Living Greyhawk Redux

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.

Set in Folly

Version for Kris and Sergei:
Having been abandoned by Kendrik, Gildon, and Brottor, it was decided that a shopping trip to Greyhawk City was in order. Jarik and Illene travelled to the Gem of the Flanaess, went shopping, and came home.

Version for Geoffrey and Greg:
Arriving in Greyhawk City, you found an advertisement wanting adventures, and applied. The Heironean paladin Sir Lebarat Tirien wanted your assistance in recovering a friend from his own potential undoings in the town of Folly, a place created by the mad archmage Zagig, still a human, to express his eccentricities. Now ascended to godhood, Zagyg’s high priest, Entropimus (or E~ as he prefers to be known), had set out to explore Folly. You travelled to Folly by means of a planar shifting spell, via a brief stopover in the Astral plane.

The town of Folly was just downright weird. It did indeed look like the plaything of a madman. However, as you started exploring it, your awareness was removed from your minds, and placed in another’s body. This didn’t happen just to you; apparently it happened to Entropimus and Lebarat too, and where once stood a man of noble bearing, now was a deranged madman. After some discussion, you convinced Entropimus to go and find his old body, which was in a whirlwind building, pieces of rooms scattered throughout a living tornado.

The first major room you came to looked like a cross, but as you stepped foot on it, it folded up with directional gravity, and you were placed on different faces. Furthermore, a number of gingwatzim were summoned, leading you to a fight. Of course, the GM forgot about the weird DR that these creatures had (DR 10/subdual), and so you beat them easily, although Illene’s body was completely drained of strength, and even Jarik’s body came out of the ordeal feeling weak. The cube unfolded again, and three things appeared. A chest, a lever, and the number 175. The chest had an odd poem on it, an Ode to a Gingwatzim, which read like a riddle, but you never quite cracked it. The lever had an “on” position and an “off” position; it was off, you turned it on.

The next room you came to was a funny room of blackness and whiteness, with various columns strewn about the place. In the white area, the columns rose and fell randomly as you jumped on them, and the place seemed to be infused with positive energy. The black area was separated from the white area by a wall of force. Eventually, following E~’s suggestion, you went under the wall of force, and the areas of positive and negative energy cancelled each other. Searching in the now only dark area, you found another number. There was a lever here as well.

The next room was a gutted spiral staircase, with a control panel, which you quickly figured out could move the rooms in the whirlwind around. You moved on before playing with it too much though.

The next room was a tower, where Lebarat was waiting patiently inside Entropimus’s body. There was a lever here too, but you couldn’t find any numbers.

The next room was an inverted pyramid with piles of junk. As you were searching through the piles of junk for the associated number and lever, you were attacked by a bunch of wacky constructs. Feeling somewhat akin to the constructs, Entropimus decided to give them a hand, and hindered you in your fight. You eventually found the lever and number associated with this platform.

The final room, up near the very top of the whirlwind, was a doughnut with outward directional gravity. Inside, it was a museum, of all sorts of odds and ends. Illene’s favourite was the apparatus of Kwalish, although there were all sorts of random things here. Although there was a lever here too, you couldn’t find the associated number. There was a box of odds and ends that Entropimus went through, and eventually he pulled out a couple of items for you – a Collar of Tusmit, and a Golembane Scarab.

You went back to the control room, and solving a simple puzzle there, figured out what the two missing numbers must be, although which one was which wasn’t certain, but that ended up not mattering. Bringing the central structure back together, your consciousnesses floated back to their own bodies, and Lebarat declared it was time to go. Entropimus wasn’t too pleased, but Lebarat told you to grab him, and teleported away all four of you.

Back in Greyhawk City, Entropimus danced a little jig and vanished, while Lebarat sighed, paid you your dues, and headed off to find Entropimus again.

XP: +1110 xp for Jarik and Illene
GP: 400 gp


Set in the Lands of Iuz

While Brottor went to the wild to summon the Buckinator, the rest of you were hired by a merchant to guard their caravan on a journey to Needlebough, near the border between the Empire of Iuz and the Shield Lands. Jaedric and Halon, his bodyguard, were rather glum company, and it rained continuously on the journey. Close to Needlebough, Jaedric wanted to push on through the night in order to get a hot meal and a warm bed. Halon was not so sure, and his reluctance was understandable when the wagon hit a rut and broke the axle. You spent another unpleasant night, and hoped to get on to Needlebough the next day.

The rain let up for what seemed the first time in weeks the next morning, and although it was foggy and grey, the four of you trudged on to Needlebough in order to purchase a new axle. Jaedric and Halon stayed behind with the wagon. Arriving in Needlebough, you found a scene of devastation. In the middle of the small hamlet, nailed to a post, was a dead elf. Attached to him was a parchment, from which a magical mouth appeared, warning you that death had come to this village, stay at your own peril.

In the village were a number of buildings. One was a house, burnt to cinders. Another was a temple, you determined of Farlanghan and Trithereon; a holy symbol to each remained in their own piles of fine ash. On the altar in the temple was what appeared to by a dead young child eunuch with milky red eyes, greyish skin, and leathery black wings. A magical band was around its neck. None of you were sure what this thing was. The wagoner’s shop had a man frozen in horror, made completely out of ash. Being careful not to touch him, you found a wagon axle and moved on. Another building was an inn. Inside, a longsword was stuck in the ground, and a white apron covered another pile of ash. You found nothing alive in the inn, but you did recover a finely made silvered dagger. Another building was the general store, which appeared to be devoid of life, but fully stocked, except for thunderstones. Some of you thought that you could loot some stuff from here, but a dwarven ghost appeared as you tried to exit, and demanded payment. You chatted to the ghost for a bit, trying to convince him that he was dead, but to little avail.

There were two other locations of interest in the town. The first was a track leading out of town, and the second was a smouldering pile of wood. You decided to investigate the pile of wood first. You spied three dead bodies in the pile here, and as Kendrik moved closer to inspect them, his eyes locked with a glowing pair of red eyes, and he turned to stone. Fortunately for the rest of you, you managed to slay the basilisk there without any other casualties. You decided to head back to the wagon to see if the merchants had something to fix the “turned to stone” condition, dragging Kendrik along with you, but leaving the axle behind (as collateral). You were fortunate that the merchants did indeed have a scroll of Break Enchantment, which restored Kendrik, and then you headed back to the hamlet to fetch the axle and explore the track. Down the track, you found a semi-insane man called Fischer, a trapper, who had somehow survived the attack on the village, through the use of thunderstones and holy water, he claimed. You headed back to the town, grabbed the axle, and went back to the wagon, delivering your report on the situation to Jaedric and Halon, and convinced them to turn around and leave. They agreed to do so, departing the next day, for it was already late at that point.

That night, however, you were attacked by two men. Luckily, Kendrik had the willpower to withstand their sleep arrows, at least, the first two, and raised the alarm. Dealing with the would be murderers, you found that one of them had a map to the secret lair. In the morning, you trudged off to find it.

At the secret lair, little more than a hovel in a hillside, you found two rooms. One had cages and a pair of bedrolls. Gildon managed to find a secret compartment containing a spellbook. In the other room, was a folding table, chair, bedroll, and chest. Gildon searched the chest for traps before opening it, but it still exploded in his face, and the papers that were inside became ash instantly. All that remained of value in the chest were a few coins.

Heading back to the wagon, you came across Jaedric, Halon and Fischer tied to the wheels, being interrogated by a wizard. As you approached, two children with milky red eyes and black leathery wings, wreathed in flames stepped out to attack you. Sitting on -9 hitpoints became a popular holiday spot, but eventually you prevailed. Fischer wanted to stay in his village, and so you, along with Jaedric and Halon, headed back to Rookroost (large town in the area).

After a final meal together, Jaedric finally dropped his persona, and admitted that the Shade had recommended you, and offered thanks from that elusive “organisation”. As thanks, he left three wooden chips on the table. At this point, you suspect you may have seen some of the creatures that Felkas informed you about, after your foray close to Dorakaa.

XP: 1120 xp each, mostly from the final combat, +20 xp Kendrik
GP: 1972

  • MW Silvered Dagger
  • 2 potions of Heroism
  • 1 potion of CMW
  • A Pendant of Breath (valued at 1500 gp)
  • A Spellbook (valued at 3600 gp, sells at cost, because wizards are greedy)

Other Stuff:

Dark Waves
Set in Traft

Travelling from Drell’s cave in the Clatspurs, you wended your way back to the city of Traft. Arriving through the city gates in the morning, you were greeted by the sight of a man in the stocks, a proclamation ongoing that despite being a revered member of the clergy, he was to be hung that evening for the murder of an aristocrat girl. Such is the kopprijs for his deed.

Talking to him, he implored you to investigate something strange about a relic his church received, which he believes possessed him and forced him to commit the crime. Agreeing to go looking, you headed off to the temple of Rao.

Along the way, you were attacked by an assassin, who unsuccessfully attempted to murder Jarik. At the temple of Rao itself, you talked to the man’s assistant. While being told about the relic, tiger nomads burst into the temple and killed him. It appears that you have started dabbling in something that somebody did not want you to. However, you had a lead on a furniture shop, called the Bottomless Haversack, and so you headed there next.

At the Bottomless Haversack, you encountered Birkie Blabbermouth, who didn’t want to speak to you. That is, while his tiger nomad buddies were in the shop with him. Afterwards, however, he blurted that all the furniture was coming from a warehouse and here it is and please don’t hurt him.

A short jaunt and an obligatory thug attack later, and you had arrived at the warehouse. Inside were a pack of rasts which you dealt with handily. There didn’t seem to be much here, but an elevator leading underground…

… which lead to a white dragon. Glacialismagnificus, as he introduced himself, monologued that Panshazek of the Boneheart had sent him to Traft to oversee the distribution of once-holy relics tainted by the Old One. He mentioned something about a Crook bringing Old Wicked low, but you’re not exactly sure what that was all about. Regardless, he almost wiped the floor with you (or perhaps he did wipe you with the floor?), and it was only for the intervention of Moradin that you survived.

Stacked up the back was a bunch of furniture, and hidden amongst it were the tainted relics. Racing back to save a man’s life, bringing evidence of a chromatic dragon, no less, you convinced the Watch Detective to spare the priest’s life. Afterwards, the acting Voorman, Bildgear, announced that Perrenland was going to send troops to Vesbergen to prepare for the annulment of the pact of neutrality with Iuz.

XP: 1300 for Jarik, 1510 for everyone else. Brottor, Illene, Kendrik and Gildon level
GP: 1366 gp from selling goodies and junk, -540 from spells


  • 20 throwing axes coated with Black Adder Venom
  • Arcane scrolls of Ice Knife, Spell Flower, and False Life
  • 1 large white dragon’s worth of hide (see pp 115-116 of the Draconomicon for what can be done with it; you may want to save up for when you have multiple dragonhides available to make something ;-)

The Stone Man's Puzzle
Set in the Clatspur Mountains

You began in Verbeeg Hill, a town bordering the Vesve forest, having safely returned from the lands of Iuz. The rumourmill was hard at work today, with news that a giant stone man had waltzed into town, plucked out an accused tax cheat from the city court, stuffed him in a sack, and left town again. Knowing that rumours can get out of hand, you went to investigate the city court for yourself. At the court, the old bailiff begged you to see if you could recapture the escaped criminal. None of those present looked like they were keen to go chasing after a giant. Thus, you ended up following the giant’s tracks out of town. Along the way, you came across a couple of hill giants with their direwolf puppy.

At the end of the day, you came across a gnomish settlement. They weren’t all that pleased to see you, and seemed to be covering for the giant in some way. Ignoring them, you trundled on through. The next day, you arrived at the giant’s cave, and he invited you in to talk. It turns out that Drell, the stone giant, has a maths problem in the back of his cave, and its been interrupting his meditations, because he doesn’t know how to solve it. Thus, he borrowed Cullen Gregor, an accountant renowned for his skill with numbers, to solve it. The puzzle appeared to be a maths problem, but before you could deal look into it too closely, a loud voice challenged Drell, who went outside to see what was the matter. Another stone giant was intent on murdering the peaceful giant, and so you went out to defend Drell. After some difficulty, the stone giant fell, and you returned to look at the puzzle. It appeared that Cullen had vanished, but had left annotations on the puzzle enough to figure out that it was a riddle. Solving it, you were pulled through the wall to a secret complex.

Inside the complex, there were five rooms, each with strange magical runes crawling all over them. An entranceway, a pantry, a kitchen, a bedroom, and a laboratory. It was in the laboratory that you found a grotesque creature made from the bodies of gnomes sewn together. It was in the process of killing Cullen, but was somewhat interrupted by your appearance. After doing battle with the flesh golem, you investigated the laboratory and found a magical helmet. Leaving the strange place by the same way you came, you found the gnomes from the village chatting to Drell outside. You decided to let Cullen go, and he promised that he had friends around the Flanaess whose help might be useful to the party.

Leaving, you continued on over the Clatspurs to Traft, where the next adventure will begin.

XP: 1100 to those not Jarik. 900 to Jarik
gp: None

  • Helm of Comprehend Languages and Read Magic (5200 gp in value)

Other: Brottor, Gildon, Illene and Jarik are afflicted by Arcane Numerology.

Across the Border
Set in the Lands of Iuz

You started out in Traft, where you were approached and asked to consider undertaking a mission of immense danger in the lands of the Old One. You travelled to Redoubt, a border garrison in Furyondy, in order to meet with an enigmatic person known only as “The Shade.”
(see here for the location of Redoubt – it’s just South of Crockport on the Northern border of Furyondy).

In Redoubt, you were met by the Shade late at night. She told you that she worked for an organisation devoted to bringing about the fall of the Old One. They had an operative inside Dorakaa who needed help escaping the town, and you were requested to rendezvous with them, and get them out of the land. Posing as crooked merchants, you were to approach the Northern outskirts of Dorakaa, rendezvous with Felkas there, and then get him out of Iuzian lands.

You began by meeting a grey olve, Bowsong, in the forests of the Vesve. He provided a wagon, complete with hidden compartment, and various goods. From there, you travelled into Iuzian lands.

Your first encounter with Iuzian forces was just past the border of the Vesve. You bribed a patrol to allow you safe passage through the lands. Your next encounter was an attack by a couple of ogres and worgs, along with a wizard. Ensuring that there were no survivors, you travelled onwards, looking for a place to rest for the evening, away from the site of the attack. You came across a hillock with a door and light, looking like somebody inhabited it, but wisely kept on moving.

Next, you came to the Dulsi river. Your intelligence was that there would be a ford there, but instead, you found a garrison defending a bridge. After making a fool of himself, you ended up paying a generous bridge toll, and kept on moving. Unbeknownst to you, you were followed by a quasit here, who figured you couldn’t possibly be who you said you were (or as dumb as you looked).

The next few day were quiet, as you trundled across the Desolate Plains, heading towards Dorakaa. On the third day of the monotony, a roiling storm in the form of a skull engulfed you, and you did battle with incorporeal undead. It was here that Kendrik learned that he can actually turn undead.

Rolling along further, you made it to the outskirts of Dorakaa. Here, you waited for your contact to show up, and pretended to be undertaking wheel repairs in the meantime. After a couple of hours, Felkas showed up, but was being pursued by a team of Iuzians. Here, the quasit chose to reveal itself, and joined the attackers. You managed to defeat most of the Iuzians, but the quasit got away, and will undoubtedly report to his fell masters in the Old One’s city.

After the attack, you hid Felkas in the secret compartment, and retreated from the Old One’s lands as fast as possible. A few days later, and you were back in the Highfolk town of Verbeeg Hill. Here, Felkas told you of what he had found – abominations wreathed in flames, made from the flesh of the dead, and with deadly powers. The Shade gratefully thanked you for your help, and turned you on your way. There will be more to this, you are sure.

XP: 1200 each. Jarik levels to 7, the rest of you are still at least two adventures away (depending on how generous I’m feeling).
GP: 1080 from direct sales of the proceeds of crime.


  • Gloves of the Slaver (500 gp in value)
  • Wand of Web (9 charges left) (810 gp in value)
  • Potion of Cure Moderate Wounds (300 gp in value)
  • Lesser Bonerod (3 charges) (1350 gp in value)

The Pfaltzgraf's Fury
Set in the Valley of Kershane

Tensions in Schwarztenbruin are high, and somehow, you’ve managed to be involved with many of the incidents that have sparked the fires, quite literally in one case. The acting Pfaltzgraf of the Weisspeers, Greta Vosser-Weisspeer (Hasten’s widow), asked you to investigate rumours of conflict between the Roodbergs and the Weisspeer allies, the Vossers, in the Kershane Pass. Although a unit of the 6th Auszugen has been dispatched to the area to act as peacekeepers, Greta suspects that there is something more sinister unfolding.

Travelling along the Kershanetrek, you met a travelling band of Vossers, who introduced themselves as members of the Fellkatz Vosser sept. They informed you that Twin Bridges, the town which straddles the Kershane River, is a Roodberg stronghold, and knowing that they would not be welcome there, they were planning on travelling around. They said that the Roodbergs were claiming territorial rights and levying ridiculous taxes upon the Vossers, who had finally refused to pay, thus precipitating the current conflict. Despite their warnings, you headed into Twin Bridges. Although not particularly welcome, you were permitted to pass through the town, which seemed to be swelling with a muster of Roodenhund warriors (a sept of the Roodberg clan). You passed on quickly through.

On the other side of Twin Bridges, you came across a battle site, where a number of Auszugen soldiers lay dead, as well as some goblins and hobgoblins. You also found the bodies of the Vosser party you met previously, along with a wary vosserkatz. There seemed to be a warband of goblinoids roaming around, and you decided to follow their tracks.

You were soon met by a Ravenlord, half elf half nymph, who had evidently spent too much time as a bird for the past thousand years. Seeking revenge on the goblinoids for their desecration of her part of the forest, she enlisted your aid. First, however, you needed to escape the incoming forces who were searching for you, which is where you found your first indication that the Roodbergs were for at least some part, working as agents of Hextor (big bad lawful evil deity, google him :-) and with the goblins. The Ravenlord led you to a safe area, which she revealed as the ancient Valley of Kershane, a city of Grey Olves which had been locked away in time for countless years. She explained that the goblinoids were the Guurhok, the ancestral enemies of the Kershane, and it was little surprise that they had been stirred up at the same time.

After a night’s rest, the Ravenlord led you do a battle in the woods, between the Roodenhund warband, their goblinoid allies, and the Fellkatz Vossers who had fled from the region. Guided through the mists by the Ravenlord, you were led to the leader of the Roodenhunds, the Obstergraf of the Sept, known as the “Pfaltzgraf’s Fury”, and there you did battle, albeit somewhat briefly.

With the death of the Fury and his revelation as an agent of Hextor, the Roodenhund and Guurhok warbands routed, and you were celebrated by the Fellkatz Vossers, as well as a squad of Grey Olven rangers, who had come to the aid of their old Vosser allies.

Leaving the Kershane pass, you met with a unit of the 1st Auszugen escorting acting Voormann Orgus Bildgear himself, who thanked you for helping to prevent the slaughter of the Fellkatz Vossers at the hands of the Roodenhunds. As a Roodberg himself, you wondered if perhaps Bidlgear knew what his kinsmen were up to.

I’ve attached the history of the Kershane which Sergei summarised for you.

XP: 900 each

GP: 100 gp upfront payment + 500 gp division of spoils for a total of 600 gp each, or 3000 gp total.

Fury of a Cold Man's Heart
Part two of "For The Greater Good", set in the Lands of Iuz

The adventure began with Kendrik receiving strange dreams, luring him to Critwall, in the Shield Lands. In Critwall, you came across droves of refugees from Rishvian, just over the Veng river, who had been displaced by a Priestess of Iuz taking people as slaves. You decided to investigate. Just outside the now ghost town of Rishvian, you saw that a temple was being excavated. Here, you were found by a group of Knights of Rao (The Reasoned One, which is what I was trying to remember today ;-), who were planning an assault on the temple. Rojan Arden was the leader of the knights, and he planned to attack at dawn.

Zelt Damascus sought you out at their camp, and Kendrik in particular. It turned out he had another tattoo curse, similar to Kendrik’s. He said that he had received the curse when his father died. His research indicated that three medallions bore the curses, and they were made in the temple here somehow. He thought that the curse might be undone inside the temple. The child Aaront was there with him also, who seems to be somehow related to the curses. Zelt proposed infiltrating the temple from the back entrance, and making your way to the altar of blood, in order to try and remove the curses.

Before entering the temple, Zelt asked if Kendrik would take his curse, as he didn’t want it to pass onto his young child should he die. Kendrik agreed, and Zelt gave him his father’s ring, as well as his curse. You stormed the rear entrance, and made your way to the altar of blood. There, you were attacked by a blood golem, but you dispatched of it fairly quickly. Zelt placed Aaront on the altar, and bade Kendrik drop three drops of blood on his forehead. Alas, this did not remove the curses, but instead released the demon Theron who had been trapped within Aaront. Zelt attempted to take the curse back from Kendrik, but could not succeed.

At this point, you were distracted by the assault of the knights on the temple, but arrived too late to join the fray. As the knights freed the slaves and started leading them to safety, you looked at the temple again. Aaront magically cured Zelt of the ailments of the curse, and then pointed out that the bad lady was getting away, she was over there – and she’d made more medallions. You pursued, but she planeshifted away, leaving only her cronies, which you dealt with summarily.

Aaront started following Kendrik, but realising he wasn’t welcome, vanished, saying there was a third for him to follow.

Looking back on your latest escapade, you understand that Zelt’s father was the second of the priests who corrupted the original ritual you saw in the vision, probably by using a Medallion of Dis. Given that the temple in which these medallions were created lies in the realm of Old Wicked, perhaps Iuz has something to do with the original betrayal. Perhaps you might find out more about what the ritual was for somehow?

XP: 840 to Brottor, 1200 to everyone else.
GP: 4680gp is the spoils of battle!


  • Cloak of Resistance +1 (Claimed by Illene)
  • Pearl of Power (1st level) (Party)
  • Medallion of Dis (Party)
  • Ring of Damascus (Kendrik)
  • +1 Longsword (Gildon)
  • +1 Chain Shirt (Gildon)


Brother Mine
Set in the Sepia Uplands

Traipsing up to Schwunglestadt in search of adventure, you responded to a notice posted at the temple of Zilchus who wanted an escort for a geological survey. Brother Shekem hired you to escort Trennan while he performed his job in a nearby mine. Inside the mine, you found a bunch of what appeared to be dissident Zilchans plotting to raid caravans, and dispatched of them handily. A little further into the mine, you found a vein of mithril, being eaten by rust monsters. After some (understandable) fear of losing valuable equipment, you eventually killed the rust monsters. Following a little further in, you became trapped in the mine by an earthquake. To your left, you found an old temple of Ulaa guarded by a simple riddle, and therein, the ghost paladin Sir Delanit bade you to recover the lost Hammer of Ulaa.

Heading back to find Solrina, you encountered a pair of incorporeals, including your first spectre. Routed, you regrouped, and came back for vengeance the next day. Giddy with victory, you charged on to find the witch Solrina, and discovered that although imprisoned for centuries, her magical powers were still strong. Regardless, you eventually defeated her after a protracted battle, and recovered the hammer. In reward, Sir Delanit offered to enchant a magical weapon to flaming, and Brother Shekem offered a discounted mithril item for assisting in locating the vein.

XP: 1500 for Brottor, Illene, Kendrik (Illene spent 3 xp scribing scrolls), 1260 for Jarik


  • Hat of Disguise
  • Potion of False Life
  • Everything else sold for 1950 gp + 400 gp payment
  • 3022 gp used on various purchases (including rebuying Buck’s barding)



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