the spellcasters to join the others in room 1.
The pillars in room 1 revealed spell rubbings, one of Invisibility and one of Dispel Magic. Kallista recieved Dispel Magic and Enoch recieved Invisiblity.
A monster burst out of the pool; a deadly water weird. Scratch that; 4 deadly water weirds! Fah was grappled and downed, but Nud was able to get him back up. Klog was grappled as well, but without apparent concern continued to hack away.
Nud Seff, hero of the hour, discovered the weakness of the water weird- they are unable to exist out of the pool they are bound to. Using his mystic Thorn Whip, he was able to slay two weirds on his own! The rest were beat down in good time by the other, you know, 'adventurers'.
The party then took a well-deserved rest to reflect upon lessons learned.


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