Living Greyhawk Redux

I Dream of Janni
Set in the Yatil Mountains

Our heroes polished their armor and shined their boots: their was a wedding and their friend lil’ Janni was the best man.

Traveling to Krestible, they found the town in anticipation for the wedding. Everything was ready except li’l Janni who was nowhere to be found. Our intrepid adventurers, ever willing to help, set out to find the jovial paladin.

Reaching the nearest town over and probing around in a dwarven tavern, they discovered that Janni had been hired to investigate the disappearance of a party of explorers. In turn, the party set out to save the rescuer.

Marching out into the hills the party found a cave and a deep pool of water with a glint of gold at the bottom. Brottor dove in as a polar bear, and was barely able to fight off the wild current to retrieve what turned out to be a magical rod. Inside the cave an ice wall encased a traveller. Chipping past the wall, an icicle avalanche nearly killed Gildon. The traveler had nothing but a mysterious broken pot.

They ran into a talking rock that Gildon could understand, but was unable to converse with. After some one-sided conversation, they left him. They began climbing some perilous mountains and ran across a suicidal woman claiming she heard spirits in her head. Touching the woman and saving her from certain doom, the same voice could be heard, and some more one-sided conversation was had.

Finally reaching the summit, there was some sort of temple, probably made relatively recently (past few hundred years). Inside were some giant sized footprint, which lead directly to the paladin Janni. He was raving mad so the party beat him into unconsciousness, which forced out a spirit of sorts which was subsequently destroyed. Janni was brought back to consciousness. The remainder of the complex revealed a chamber full of pots and another expired traveller from the lost expedition. Brottor greedily filled his sacks with pots, to much cheering from Kendrik and much protest from Jarik. Leaving the summit, the party could make out the lifeless body of the last member of the expedition, which they retrieved on their way down.

Little Janni saved, and the mystery of the failed expedition solved they made their way back to Krestible. While travelling, you met a high arcanist of the den Zauber guild, who explained that the pots contained the spirits of ancient people, and having a spirit tied to you could yield ancient wisdom. So they all did the ceremony, except Jarik because he was too superstitious, and the high wizard kept all the other looted pots “for the good of the nation”. What a sack of croc. On the bright side, he paid us for it, so we can’t complain too much.

XP: 600 to Brottor and Kendrick, 500 to Jarik
GP: None found
Items found:

  • Pearl of Power L2
  • Lesser Metamagic Rod of Extend Spell


Set in the Lands of Tenh and Across the Planes

XP: 2100 to Brottor, Jarik and Kendrick. 2915 to Illene. Illene levels, Jarik levels.
GP: 6995 gp


Upon returning to Perrenland:

  • Brottor becomes a member of the Grove
  • Illene becomes a Ruby Zauber

Sepulcher of the Wizard King
Set in the Lands of Iuz

After returning from exploring the Isles of Woe (with Gildon carrying Malthindor, Oblivion’s Blade), you found that the sword was urging you to head north. Immediately after disembarking from the ship Brightspray, you met Motair Castock, the scholar from Greyhawk City to whom you delivered an Ether specimen in “Into the Dying Lands”. Motair explains that his master is offering to teleport you far to the north to a dungeon said to contain a pair of ancient, withered hands. You agreed, and soon found yourselves at the entrance of the Sepulcher of the Wizard King.

After sliding Malthindor into a crack in the dungeon door and solving a straightforward riddle, you gained entrance to the dungeon. As you explored, you soon noticed that the dungeon architect seems to have had a rather serious obsession with hands and fingers. You made short work of the earliest opposition you encountered: animated stones the coalesce into humanoid shapes with a large hand in place of the head.

Venturing on, you found a hall containing several murals depicting the fall of Yagrax, the ancient, powerful wizard who was killed and dismembered, as he could not be completely destroyed. You then encounter a hall containing skeletons. Attempting to continue past them, the skeletons suddenly turned to red-hot, burning ash! Pressing on, you passed another hall with murals ad then met a fearsome guardian of the temple: a stone golem! The golem sent a swarm of animated swords and daggers that kept Illene, Gildon, and Brottor occupied while the golem proved itself a fearsome enemy: it rendered Jarik unconscious in less than a minute and beat Kendrick to within an inch of his life. But at the final moment, when the golem had cornered Kendrick, he missed the finishing blow, giving Jarik (who was saved and healed by Illene and Brottor) the last swing, killing the golem just in time.

Exhausted and nearly out of resources with no avenue of retreat and no way to resupply, you decided you had no choice but to camp and heal your wounds. Returning to the dungeon, you found a large hall littered with broken stones. A side tunnel led you far below the earth, to the City of the Undying, those left behind in the sealed dungeon, keeping an eternal watch. Before reaching the city proper, you encountered Malcrux, an insane wizard that immediately put a spell on Jarik that took him out of the fight, muttering about some sort of unpleasant experiments the wizard planned to carry out. The rest of you fought and defeated him, finding a small crystal shard afterward.

You then came to the bridge into the City. You ultimately chose (wisely) to avoid fighting the guardians of the bridge, instead letting Illene bluff them into thinking that you are mage priests who have returned. You were taken to the city temple, where you were told that you would soon be tested. You tried to determine what “soon” meant but could make little sense of their bizarre units of time and distance. You were given temporary residence and took your time to tour the city, learning a bit of its history and exploring the other houses and the forge. Finally, you were summoned to the temple and given a test: you were directed to repair the city’s water works, which was damaged in the recent earthquake. You managed to find and piece together crystal shards (including the one you found in Malcrux’s lair) which magically power the device, you removed some debris clogging a pipe, and you repaired some damaged gears.

Passing the test, you were admitted to the inner halls of the dungeon. You found an evil ooze and dispatched it, although it destroyed Jarik’s warhammer in the process. You then found a lock opened by a puzzle involving the four elements. After some trial and error (Kendrick bore the brunt of the error), you managed to decode the puzzle and unlock the door. You then found yourselves in a long hallway, where a sense of final despair overcame some of you as you came into the final chamber containing five sealed chests. Inside one chest were the Hands of Yagrax, the object of your search. The chests were guarded by two Undying Ones, corrupted by the influence of the hands. You managed to defeat the fighter, but the wizard proved extremely resilient and deadly. Although you finally managed to slay the wizard, the victory came at great cost: Illene was slain!

You opened the chests and found the Hands of Yagrax, which decided they liked Jarik the best and took upon crawling all over him, making him a little intimidating but also a little distracted in combat. To avoid this, Jarik eventually put the hands back in the chest, although they still plagued him with bad dreams. Motair returned, telling you that he will lead you back to Tenh, where the ether threat began, and where you hope you it will end…

XP: 1682 XP to Brottor and Jarik; Illene died and goes back to 24500 XP and then regains 1682 XP; Kendrick gains 1932 XP and levels (but Gildon is still level 5)
GP: After selling the items you acquired and paying off the reincarnate spell for Illene, you have a grand total of 1342 gp profit this round.

  • You picked up a Ring of Protection +1, which replaces Gildon’s ring that was sold for expedient purposes.


  • Illene died, and was reincarnated as an orc!
  • Jarik has been cursed to bear the Hands of Yagrax!
  • Jarik lost his precious warhammer to a fiendish ochre jelly!

Return to the Isles
Set in the Isles of Woe on the Nyr Dyv

Legendary rumblings alerted us to to importance of finding the hands of Yagrax to stop the Ether threat. However, finding the hands first required finding a legendary sword that could guide us to them…

Groveling our way onto a grumpy captains boat (who unfortunately did not allow The Buckinator, son of Buck’s Revenge, may he rest in peace, onboard) we made our way to the Isles of Woe in the Nyr Dyv, a few days from the Greyhawk coast. These had disappeared for some time, only recently reappearing from the ether. We thought this would make it worthwhile to investigate them in regards to the ehter threat.

We met a jovial dragon turtle who gave us some background information (and a bit of a scare) and told us he’d be willing ot trade magical items when we got back. The captain gave us three days to investigate the island (overkill as we found out).

Embarking on the island, Brottor’s keen eyes spotted a cave. After some one-sided deliberation, we convinced the grumpy dwarf that investigating the cave first was the right move. Inside we happened upon a small lake, roughly 30’ deep. Brottor, as a polar bear, went for a swim with Jarik to investigate. They were found by an octopus hidding in the pool. We were about to dive in and attack it, when it smacked Brottor really hard and we beat a hasty retreat to regroup. The boss healed up Brottor, and Jarik chugged a potion of swimming (purchased from the sea captain), and we proceeded to make calamari out of the eight legged sucker. Exploring the pool, we found a narrow tunnel that the octopus appeared to be guarding.

Kendrick drank a potion of swimming, Illene turned into some swimming lizardthing, and we proceeded to explore the underwater tunnel. Bruising our way down the shaft, we reached a locked door with an ancient inscription. It said something about requiring magical hands to open it. Illene knocked the door down causing the water to rush through and sweep us into an air-filled room. We crossed through another inscribed arch, which revealed a sword on a pedestal. Kendrick bravely took the sword, but was unable to answer its riddle about who was the man who started all the trouble with Yagrax. He was really lucky not to get cursed, I think. Shoving the sword in a sack, we swam out and investigated the rest of the island.

We found the remains of a ruined village, fought some monsters and found a hut that appeared inhabited by a single humanoid. The humanoid turned out being a druid, charged with protecting the sword. Turned out he had done a fairly bad job at it. It also turned out we had killed his animal companion (the Octopus) so he was kinda grumpy. Illene talked things over and convinced him we needed the sword more than him (but he got geased into using it for it’s intended purpose) so he let us leave.

We got back on the boat, traded a bunch of loot so Jarik could get a belt of giant strength, and sailed off to stop the ether threat. Turns out the sword points towards the hands of Yagrax (we think). So far it has just taken us to the lands of Iuz.

XP: 500 to Brottor, Illene, and Jarik. 850 to Kendrick. I told you this was a small adventure ;-) Illene spent 8 xp scribing scrolls.
GP: none


  • You traded in a number of items to the Dragon Turtle Meddigallan in exchange for an application of Universal Solvent, and a Belt of Giant Strength +4 (for Jarik)
  • Illene has received a geas from the guardian Aganus. “You will use Malthindor, Oblivion’s Blade to banish the ethereal plague from this Oerth once again.”

Burning Cliffs
Set in the Burning Cliffs of the Barren Wastes, North of the Lands of Iuz

It began with a missive from the Shade, summoning you to Critwall. There, you met the enigmatic woman, who informed you of a research tower in the lands of Iuz, where the creation of the strange creatures seemed to be based. The Shade wanted you to ransack the tower, and bring back any and all information you could find. For some reason, a large event was taking place in Dorakaa, and the tower was expected to be empty while those celebrations lasted. Agreeing, you were told to come back the next morning, when you would be teleported to your destination.

Your destination turned out to be in the Burning Cliffs, far to the North of the lands of Iuz. A mage teleported you there, and gave you a signalling device, which you could use to summon him back to teleport you home.

Approaching the tower, you were met by an Imp by the name of Zezaxittaz, who said that he could postpone the alarm in the tower, but only if you smashed his summoning gem and killed his clones within the tower. He could postpone the alarm for only ten minutes, but each imp killed would give you another three.

The tower turned out to have a walled enclosure that also contained two other buildings. You gained entry by crossing the walls. Once inside the compound, you were attacked by fire elementals.

You went for the tower first. Entering by the back door, you found little of interest on the first floor, except for a secret passage heading down deep. You killed an imp on the first floor. The second floor had another imp in a specimen laboratory, where you found a lot of specimens of outsiders, and a logbook. The second floor also had a library where it appeared that somebody was studying hybrid creatures and the Abyssal plane. A secret library held specimens of the created species feldamon and crianca, as well as a spellbook.

The third floor held another imp, as well as a vault which contained the summoning gem, as well as some Abyssal onyx stones. The fourth floor had a golem crafting workshop, where you smashed some constructed creatures. It appeared that the golems were being crafted out of cold iron.

Next, you headed down to the basement, but were unable to figure out how to unlock the door down the bottom, so you headed outside. The forge was next, where you found and dispatched of another imp. There was a huge stockpile of cold iron weapons in the forge. It appeared that somebody was preparing for war. The other building in the compound was a storage house, and it contained vast stockpiles of cold iron.

As you were preparing to leave, Brottor thought to look over the cliff on which the compound was situated, and noted that about 300 feet down the cliff, there was another building of sorts. Illene decided to leave the compound while Brottor and Jarik investigated. The structure turned out to just house bats, but there was a door in the cliff. Smashing through that, and the next door, you found and killed the final clone. You found yourselves in a holding pen of some sort, although there were no creatures there at the moment. In the next room, you found the underground laboratory, defended by two feldamon, which almost killed you. A quick search of the desk found some potions and a research logbook. A supply room held a dead umberhulk in a vat, and the final door held a trap that teleported you back to the surface.

Your time up, you decided to leave. Zezaxittaz thanked you before disappearing to the Nine Hells, and you summoned the mage to bring you home. You gave the following to the Shade along with your report:

  • Knowledge that the Abyss, the outer planes, demon anatomy and weaknesses, celestial creatures, and hybrid creatures were being studied
  • Specimen jars of feldamon and crianca, as well as two books found in the secret library
  • The Abyssal onyx gemstones
  • The specimen log
  • Dragon ash vials you found with the spare golem parts
  • Notice of the weapon stockpile
  • The research log
  • Knowledge of the umberhulk in storage

The Shade thanked you for your efforts, and as part of your payment, told you about her secretive organisation, called the Drinkers of the Cup of Midnight.

XP: 980 to Brottor, 800 to Illene, 1280 to Jarik
GP: 130 gp worth of loot

  • Potion of Protection from Energy (Fire)
  • Potion of Protection from Energy (Sonic)
  • The Summoner’s Tome
  • Wand of Ray of Enfeeblement (CL 2), 10 charges


Set in Schwartzenbruin

Editor’s note: Memory is a malleable and unreliable thing, subject to deceit. No warranty is made that this summary is complete or accurate. -K

Troubled by the ill wind befalling Perrenland and somber after the service to Karenin Weisspeer, we made our way through the city of Schwartzenbruin when we were approached by a messenger. He delivered us a letter from our patron, Hasten Weisspeer and waited for us to read it and give a reply. In it, Hasten wrote of his suspicions concerning the new voorman, Orgus Bildgear, and his suspected ties to the Old One. He told us about the Girdle of Dian, which protects all of Schwartzenbruin from demonic invasion by preventing all summoning magic from working. He instructed us to remove it away to keep it safe from an Iuzian scheme to steal it, and to bring it to his contact in nearby Klatsberg, where it could be returned for safekeeping back to the place it was made. He suggested that we start with his friend the druid Jan Apfel, who could help us gain access to the girdle. He also told us that we must tell no one of the letter and burn it after reading, only giving the reply “yes” or “no” to the messenger. We of course replied in the affirmative, and then gave the letter to Illene for memorization and destruction.

We proceeded to the druid’s grove and spoke with Jan to get access to the girdle. He was uncooperative at first, but with a gift from Kendrick of cheap wine, he eventually agreed to help us into the Castle of Dian, which held the girdle. We made our preparations and met him in the middle of the night in front of the castle, where he opened the door for us and then departed. Within, we found the Lundoak, fabled to reflect in its branches the condition of Perrenland, and it looked rather unwell. We were attacked from within by two hags, who nearly killed Illene, but were soon dispatched by us. We found a portal, and lacking any other course of action, we proceeded through.

On the other side, we found a place that where the colors were even more vivid than they usually are. It was a pleasant contrast with the Plane of Shadows. There were multiple paths available, and not knowing which way to continue, we chose one and soon came upon a small henge, with a gnome in residence. He seemed a friendly enough chap, and upon parting he advised that we really must go see the lake. Continuing along a different trail we came to a cave, within which we found a dead figure in a robe, who had recently been killed by arrows.

After thoroughly searching the caves, we eventually found the end, wherein was the very Schwartzenbruin, a legendary bear sharing the same name as the city. We had been drawn by cries for help, which apparently came from a man standing high up on the wall, who asked for our help in escaping the bear, while the bear in turn wanted our help in swatting the man. Illene was quick to aid the bear, granting the bear a vastly improved jumping skill from a spell, which allowed him to reach the man and finish him. We then learned that the bear was defending the girdle from a band who was trying to steal it, and that one had escaped through a portal to the girdle. We followed through in order to stop him.

On the other side, we found ourselves in a room with no doors except the portal, and a grey elf standing guard, with several sarcophagi nearby. It turned out that the brigand had been killed already, or at least soon would be dead, and we swiftly received a face full of fireball, courtesy of the elf. Finding the situation to be quite other than we had expected, Jarik and I employed the better part of valor and left through the portal once more. Kendrick and Gildon were not so prudent, however, suffering a bout of vacuousness that induced them to remain several more seconds, nearly killing Gildon in the process. Meanwhile, Illene discovered that the elf considered Illene an ally, since they shared the same race, and subsequently Illene made a show of aiding the elf in scaring away the intruders. Once alone, the elf fell catatonic.

We all returned to the room, and a quick search yielded the location of the belt. We began to discuss ways to sneak it out. I discovered I could not conceal it by the use of wild shape, and it became clear that Jarik and I would not be able to contribute to smuggling the belt. Further discussion of what to do with the incapacitated elf took a darker turn, and when Jarik discovered that he could not overcome Kendrick, we both decided to leave the others to deal with the belt. We headed through the portal and shortly afterward departed for the lake.

Illene and Kendrick decided not to kill the helpless elf, and instead took all his valuables. Then after making preparations, Kendrick stowed the belt in his bag and made a mad dash for the cave entrance. He got by the bear, and though he gave chase the bear could not catch him. Illene and Gildon followed soon after, but found themselves bottled up by the bear at the cave entrance. Eventually, they managed to get by and split off. Gildon ran and Illene hid in the woods.

At the lake, we found that the water was exceptionally clear, clean, and refreshing. There was nothing magical we could find about it, but when I swam in it I found that it made me feel more pure, like an ideal of myself. I told Jarik about this and he took a swim as well.

We found Kendrick in the woods and returned to the portal where we encountered Gildon making all speed for it, with the bear in hot pursuit. Gildon went through the portal first and we followed immediately after. He immediately had several arrows through him and almost died again. We came through the portal after and fought a group of foes waiting there to ambush us. Kendrick also found himself close to death, but we made quick work of the enemies and he was well. One of our enemies actually surrendered and with a little prodding revealed that he was sent as a servant of the Dark One in the case that Hasten failed, indicating that Hasten was likewise nefarious.

This was a troubling revelation, and more troubling still is its reconciliation with our own thoughts. For us to steal the belt away must be just as bad as for anyone else to steal it away, so really what were we doing? Hasten had never given us instruction by sending secret letters; he’d always sent for us to meet him in person. With his soul locked away for a while in a black soul gem, he could well have become corrupted somehow, and may not be the Hasten we once knew. With this in mind, we decided to camp overnight and then cast a Divination to gain further insight about what we should truly do.

The next morning we cast the Divination and received the clear answer that we must surely return it to the bear or else Perrenland is doomed. Jarik and I wanted to do so immediately, and Illene sided with us as well, but Kendrick wanted to go deliver it to Hasten’s contact. When we presented a united front against him however, he gave in, and I volunteered to return it to the bear, which I did with profuse apologies. I also told Illene about the lake and Illene took a swim there as well.

When we emerged from the castle, we were greeted by the guards, who arrested us in connection with the death of Karenin. We spoke to Orgus about that matter and were absolved of wrongdoing. He also told us of his own suspicions about Hasten, which agreed with ours added further evidence against him. We parted from Orgus and went into the city pondering the events that had occurred.

A great evil nearly befell Perrenland today due to our own foolishness. This knowledge has me shaken, and I must never allow the like to happen again. I shall trust my instincts, and those of Jarik, in always pursuing the right. May Obad-Hai and the other Perrenese gods be with us.

Editor’s note: This thing is way too long. Holy cow. I’m sorry for everything. -K

DM’s addendum

The next day you hear that in a ritual in the Grand Temple of the Old Kerk in Schwartzenbruin, the Voorman Orgus Bildgear, before the assembled Pfaltzgrafs and Grafs of Perrenland, has torn up the non-aggression pact with Iuz. Moreover, he has taken the shreds and burned them in the holy fires of retribution in the shrine of Vathris, declaring a war of Null Kopkris (“no mercy”).

Bildgear’s words were:
“A Voorman dead, a nation deceived, regicide will be avenged and Perrenand will make a stand against evil and tyranny. We can stand idle no more as the world falls around us. Perrenders, I declare a state of war, and I call upon the Pax to comply with its ancient oath.”

The Divination of Kelanen

“Woe be to you and the city you’re in,
Should the girdle be taken away from a bear;
The Schwartzenbruin’s guard is the best it can be,
The city, the girdle, are safe in its care.”

XP: 970 to Jarik, 1120 to Illene, Kendrick and Brottor
GP: 200 gp from random loot selling

  • Keoghtom’s Ointment
  • +2 Ring of Protection
  • +1 Ring of Prot
  • +2 Longsword
  • +1 Longsword x2
  • +2 Mithril Chain Shirt
  • +2 Mighty +2 Str Composite Longbow

Yes, that is a lot of stuff. Make of that what you will.

Other: Illene, Jarik and Brottor Bathed in the Evergold

A Dark God's Laughter
Set in the Mounds of Dawn and the Plane of Shadows

Still plagued by the nightmares you first had last week (in A Man With Nothing), you were summoned by Karla Hussen and Hasten Weisspeer to to join a a secret expedition to Kir Russ, the ruined city you explored in Promises to Keep (and the location of a certain unexplored tunnel that Jarik has been obsessing over ever since). But before you left, Hanne had an extended version of the nightmare, which ended with an image of a dolmen (standing stone) on a hill in the Mounds of Dawn. Hanne and Karla were sure you would receive some sort of insight by visiting the dolmen in the flesh, and perhaps even learn the fate of Voorman Karenin Weispeer, who has been missing since the the destruction of the Schwarzenbruin council chamber in Tinderbox.

So you and Hanne left immediately for the Mounds of Dawn. There, you met the Keeper, a druid who guided you over rolling hills to a corn field. In the distance, you could see the hill (and the dolmen at its summit) that Hanne saw in her dream, but unfortunately, you arrived at a bad time. The sun was setting, and you found the field between you and the hill swarming with shadows coming up out of the field. A race to the hill ensued; Brottor discovered that shadows can fly as high as eagles can, Kendrick discovered that turning two shadows doesn’t help much with the other thousand, and Jarik discovered once again that full plate isn’t much protection against shadows. With some well-timed spells from Illene, however, the entire party and Hanne managed to make it to to dolmen.

Safe from the shadows below, you all fell asleep, and awoke (without Hanne) on the top of a Ziggurat in the Plane of Shadows, where everything but you appeared to be in black and white, and where time seemed to flow unpredictably fast. A minotaur was sacrificing lizard folk and dwarves in an evil ritual that you immediately interrupted. You prevailed against the Minotaur, but not before Jarik realized that taking a blow to the head from an angry minotaur’s axe really hurts.

You freed the only remaining sacrificial victim, a dwarf named Gurezh of the Khund. He led you across a warped version of Perrenland to the temple where the mother of all witches, Igg-Vurz, makes her lair. Gurezh hastily gave us the secret ritual to safely enter the back door and then vanished. But Kendrick decided to bite the statue’s right ear instead of her left and just managed to avoid being slain by an illusory phantom. Entering the stronghold, you found Hanne, her pregnancy far advanced, and the Voorman, who was enchanted somehow. After a few minutes of talking got you nowhere, Hanne made a desperate attempt to reach her father, which temporarily broke his enchantment. The Voorman ordered you to kill him and to under no circumstances bring him back to Perrenland, which he said was part of the witch’s evil plot. After agonizing over the decision, and when even Hanne’s tears could not dissuade you or the Voorman, Kendrick reluctantly granted Karenin’s last request.

Before his death, the Voorman told you of a portal back to the material plane. You wisely decided to high-tail it to the portal instead of venturing further into the temple, but you emerged not in Perrenland but back atop the Ziggurat, where you battled Igg-Vurz herself—-just as Hanne went into labor. The witch turned out to be really annoying, nearly killing Illene with an acid ball, fighting off the many creatures Brottor summoned, and convincing Jarik that he really needed to help deliver Hanne’s baby before fighting, even though Jarik knew so little about the process that he thought it could be done in six seconds. Kendrick and Brottor bravely fought the witch and bore the brunt of her wrath, and in the end you defeated her.

Following the battle, you were all returned to the dolem in the Mounds of Dawn. You brought back the Voorman’s head, but the local priests announced that he would not be returning from the dead. A somber funeral was held and Bildgear was sworn in as Voorman. As you were all about to go your separate ways, Jarik received a letter from Hasten, which revealed his suspicions that Bildgear may secretly be an enemy of the state. He feared that Bildgear might attempt to steal the Girdle of Dian in Schwarzenbruin, a powerful artifact which, to Brottor’s annoyance, prevents anyone nearby from summoning creatures. He asked that you discreetly move the girdle to a safer location, and you agreed to look into it…

XP: 875 for Jarik, 1155 for Kendrick, Brottor and Illene
GP: You managed to sell off the minotaur’s armor for scrap, for 800 gp

  • Metamagic Rod of Energy Substitution (Acid), Lesser (claimed by Illene)

A Man With Nothing
Part three of "For The Greater Good", set in Mitrik and Downfall, Veluna

It all started with a dream, one that seems to be plaguing all of Perrenland. Across a clear pool of water, you see a white bird flying. All around, the darkness of a great cavern looms threateningly. As you watch, the water in the pool begins to swirl as from its centre, a deep crimson stain begins to spread, staining the water the colour of blood. Suddenly, the bird stops in midair, and falling, it plummets towards the maelstrom of blood that the pool has become. Just before the bird strikes the water, you awaken. In the distance, the rumble of thunder sounds like the booming of some dark god’s laughter.

Kendrik, on the other hand, was having visions of Mitrik. Something was to be done there, and so the party headed to Mitrik, in Veluna. Once there, it started out innocently enough – some teenage lout was being arrested for graffitiing the walls. However, the graffiti was strange – it matched some of Kendrik’s tats. Before much investigation could be done, the party ran into Zelt Damascus, one of the previous bearers of one of Kendrik’s curses. He said that he had been working to try and hunt down the last priest who had betrayed the ritual of the Flight of Fiends. The graffiti had been going on for about a week – and seemed to be calling the curses to a place called Downfall. Would the party like to join him on the way there?

Heading towards Downfall, it turned out to he a huge cliff with a river running down it. Except, the river was dried out. Jarik looked around and found a tunnel, and the party followed the tunnel through to a portal. There were some ogres and a giant guarding the portal, but they fell easily. The portal opened when Kendrik got too close – and the Medallion of Dis melted in his pocket and turned into smoke.

The portal led to a strange place – a huge statue of Aaront, overlooking the town of Mitrik in pale red stone. The town was very quiet though. Beneath the statue was the Grand Temple of Mitrik, which looked really similar to the one you had seen previously in your dream-vision, back when you first met Aaront. Inside the temple in the main chamber, there were six panels of murals, and floating up near the domed top, a vortex of reddish mist. The panels were as follows:

  1. Shows the making of medallions in the temple of blood. “The making of our prison started with good intentions and without bars.”
  2. Shows the ritual of the flight of fiends. Three priests in particular are well detailed – the betrayers. “The weak willed were easily bent to our use but the Crook had other plans.”
  3. The ritual gone wrong. In the centre is a normal looking man with a very evil grin on his face and a tail snaking behind his back. It has a line drawn down the middle of him, dividing him in two. A demonic image is stretched to the right, a human image stretched to the left. “The being of what we are and always have been is no more. Our vessels shall be returned.”
  4. The stretched fiendish image from panel 3 is shown, swirling into a vast vortex of red mist with many such other images. “Our prison complete, we wait for the sheep to wander in to be reclaimed.”
  5. This panel is huge. It shows 303 human figures. next to each one is a line connecting it to a fiendish figure. Below each one is a symbol. The symbols match those of the tattoos. One of the pairs is missing a demonic image; it corresponds to a tattoo that does not glow on Kendrik’s body. “Our Lord and Master is outside the bounds of all that is. His freedom ensures our existence.”
  6. This panel is mostly blank. On one side is an image you recognise as Theron. On the other side, are pictures of Brottor, Kendrik, Jarik and Gildon.

Wandering out to talk to the people of this place, you learnt that there are 303 people. They just awoke here a number of years ago, with no memories. Every time somebody wanders into the temple, a devil comes out and tries to slaughter as many people as possible. That person then reappears with a blank memory, the next day. You went to talk to the leader, Sarid, who said that there was another outsider around. Each person has a symbol on their forehead – Sarid’s is that of Theron. Sarid expressed a desire to leave this place, but no knowledge of how to. At this point, somebody reported that some people had entered the temple – and we must go to fight the devils that will thus be created.

You went into the temple, to see three villagers being united with the red mist, and turned into devils. You fought the devils, and as each one died, they turned back into red mist again. After killing the devils, you were approached by Ra’Ned, the final priest of Rao. He had Aaront with him. He told you that Aaront was his son. And yes, he bears the third curse. He told you that this is the demiplane of Perdition, and it is not supposed to exist. But, it can still serve its purpose. The people here are innocent – the human halves of half-fiends trapped here when the Flight of Fiends was performed. There are 303 of them. However, there are only 302 fiends here, and so one fiend has escaped to the Material Plane to wreak havoc – Theron.

Ra’Ned proposed that you call Theron to here, by channeling energy into his tattoo on the Prime. Then, defeat him there, drag him into Perdition, and kill him there properly, so that he could join the other fiends trapped within. Afterwards, Ra’Ned would take all the tattoos, and you could lead the innocents out of Perdition. Ra’Ned would stay within Perdition until his penance with Rao or his mortal life was over, whichever came first, thus sealing the plane. This happened so, and you led the innocents back into Downfall. Once through the portal, you saw that it was reverting to the Elemental Plane of Water, and were flushed out into the basin.

Perhaps this is the end of the tale. Should Ra’Ned stay in Perdition, the fiends will be trapped in there with him. Hopefully, you never hear from him again…

XP: 1300 apiece (Jarik, Brottor, Kendrik)

GP: +2040 gp from the sale of stuffz

Cloak of Resistance +2
Bracers of the Magi


  • 5 x CLW potions
  • 1 x Haste potion
  • 1 x Resist Energy (Sonic)

Kendrik has lost his sweet tats.
The Medallion of Dis has vanished in smoke.
Gained: Influence with Redgar

Lost Souls
Set in Schwartzenbruin

It started, as all good tales do, in a tavern. This particular tavern was called The Latern, located in Schwartzenbruin. Bad weather combined with a lost Voorman made for poor spirits, but the bard this evening seemed to be keeping the smiles and the ale flowing this evening. Indeed, she has even painted you as heroes of Perrenland, and the drinks had been flowing freely your way. However, after a new round of drinks are ordered, the bard jumped on the patron, claiming he wasn’t drunk enough and should drink to preserve his honour. The man, first turning red, then looking worried, discards his ale and smashes out a window onto the street and into the night. The wood where his drink spilt began smoking, belying its poisonous nature.

After the assassination attempt, the bard introduced herself to you as Jemmeny Moonsong, and revealed that this evening, she was employed to keep you alive. She invited you to come to a meeting with her employer, stating that a number of people wanted you dead tonight. At the meetingplace, you met with a mysterious figure who introduced themselves only as “The Het”. They said that you had a benefactor who had paid handsomely for you to remain alive this evening, and brought to a ship in the harbour. Meanwhile, a ruse would be set up to make it look like you were dead.

Creeping out of the city through the undertunnels, you were eventually rowed to a ship in the harbour. On the ship, you were met by Ingolt Weisspeer and none other than Karla Hussen, Karl Hussen’s mother. They informed you that your current ship was chasing another ship, which carried Hanne Weisspeer and Karl Hussen, and hopefully, the souls of Hasten, Gutherie and Karenin. You were informed of your mission – in the melee, make your way to the hold of the ship, and capture Karl and Hanne. It was believed that some dread ritual was underway on board the ship – you must stop it if you can.

Soon, the ship was pulling alongside its quarry, and you saw that it had been beset by a huge fire elemental, causing the sails to fan up in flames. You met minimal opposition on the deck, and quickly headed beneath decks. You ran into some cultists of Tharizdun, and after dispatching them, made your way to the hold. Down there, you saw Karl and Hanne, as well as a man you may not have remembered, but on further reflection, you realised that you’d seen him before. The strange priest of the unmaker was almost certainly with Karl the first time you met him, when he captured you at the ruins of Kir Russ. He held a strange rod with which he seemed to maintain control over Karl and Hanne. On the floor was drawn a magical circle, with two black gems on a cloth inside.

A brief battle ensued, and just when it appeared that the priest was getting the upper hand, Karla appeared, and struck the controlling rod with her own, causing the magic in it to fizzle and vanish. Hanne fainted, and the priest screamed out “Interfering hag!”, and swung out at Karla. Karl interposed himself though, and the rod delivered a resounding blow to his head. The priest cursed you all to the abyss, muttered a word, and vanished. Karl looked up at his mother, and said “I am sorry mother, I have failed you all, I could not match him. Beware… Sepia a folly… watch the…” and died.

The two soul gems were recovered, and turned out to be those of Gutherie and Hasten, who could now be raised from the dead. Hanne, in a full confession, told a sorry tale of the dominance of Karl and herself at the hands of Brar, priest of Tharizdun the Unmaker, who answered to one called the “Crimson One”. She admitted to being involved in blowing up the council, but has no knowledge of where her father is. She suspects that Brar fled back to Kir Russ, where she and Karl were first placed under his thrall. For now, she is in the care of Karla.

Hasten turned to you, and asked, “So, how good are you at exploring subterranean complexes?”

XP: +1350 XP to Brottor, Illene and Jarik
GP: 2020 gp was your net from this adventure.
Items to purchase: If you wish to purchase a Cloak of Resistance +2 or a Brooch of Shielding, these items are available.

Battles in the Yatils
Set in the Yatil Mountains

Upon hearing that your favourite hole in the ground, the ruins of Kir Russ, were under attack, you joined the Auszugen to fight against an approaching army of undead. The first wave you fought were skeletons and wraiths; the second wave, zombies. In the final rush, you were asked to take on the leader of the dread army herself, deep in the citadel of Kir Russ. Inside, you found her, a red dragon in disguise, attempting to revive the dragon skeleton within. She had a bodak companion, a fearsome undead creature who caused lesser souls to die simply by meeting its gaze. In this manner, Illene fell. As Jarik slew the bodak, and the dragon complained “Why do I have to do everything myself?”, a shimmering appeared in the air, and the face of an old hag complained to the dragon that it had failed her for the last time, and with a word of eldritch power, the dragon died. The words to the party were “Tell your puny masters that I have returned to reclaim that which is mine!”. Fortunately, the dragon was using an Elixir of Life to revive her mate, and since she didn’t need it anymore, it could be used for Illene. For finding the bodies of the lost group of archaeologists, the archaeologist’s guild rewarded you with some of the items that they had found.

XP: +1260 XP to Brottor, Illene and Jarik
Stormfire Ring, claimed by Brottor
+2 Gloves of Dexterity, claimed by Illene
GP: -300 gp spent

Notice of the Old Hag for those present.


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