
The Original Avisarr Campaign - Journal
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ABOUT THIS JOURNAL
The following is a detailed record of the adventures of the Travellers Elite as chronicled by the Dungeon Master. Using the original journal written by Silk and the revised journal by Spaden as guides, I hope to record the true events of this group as accurately and fairly as possible with a clear memory untainted by bias or prejudice. Thus, what follows is plain facts undecorated with tangential tales and unembellished with trivial detail presented in the simplest manner and style with it's principal design being to inform rather than amuse.
It is condensed as uniformly as possible with slightly more detail given to those parts which are more important. The whole is divided into nine separate sections. Those sections are :
No |
Part |
Title |
| 1 | The Prelude | To Find A King |
| 2 | The Interlude | The Adventure of Lemmingsburg |
| 3 | The First Quest | The Prelacy of Almor |
| 4 | The Second Quest | The Pomarj |
| 5 | The Third Quest | The Isles of Woe |
| 6 | The Fourth Quest | Wintershiven |
| 7 | The Fifth Quest | Land of the Ice Barbarians |
| 8 | The Sixth Quest | Spine Castle |
| 9 | The Final Battle | Fortress of the Conclave |
This journal was written during and after the campaign itself was run. It has been revised twice since then and is now in its final form. The book will be based on this journal. The Avisarr Campaign is and will always be regarded as a creation of all those who participated.
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Late in the summer of 712, in the city of Marner which is the capital and largest city of the Kingdom of Ratik, those individuals that were to be the Travellers Elite came together and came to know each other.
Silk, as he is commonly named, a prince of Perrenland, arrived in Marner several weeks before the others. He spent his time enjoying the pleasures of city life that wealth can bring, but he also went about his trade. Prince Keldar (his true name) was a spy for the royal family of Perrenland and had chosen this area of the world to begin his adventures and from which he might gather information to send back home. Among other activities, Silk joined the Thieves' Guild, established contacts and went about bartering for the local gossip and rumors. His only magic item : an enchanted scroll with a twin back in Marner. Anything written on the one would appear on the other.
Spaden, a beautiful young elven thief from the famed elven land of Celene, had travelled east in search of adventure. She also sought her brother whom she had not seen in years and whom rumors placed in this part of the continent. Her wildest dreams could not compare with the adventure she would uncover in Marner. Her only magic item was a magical ring of gold and emerald given to her by her guardian when she was a child. This enchanted band allowed her to fall as lightly as a feather. Spaden's brother had a matching ring whose only difference was in the gem - ruby instead of emerald. These rings were given to the siblings to protect them from their sometimes dangerous pastime of climbing trees.
Judas, a holy warrior of Peyote from the distant Dry Steppes, was on a holy quest to eradicate oppression wherever he found it. Being led by drug-induced visions, he came to this area of the world in hopes of freeing it from the foul oppressors. He especially wished to bring about the downfall of the evil Slavers' Guild. Armed with his father's blade, the legendary Body Wrecker, Judas began preparations for his mission. Judas set up camp a mile south of Marner which was, reportedly, the center for much activity relating to the Slaver's Guild and set about scouting out the city upon which he would wage war.
The Friar, Kelverin Cheod, was sent to this city by his church in order to begin the first test that would lead to his first Ascension Ritual which is an integral part of his complex religion. According to his belief, his god would lead him through each Rite with a series of tests. The Friar's first test began in Marner. Unknown to the Friar, more than one god was to be involved in the making of his future.
Gilthorn the Minotaur, was the only survivor from a doomed ship, pulled from another dimension by the Solnorian Maelstrom and brought into the midst of a raging storm. Saved by fate and healed by a cleric in a coastal village, he adopted the religion of the cleric and set forth to explore this strange new world. Feared as a freak everywhere he went, he was captured by the Great Kingdom Slavers' Guild and brought to the nearest major city (Marner) to be sold on the Slavers' Block.
Caspian Glenstorm, a warrior and blind archer with a shadowy past, came to Marner seeking strong warriors to help him reclaim his home's freedom and avenge himself upon his family. His home, Lemmingsburg, had fallen under the oppressive domination of his evil father and his corrupt family. Adorned with a mysterious bronze dragon tattoo and carrying a foreign blade, he began his quest of personal vengeance by challenging the Warrior's Guild. Though he was defeated by the guildmaster, he earned a reputation of courage that quickly spread through the city. Revenge was Caspian Glenstorm's only mission. Fate, however, delivered to him the adventure of a lifetime and true love.
Silk and Spaden were the first to encounter each other through a common association of the Thieves' Guild. These two formed a mutual partnership by profession. Caspian encountered Judas and the Friar and convinced them to help them in his quest. Shortly thereafter, Caspian and met the two thieves and the five were united.
It so happened that as they wandered the city on Market Day, they passed by the Slavers' Block, which Judas could not resist to "investigate". He led the group into the market throng and it was then that they encountered Gilthorn. A huge minotaur was chained upon the Slavers' Block. Several Slave Lords and Slaver Guild Officers surrounded the Block.
The group quickly devised a plan and set it in motion. Silk and Spaden crawled under the wooden platform of the "stage" and tried to undo the bolts fastening the chains which held the minotaur. Meanwhile, Caspian took up an offensive position, the Friar readied his spells and Judas strode up the Block calling down accusations upon the Guild. A brief battle exploded into action but was quickly quelled by large numbers of guards and Guild members. However, the battle did display just how strong and dangerous the minotaur really was. One of the city officials intervened before another fight broke out. Declaring that the minotaur could not be kept within the city or within one thousand paces of the walls, the Guild was ordered to sell the minotaur immediately. (Relations between the city and the Slaver's Guild, who were merely tolerated due to Great Kingdom law, were strained, at best). No one in the city would take the dangerous beast. Except our fearless group of heroes. The group managed to get out of the city with Gilthorn and made it to Judas' tent, but they had earned the Slavers' Guild's wrath.
The next few days found each group member pursuing personal interests. A brief conflict between Gilthorn and Silk erupted when Silk referred to the minotaur as "cowman". The conflict was resolved when Gilthorn decked Silk after suffering a minor blade wound. Around the campfire each night, the group came to know each other. Each night, the Friar would sit beside the fire in peaceful contemplation. Gilthorn was recovering from wounds suffered at the hands of the slavers under the supervision of the Friar. Kelverin was also helping Gilthorn master the common tongue.
While those two watched over the campsite at night, the other four were in the city preying upon slavers. The city was, at that time, holding a four week festival which was to celebrate the crowning of the new king. The four freedom fighters worked well as a team at night in the city. Judas fueled the nightly raids with unending enthusiasm. Silk knew the layout of the city and had many contacts. Spaden was a thief and was familiar with stealth and combat. Caspian, devoid of sight, felt comfortable in the lightless alleys of the city. His "radar sense" enabled him to fire his bow as well as any seeing archer and better than most.
Their first two encounters went well, taking out two slavers each time. On the third encounter, Spaden enticed three drunken slavers and led them away from the festival and into a dark alley. The three never stood a chance. One of the three wore the uniform of an officer and it was from this bloodied corpse that Spaden took a black dagger and a pair of fine black leather gloves. As Judas went about his gruesome work of carving his motto "Deal With It" into the chests of all three, a shadowy robed figure passed in front of the alley's opening. It paused... and turned. Spaden hid in shadows. The figure looked right at Caspian. Caspian saw the thing's face and ran screaming into the night under the influence of a powerful fear spell. Judas attacked but was easily beaten and thrown against a building. Silk grabbed Judas and dragged him away as fast as he could. Spaden thought herself safe, hidden in the dark recesses of the alleyway. She could see it with infravision. (The thing registered as ice cold in the thermal spectrum). But the robed figure turned to look directly at her... into her eyes. Spaden saw only twin points of green light. It stepped into the shadows and was gone.
During this time, Silk received word that there was, lurking around the "underground", an individual who had recently entered the city under peculiar circumstances and who was hiding from the authorities. All groups were avoiding contact with this individual and no one seemed to be able to pin him down.
Judas and Caspian arranged for a meeting with a prominent Slavers' Guild officer. The officer brought two full-blooded ogre body guards and a human servant. The meeting degenerated to violence and was ended with an unstable peace when Spaden, the Friar and Gilthorn intervened. The wounded slaver left with one ogre vowing that the Guild was not through with this group.
The next day, Silk made contact with the underground fugitive in one of the more disreputable taverns of the city. After some negotiation, the two returned to the party's camp outside the city. The individual, a cleric named Imperious, stated that the prince who was going to be crowned was an imposter and that the real prince was being held captive in a castle in the nearby Raker Mountains. Imperious related his terrible tale and enthralled this band of misfits, convincing them to aid him. Why was Imperious hiding from the city officials and sharing a campfire with a group of unknowns? The fake prince was aware that Imperious knew too much and had ordered his immediate arrest. Since this group was new to the area, Imperious felt safe that they were outsiders and could be trusted. The Friar insisted that this very quest was a test from his God to began the first Rite Of Ascension. Judas, after consulting with various hallucinogens, also stated that he must be a part of this mission. The party held "council" around the fire that night with Imperious and finally decided that they could not afford to miss this opportunity which Fate had put before them.
Caspian entered the city and went to the Prince during one of his many audiences with the public. Caspian claimed to be a blind seer (having sacrificed his sight for "visions") and offered knowledge of the future to the Prince. Caspian attempted to ascertain whether anything was amiss with the man before him. (Caspian was able to "read" people very well). The prince seemed human enough and did not tell any lies (that Caspian could detect). The blind archer then toyed with the prince by telling him (in very cryptic terms) that his discovery and downfall would be brought about by a group of young heroes.
The party spent two days equipping themselves and then began their trek toward the castle from which Imperious had escaped. Their goal : find the true prince and restore him to the throne. Their obstacles : the enemy forces from which Imperious had escaped and a time limit (the group had only eight days until the false prince was crowned King).
The journey was uneventful except for one encounter with a large group of goblins (a war party outfitted for battle marching due south). A minor battle added scars to both groups but nothing was gained. Caspian smelled the war party coming before they were sighted. Silk and Spaden worked together well by setting up a trip wire and causing the first rank of goblins to stumble into the waiting arms of the party.
When the group finally arrived at the castle, they scouted out the area before proceeding. A hobgoblin group emerged from the castle which the party fought and defeated. A metal rod was taken from the body of the hobgoblin leader; a rod which he had used in battle against the party to produce a variety of magical effects such as a miniature blizzard and healing magic for both sides!
The group crossed the chasm surrounding the fortress, entered a cave in the plateau upon which the castle rested and entered the caverns beneath the castle. The group encountered a huge reptilian beast which they avoided fighting by outrunning it. Imperious discovered the rod's command word by heating it up. Leaving the caverns, the group entered the lower level of the castle. Several traps slowed them down including an illusion of a beast that tried to turn them back, an illusion covered pit and a group of ten zombies. Quickly and silently stealing through the castle, the group found the dungeon and defeated the guards. The prince and his guard where found unconscious each wearing a steel headband that radiated magic. The noise of combat alerted the castle forces and troops were soon pounding down the dungeon door. The group set up a table with iron spikes through it upon which the first two troops impaled themselves when the burst through the door. A large scale battle erupted and the party was forced to flee.
Lost and outnumbered, the party (following the direction of the Friar who was praying for divine guidance) ran through a stone archway and encountered the Hall of Glory. The group discovered that the castle troops could not or would not pass through the archway. Secondly, they discovered the secret of the Hall of Glory. The carvings and tapestries depicted the past and future of each group member. The group went on to discover the lost throne room and the corpses therein. After searching the throne room thoroughly and rolling the bodies (no respect for the dead), the party rested in the passage connected the Hall to the throne room and slept.
During the night Gilthorn was summoned away via a spell cast by a distant mage. His companions were at a loss to explain his disappearance the following morning, thinking that perhaps somehow the troops had taken him, but they still waited beyond the arch. Gilthorn had a grand adventure while he was away, but that is another story...
The following morning, Caspian, Spaden, Silk and the Friar continued the examination of the throne room while Judas kept an eye on the troops outside the archway. Some sort of energy field was preventing the troops from following and he related this to the group. Caspian, patience waning, leapt onto the throne to see what would happen. A panel appeared on the right arm rest bearing twelve "buttons" in all. This discovery led to experimentation revealing what all the buttons did (only eight still functioned) and to the discovery of several invisible corpses of which the group had, up to this point, been unaware. After dispelling the magic on the corpses, using the throne, the bodies were rolled.
The following treasure was recovered from the throne room other than miscellaneous coinage and equipment : an ivory ceremonial dagger, an agate spider ring, a serrated long sword, seven gold and onyx medallions with the symbol of a hawk silhouette, a scroll written in Old Oeridian, a black arrow, a crown, a diamond and onyx ring, a magnificently crafted set of thieves tools, a suit of armour made from the scales of some creature, a bronze sphere, a metallic gauntlet shaped like a claw and a kite-shaped body shield. Also among the booty taken was a metal box containing an emerald necklace bearing a strange symbol and a large, folded sheet of blank vellum.
The bronze sphere was examined and passed around. When Spaden held it up and gazed at it, it opened... like an eye. She screamed and dropped it. The bronze eye, on the floor, swiveled and gazed at her. It then slowly turned to examine each group member. Attacks on the eye had no effect, further examinations revealed nothing. After awhile, the bronze eye snapped shut.
While all this was occurring in the throne room, one of the troops, a deformed goblinoid trooper, managed to push his way through the energy field, causing it to fluctuate wildly. Only this one creature was able to pass through the archway. Judas alone confronted this hideous thing and warded off the battle lust in order to converse with it. It introduced itself as Dhamathis and attempted to resolve a peaceful resolution to the conflict between the party and the castle forces. While they spoke, the energy field continued to falter and fluctuate. The Friar joined Judas in the Hall. A dark robed human (Alfax Deathchilde) appeared amoungst the troops and began invoking incantations, apparently against the weakened energy field. Tiring of conversation, Judas attacked. His weapons seemed to cause the creature no harm, but he pressed on relentlessly. The battle was a short one. The field dissipated suddenly and the troops poured in. Judas and the Friar fled with the entire army on their heels. Shouting warnings to the others, Judas and the Friar burst through the throne room doors and ran straight for the group. The group grabbed all of their equipment and treasure and used the throne to teleport out (just barely making it). Caspian, directing the teleport spell, targeted the location of their horses about a mile from the castle.
Lamenting the loss of Gilthorn and the advantage of stealth, the group leapt onto their horses and fled. Pursuit appeared very quickly and proved to be persistent and armed with powerful magic. The group managed to escape when Imperious held the rod aloft and spoke the command word : "Cherokzul". The wand unleashed a surge of magic which caused the horses and the whole party to become quick and dexterous in movement. With increased running speed and a lighting-fast archer, the group made good their escape.
Making it back to the city was easily accomplished, but making it past the walls and guards was not so. After several problems, bribes, deceptions, conflicts and threats, the group made its way in by hiding Judas (the only member who was being actively sought after by the Slavers' Guild) strapped under the belly of a warhorse.
Using the ruse of being visiting dignitary, the party appeared as an entourage for Prince Keldar (Silk) and gained entrance to the royal proceedings. While these preparations were being made, the party learned that the false prince was spreading rumors that a team of assassins were attempting to infiltrate the city with an imposter prince and make a switch, which explained the heightened security.
The plan was successful. By using the disguise to get close to the prince and the confusion created by the appearance of two princes, the party allowed the proceeding to break down into mass chaos (as usual). The Cherokzul wand was discharged several times resulting in the appearance of a white bull in the midst of combat (amoung other things). During the battle, the clone prince was killed.
The party encountered four individuals who fought with unequalled strength. The only points of note are the following : the four seemed to cooperate as a team, Spaden's black dagger behaved strangely in the presence of the leader of the four and one of the four turned out to be the robed figure from the alleyway which had so easily defeated four party members. This mysterious figure confronted the Friar, but Kelverin was able to banish the thing through the strength of his god. The remaining three team members activated rings by striking their hands together and retreated by teleporting away (presumedly to a preset location).
The true prince was restored to the throne and the "real" crowning ceremony was carried out two days later, in which each member of the party was honored and rewarded. (Each member was made a Knight or an Elder Of The Land along with coins and other treasure). Caspian declined the honour of knighthood. He also was forced to turn over the crown (which he had claimed) to the appropriate Ratik authorities. Imperious was welcomed back as a member of the city and was ordained as a High Priest. He was also offered a seat on the High Council, which he accepted.
After his adventure, Gilthorn was granted a safe (magical) trip back to any locale he desired. He selected the spot where the horses had been tied up. Of course, the horses were no longer there, so he started trekking back to the city with no food and no equipment. He might have perished had he not encountered a band of mountain dwarves on routine patrol. Dugan, the patrol leader, was wary of him, but accepted him as a creature of virtue after conversing with him. Restocking his supplies and food, Gilthorn continued his journey back to the city. Shortly after the encounter with Dugan's band, Gilthorn encountered a ranger who was also travelling to Marner. The two decided to travel together and struck up a friendship along the way. With Garth's excellent sense of direction and knowledge of the region, the two soon reached their destination and met with the group.
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Shortly after the group was honoured at the true crowning ceremony, Gilthorn and Garth appeared and the party enjoyed hearing his tale over mugs of warm ale. For a full week, the group enjoyed the hospitality and gratitude of the new King. For saving Gilthorn's life, Garth was asked to join the party. Garth accepted.
During that week, the party had all treasure scanned and identified by the Ratik Wizards' Guild, which the King paid for. All items were successfully identified with the exception of the emerald necklace, the black arrow, the claw gauntlet and the sheet of vellum. All detection spells attempted upon these items simply failed. Detection spells cast upon the necklace or vellum were "absorbed". Spaden took the black dagger to a friend, a dwarven weaponsmith by the name of Dugall, and learned some of its secrets. Its name was Farastu.
Judas claimed the claw gauntlet (unidentified) and the agate spider ring (protection from insects and arachnids). Caspian claimed the diamond and onyx ring (Ring of Desire - grant any wish within limited power), the black arrow (unidentified) and the seven hawk medallions (nonmagical). Silk took the Old Oeridian scroll (nonmagical) and copied it down on his magic scroll, sending it home for translation. Silk claimed the lockpick set (nonmagical) as well. Several of the tools he was unfamiliar with. Gilthorn took the kite shaped shield (atmospheric purification - 10' radius) and the scale armour (immunity to electrical attack). Spaden claimed the dragon dagger (she was starting a dagger collection). Garth took the serrated long sword. The bronze eye was useless since it was one part of a set. The other piece was back in the castle and it was decided not to return just for the sake of a single magic item.
During their period of celebration, the group discussed its next move. Many party members were intrigued with the emerald necklace and sheet of vellum; both of which foiled even the most persistent magical examinations. Silk communicated the discovery of the emerald and vellum to his homeland (using his magical scroll) and requested Perrenland to use its resources in an attempt to identify the items.
Meanwhile, Caspian requested that the party accompany him on his mission of revenge to his hometown of Lemmingsburg. After much debate, the others decided that they would help him. In going south, the group would also have the opportunity to gather information pertaining to the hostilities and border tension between the Bone March and surrounding lands.
The journey took 17 days (11 by land and 6 by river). Several encounters along the way included pilgrims, merchants and border patrols. One encounter had the group fleeing from a band of grey-skinned humanoids armed and armoured with unfamiliar equipment.
The only encounter of importance was the following : the group crested a hill to be greeted with the sight of a battle. Several flaming wagons lay on the sides as a grand melee swept the field. Each of the wagons bore the symbol of the Slavers' Guild. Apparently a slaver caravan was being decimated by another group of the alien grey-skinned humanoids - the same grey-skinned humanoids that the group had fled from only a few days earlier. The party had little choice regarding its involvement. Judas made that decision for them. Mass chaos followed. Judas tore into the slavers, but the others were unsure of who to fight. The humanoid things proved to be worthy adversaries. Each was over seven feet tall, broad, muscular and experienced. Their strangely crafted weapons and armour were alien, but effective. The battle ended with all the slavers dead (and hacked into bite-size pieces thanks to Judas) and all the humanoids dead save one which the group saved for "interrogation". The group discovered the caravan's cargo was slaves (naturally) and freed them. Meanwhile, Caspian was off by himself torturing the humanoid thing. Apparently the one captured was some sort of officer. Torture seemed to have no effect, so Caspian killed him and inspected the thing's equipment. The armour was to strangely proportioned and the weapons felt strange in his hand.
The party finished their work and resumed their trek with the newly freed slaves tagging along. The slaves chose to follow the group to the village of Lemmingsburg since the group was almost there anyway.
In Lemmingsburg, Caspian led the group to his home which was being taken care of by his halfling servant, Alfred. After a brief reunion between servant and master, Alfred prepared a feast for the weary band of travellers and, over dinner, Alfred updated Caspian on the current situation of the village. He explained that the grey-skinned humanoids were known as Zyddorians and were pouring out of the Bone March at an alarming rate destroying everything in their path. Caspian's father ruled the village with hired mercenaries and Zyddorians warriors and had grown more evil and power-hungry since Caspian had left. He had also sworn loyalty to the Bone March, hence the presence of Zyddorians in the village.
The group went straight to the house of Caspian's father (which was also the town's headquarters). Caspian's father surrounded himself with his thugs for the meeting. The confrontation was extremely tense. Caspian revealed his true identity and chaos exploded. The battle was violent, but short. The group was victorious. During the battle, Spaden plunged Farastu into a Zyddorian causing him to disintegrate and Caspian expended several charges from the wish ring. The battle ended with Caspian slaying his own father.
As the others performed their standard "post battle cleanup", Caspian walked off with his father's body to a hill overlooking the village and hung the body from a tree. He also went to visit the grave of a former love, Kerrowyn Kithover. He came back a changed man. Burdened with a sense of guilt and loss yet his hunger for revenge satisfied.
After order was restored to Lemmingsburg, most of the slaves opted to stay and help rebuild. A few struck out on their own for their homelands. One of the slaves stayed with the group. This was Galen Dar, a Perrenland ranger who recognized Silk as royalty and swore allegiance to him.
While the party was "plundering" the wealth of Caspian's father, Spaden happened upon a bolt of exquisite burgundy silk, which she kept. All of the treasure that Caspian's father had accumulated was divided up. Spaden kept only the silk. Caspian kept only his father's ring. Some was split between party members. Much of it was kept in the town to help it through the difficult times it would face in the near future (due to the war). A part of it was given to Mandos, the leader of the mercenary forces who had worked for Caspian's father, in return for escorting the party through the war torn lands to the city of Belport. The party had decided to travel to that city because of its location (the intersection of three major trade routes) and the fact that it was a port city in which they could book passage to almost anywhere.
Mandos agreed and his mercenary group accompanied them to the above mentioned city. The only noteworthy event was the following encounter : A curious blue-furred creature that seemed to glow followed the group along the banks of the river for several days and eventually wandered off. The group arrived at Belport and the mercenaries took their leave. Inner party tension was high and arguments were common. The party stayed in Belport for a few days discussing their next move. Should they get involved with the war? Where should they go to seek adventure? What should they do about the emerald necklace they found?
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The party was resting in the coastal city of Belport for a few days, keeping tabs on the progress of the first stages of the war, searching out rumors and job offers. On the third day, Judas, lacking anything remotely close to patience, took the emerald necklace and (despite group agreement) put it on. Nothing seemed to happen. The group's curiosity was peaked. Detection spells still failed. Finally, Silk checked the blank sheet of vellum... which was no longer blank. On one side appeared a detailed and intricate map, a map of the whole continent. Strange black symbols adorned the top and right border of the sheet. One of the symbols along the top and one along the side glowed with a hellish red light. A clear red line of light radiated down from the top one and to the left from the side symbol. The two light lines intersected in a tiny village on the coast of the Relmor Bay in the Prelacy of Almor.
Fate offered them a quest... the opportunity to share in a grand adventure. And they took it.
As fate would have it, the party had to travel back down the same river, past Lemmingsburg and through the Adri Forest to the coast. The journey was a long one (almost a month) and only offered the following two noteworthy encounters :
As they passed the trail to Lemmingsburg, they noted a large wooden sign that had been erected. It read :
Twelve miles north of this site stands the proud village of Lemmingsburg freed from the yoke of oppression by Caspian, Judas and the other Knights of King Davillon on the eve of the seventh day of Readying thirteen and seven hundred years by the Common reckoning of the Great Kingdom.We, the Disciples of Judas, shall spread his word and be his legacy.Deal With It! |
The other incident was the second meeting and subsequent pursuit of the blue-furred creature. After a merry chase through the woods and an interesting series of experiments, the creature was identified as a disenchanter and avoided. During the encounter with the disenchanter, Judas discovered that the magical glove that he had obtained in Alfax's castle was able to absorb wounds and energy, store and magnify such energy and release it. He experimented on the disenchanter and found that any physical condition (intoxication, wounds, chemical reactions, etc.) could undergo the absorption/storage/magnification/release cycle.
The party stopped briefly in the coastal city of Chathold. There, Gilthorn encountered one of the men who had helped him when he first came to this world. Gilthorn and the man spent two days in the temple of Heironeous. Wanting to convert to the religion that had saved him, Gilthorn requested a special ritual. As a result of this ritual, Gilthorn would undergo many changes to become a priest of Heironeous. He would adopt all beliefs and traditions of the religion and alter his form to adapt to his new homeworld. At the height of the ritual, it was required that Gilthorn walk through the Gate of the Seven Heavens. Gilthorn the minotaur walked into the Gate... Gilthorn the half-elf walked out. Gilthorn was now a true cleric in the service of Heironeous. Due to his innate magical aura, it was decided that he should also study magic. Gilthorn also adopted a new name to honour his new identity, but he also kept a part of his former name to remember his origins. From that day forth, he was known as... Gillock.
After adjusting to Gilthorn's change, the party continued up the coast to their destination, the village of Ballerus. Ballerus was a tiny fishing village of less than 500 individuals. Upon entering the village, the party was warned away with terrible tales of the village being under a curse. Ignoring the stories, the group went to the only inn in the village and purchased rooms.
That night many things happened. Sinjin, the wife of Judas, came into the village and was reunited with her husband. Judas had been expecting her arrival as they were being brought together by their god, Peyote. It was Peyote's will that Judas leave to a distant land to perform a holy quest for the religion. Sinjin was going to take the place of Judas and aid the party in their adventure. The party questioned the two, but mostly received religious explanations and philosophical discussions in return. The decision was made and the party welcomed Sinjin into the group. The party, Judas and Sinjin included, then discussed options. It was decided that all party members would investigate the village and recent happenings and reconvene in two days to discuss proper action.
After this meeting, Spaden went to a seamstress in the village and delivered the bolt of burgundy silk with instructions and payment.
Over the next two days the group gathered information. The village was experiencing a series of unsolvable murders. Almost one hundred villagers had already disappeared without a trace. Lights and shadowy figures had been seen around the ruins of an old castle about a half mile up the coast. Two weeks earlier the village had sent a small group of armed farmers up to investigate. That group did not return. Most of the villagers were scared. Several had already fled the cursed village. The situation looked grim.
It was at this time that Spaden received the worked burgundy silk from the Ballerus seamstress. At Spaden's request, the silk had been fashioned into seven arm bands. Each with a picture and each bearing a symbolic name of the party member for which the armband was made. The name was written in the relatively unknown language of Velondi. Spaden distributed the armbands amoung the group in the hopes that a physical symbol of their unity could help subdue the heated arguments that the group had been having and bring the party together in spirit.
That evening, Caspian proclaimed his love for Spaden and told her of dreams that he had been having... dreams that foretold great darkness in his future. Spaden denied his love saying that his emotional wounds from Lemmingsburg were still too fresh and that he was confused. Before he left, he gave her his diamond wish ring (a token only for it had no magic left).
The following morning Judas bid farewell to the party. Kissing his wife good-bye, he gave her his magical glove "for protection" and then rode off toward the rising sun.
The journey to the ruins was short and uneventful. After scouting around and seeing no signs of activity or sentries, the party advanced upon the castle and entered through the main gate.
The entrance provoked a response from concealed sentries and in the chaos between the outer and inner gates, a short battle erupted (actually the group members were sitting targets) and Caspian took an arrow meant for Spaden. The group managed to breach the inner gates but were set upon by four armed and armoured individuals. The battle was a spectacular one. In the midst of combat, Gillock pinned one opponent up against the wall and was holding him there. Silk, turning, saw this and threw two daggers at the pinned opponent. One sank into the mortar of the wall while the other sank deep into Gillock's shoulder. The already wounded Gillock collapsed from pain and shock. The opponent was freed, the battle went on. Sinjin, utilizing the magical glove that Judas had given her, punched one of the sentries. He erupted in flame and was split right up the middle. In a deft movement, Spaden dropped to the floor and viciously stabbed one opponent through his groin guard with Farastu.
After this battle, the group discovered that Caspian had fallen. He had taken five arrows covering the party's entrance and then was defeated in the battle by one of the sentries. They checked his pulse and found that he was dead. Spaden, tears welling in her eyes, plunged Farastu into the sentry's corpse over and over. This was the first member of the group that death had claimed. Spaden took Caspian's gloves, the gloves that he cherished and always wore, as a token of remembrance. She also took a few other pieces of equipment (that Caspian had requested be taken upon his death).
Sounds of reinforcements indicated that the battle had attracted attention. The group, pulling Spaden away from Caspian's body, fled down the hall. It soon became a running battle. It was not long until the group found themselves in a large chamber with several exits deep inside the castle. Every exit was blocked by guards. The leader of the enemy forces was a huge brute of a half-ogre in heavy plate mail. Instead of wading into a bloody massacre with his troops, he opted to talk with the intruders and find out as much as he could. While Silk was negotiating with the leader, Sinjin and Gillock were quietly casting spells. (Various protection spells and invisibility to undead).
The leader turned his back to Silk to call for one of his officers to come forward. Silk mistook this move for a call to attack and threw two daggers. Both hit squarely in the half-ogre's back. Unfortunately, the manbeast turned around with a less-than-pleasant look upon his face. Chaos erupted and battle was joined once again. (Do you get the feeling this group never plans anything out?) Most of the group was able to make a running attack through and beyond the undead (which were blocking one exit) because of the invisibility. An invisible drow female and another invisible spell caster slowed down the party only momentarily. The Friar led the retreat (selecting his path in a random manner) and, by sheer luck, managed to lead the group back to the main gates.
Silk and Galen Dar, who had been busy negotiating and had not received the benefits of the Invisibility-To-Undead spell were swamped by superior forces and easily captured. Silk fell first. Galen soon followed trying to protect his master while blows rained down upon him.
The party fled the castle with a dozen guards in pursuit. Sinjin, bringing up the rear, fired several shots from the Cherokzul wand. One charge seemed to do nothing. One charge greased the floor slowing down pursuit. As they left the castle and began running back to the village, Sinjin prayed to Peyote for help and spoke "Cherokzul" one last time. A window in the sky opened and out fell a young human armed for battle, a barstool and a glass of orange juice. The young human landed between the pursued and the pursuers. Sensing that he was in immediate danger, he fled from the cross-breed humanoids and skeletal undead and soon caught up with our heroes.
Upon returning to the village, the party recovered from the ordeal and dealt with their newest "member". Giovanni de la Vega Cloudseeker had been in a tavern on the other side of the continent enjoying a glass of expensive fruit juice when he was yanked bodily through a magical portal and dumped in front of the castle. After the party explained about the wand and what Sinjin had requested (aid), Giovanni decided to stay with the party for the time being and help out if he could.
The innkeeper told the party that a stranger had arrived in town while they were gone. Shortly thereafter, the party met with this individual. Caramus was a human historian from the North Province. He explained that he had been contacted by a friend of his in the Marner Wizards' Guild when the group had had all of their booty identified (and billed to King Davillon). When divination spells failed on the emerald and the vellum, Caramus received word and immediately went to investigate.
Caramus then related his tale. He said that the emerald necklace was a magic item known as the Avisarr. This device was created long ago by a group called the Conclave of Freedom who had fought in and ended the first Bone War. The Avisarr was capable of bringing back the Conclave's six leaders from the grave if there was ever a need. A ritual that required the Avisarr and six skulls would bring the six ancient leaders back.
The group discussed this latest development for a long time. Caramus did not have any knowledge of the map, but assumed that the map was created at a later date and was intended to show the locations of the six skulls. This was only speculation and he was not certain why the map indicated this village as important.
The group's first concern was to rescue Silk and Galen Dar. It was decided that Spaden and the Friar (under cover of invisibility) would sneak back and rescue them. During this mission, they would look for anything that might pertain to the tale related by Caramus.
Spaden and the Friar, with various protection spells and invisibility, returned to the castle. Using Spider Climb, they scaled the wall up to a balcony where the walls of the castle were recessed and entered a door there. Several potential encounters were carefully avoided. On the upper level, they overheard arguing voices behind one door. Apparently the leaders were discussing the assault on the castle of the previous day and what was to be done with the body of Caspian and the two prisoners "held below". The Friar remembered as much as he could and the pair of rescuers moved on.
The underground level was designed with one large central chamber and several smaller chambers each connected directly to it by doors. The stairs descended into a small room with a single sentry. This guard was different than the others, being exceptional alert and dressed in lighter, padded armour. He tensed up and seemed alerted when the two invisible intruders came down the stairs. And he began to follow.
The pair came to the large central chamber and discovered a black robed figure and a warrior having a quiet discussion over a table full of junk. Apparently, the black robed one was a wizard casting various detection spells. The warrior was listening and separating the junk into piles based on the findings of the wizard. Amoung the junk was all of the equipment of Caspian that had not been taken, Silk and Galen's equipment and bits of unfamiliar armour, weapons and jewelry. Much of the material was dirty and looked as if it was very old. One particular item caught the attention of both Spaden and the Friar. A humanoid skull, dirty and cracked, began to glow with a bluish light when the wizard passed his hands over it. Both the wizard and the warrior seemed surprised by this and the warrior set the skull aside.
Both Spaden and the Friar thought the same thing. What Caramus had said must have been true. This was one of the six skulls that the map indicated. The Friar took the skull (causing it to become invisible) which confirmed the suspicions of the alert guard. That guard told the other two that at least one invisible intruder was present and that he was going for reinforcements and to post guards. Spaden pickpocketed the dungeon keys from the warrior.
The Friar and Spaden quickly found the dungeon and their imprisoned comrades. Unfortunately, the castle forces had been alerted to the intrusion. Quickly freeing Silk and Galen, they then had to escape a dungeon which was filling up with armed warriors and wizards who were sweeping the area with detection spells. Silk took the Cherokzul wand from the Friar and fired several charges in a row. One of the charges summoned a Type V Demon which proceeded to tear apart the dungeon and decimate the warriors. Amidst the confusion, the four managed to escape.
The party quickly reorganized and rested before returning to the ruins. Spaden was away, at Chathold on "personal business". Spaden was purchasing equipment for Silk. Much of his original equipment was appearing on the black market. Silk and Giovanni were determined to finish the investigation of the ruins and argued for the party reentering.
For the next two days, groups of wounded strangers came into the village from the area of the ruins. The forces of that castle had been scattered. The group returned to the ruins of the castle. Not much was left. Looters, thieves and other mongers had already ransacked what was left of the castle and much had already been sold to the black market. Parts of the upper levels were still standing but did not look structurally sound. On the upper level, the party encountered Kaellor, one of the officers, and fought him. Libra was critically injured, but Kaellor was slain. His sword was taken (it radiated magic). The party went quickly through what was left killing and looting. Gillock found a holy symbol to Orcus (presumedly the symbol of these "Death Masters" that had been running the castle). The party then proceeded down to the lower levels. The underground level was totally devastated with the exception of two areas.
One chamber held a temple of Orcus. The party members defiled the temple (Gillock poured holy water on the altar, Sinjin and the Friar urinated on the feet of the statue) and caused a roaring pillar of blue fire to erupt from the altar. From these flames came ghastly rotting walking corpses. This new threat was more than the group could handle so they fled the chamber and sealed the door by destroying the lock.
The other chamber was trapped and guarded with magic. One defense was a skeletal warrior. Gillock held aloft the holy symbol that he had found and managed to command the thing. He ordered it to walk through the next trap (a magically energy screen) causing it to discharge. The final trap was another energy screen which Giovanni discharged by flinging himself through it (stunning himself for several minutes). After passing these barriers, the chamber turned out to be a treasure cache. The party looted this room bare.
The Friar picked up a black leather bound tome and read the first page. He screamed and dropped it. Grabbing the wand he fired it several times at the book with varying effects as he babbled about the book being evil. Sinjin tried to stop him. The next charge transformed the Friar into a woman. The Friar fired once more and Sinjin and the book vanished. The others were at a loss to explain what had just happened. Needless to say, the wand was taken away from the Friar and he was "scolded".
Back at the village, what was left of the party grouped in the inn. Caramus was also present. Spaden returned and gave the equipment that she had purchased to Silk. Shortly thereafter, Sinjin, covered in mud and grime and looking very unladylike and very angry, stalked into the inn and gave the Friar a terrific lecture. It turned out that Sinjin and the cursed book had been teleported two days journey to the north. Sinjin had determined her location, destroyed the book (the proper way at a temple of good) and had been walking for the past two days.
The Friar prayed to his god and had the curse removed from his body. He was soon restored to his normal sex.
Giovanni chose to leave the group at this time. The party had no objections seeing as how he had been never really been a member and was not involved with their current mission. Soon afterwards, a half-drow female named Troius arrived in town. She held the torn and bloodied garments of Giovanni, but would not answer questions pertaining to him. The group decided not to press the matter.
Two mornings later, the group was rested and re-equipped. They were just preparing to leave the village to go pick through the rubble of the ruins one more time when the village was attacked. A warrior in black armour led a small army of undead and black robed wizards and a handful of humanoid warriors. (Apparently, the Death Masters and their anti-paladin leader had regrouped their forces and were launching an attack on the village). The party boosted the strength of the small hastily-assembled town militia, but it was not enough. The town was overrun and many of the villagers were slain. During the battle, Troius displayed immense battle prowess and saved the life of the Friar. The party rode to the south. Troius rode with them. They didn't have time to argue. The villagers scattered and fled. Evil had won the day.
Upon reaching the city of Chathold, the party rested and allowed themselves to heal. Checking the map, the party discovered that the intersecting lines had altered their position. The new intersection was centered on Mount Drachensgrab in the center of the notorious Pomarj peninsula. The party booked passage on a large vessel bound for Idee. This was a ruse to throw off pursuit. The day before they planned to leave, the party hired a mercenary captain to get them out of the city quickly and quietly. Sancho, captain of the Wart Hog, agreed to their desire for secrecy and their true destination : the Pomarj.
At this time the party consisted of the following : Silk and Galen Dar, Garth, Spaden, The Friar, Sinjin, Gillock, Troius and Caramus.
During the journey out of Relmor Bay and across the Sea of Gearnat, the boat was attacked by a hideous creature. The thing seemed humanoid but was composed of sea water and sprang from the very water surrounding the vessel. It took the combined efforts of the group, but the creature was defeated. With the final blow, the creature dissipated into harmless water. After this, a scroll was seen floating on the waves where the monster had been. The scroll read :
"Enjoy your victory while you may.
Vengeance shall belong to
Alfax Deathchild."
After this encounter, Troius voiced concerns to several party members about the possibility that Caramus was a spy for Alfax (how else did that monster track them? she argued) but the party ignored her.
A brief encounter with a deserted island presented the group with a break from the endless swaying of the boat. All party members chose to take a day and explore the island except for Gillock (who seemed preoccupied with something), Caramus and Sancho. The others discovered a wrecked ship, but it held a nest of giant spiders and little else.
When the explorers got back to the ship, the discovered Gillock questioning Caramus suspiciously. The others had learned to respect Gillock's wisdom and chose to wait and watch. Gillock became more and more angry at and suspicious of the historian. Gillock insisted that he be bound hand and foot. Caramus protested but was unable to stop Garth and Troius from binding him. The party took sides and the argument intensified. Gillock was unable to explain his distrust of the historian to everyone's satisfaction. Detection spells radiated an intense lawful good alignment and a magical piece of jewelry. Gillock asked Caramus to remove his only piece of jewelry (a jeweled scarab) to which Caramus flatly refused. Caramus showed no fear but was clearly growing angry by the accusations. Gillock broke out a vial of holy water with the intent of tracing the holy symbol of Heironeous on the bare skin of the historian. A normal human would be unaffected by such a procedure. The others did not know whether to subject Caramus to this. Caramus decided for them. He snapped his bonds and altered his form - dark skin, pointed ears, fangs, claws and glowing white eyes. A brief battle followed. No one was hurt but it was clear that the party was no match for Caramus. Caramus' horse also transformed into a nightmare (demon horse) and took Galen on an interdimensional joyride finally dumping him into the sea. The encounter ended when Caramus mounted his steed. He turned and smiled at Spaden and then rider and steed flew up into the sky and vanished.
The boat and it's occupants were uninjured and the journey across the sea continued. Who Caramus was and what he had wanted remained a mystery.
The morning after the incident with Caramus, the party awoke and came up on deck only to find a horrifying site. Lashed to the main mast was the bloodied corpse of a young elven girl... not much more than a child. Written on the deck in the girl's blood was the following message :
WATCH YOUR BACKS
There was no doubt in anyone's mind : the party had made yet another enemy. Caramus was out there... waiting for them. Spaden, overwhelmed with emotion, fainted.
And so ends Part III : The First Skull Quest.
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The party continued it's sea voyage without mishap and docked near the city of Highport. The group decided it would be best to travel directly into the Pomarj avoiding all major cities. Using Garth's excellent ranger senses and the vellum map with its cross hairs and exquisite details of land formations, the party was able to finally arrive at the "coordinates" indicated by the map.
As they crested the last hill, they looked upon a large mining camp. (Mining is extensive throughout the central part of the peninsula). Troius and Silk entered the camp posing as mercenaries looking for work. There were some "complications" with impromptu bullshitting. Troius' weapon, a Sword of Truth, which prevents its wielder from telling a lie, was a problem and Troius had to carefully word her answers so as to avoid lying. Both survived the questioning (more or less) and were hired as caravan guards. Silk managed to bribe the TaskMaster, Gorstag, and learned that the mining operation had stumbled upon an unknown group of dwarven ruins and that the next shipment to the city was extremely valuable.
The rest of the party spent time preparing for what was to come. Communication between the party and the two camp infiltrators was managed via Eldyanna (Spaden's trained falcon). The group formulated a plan and waited for the caravan to begin it's run.
The caravan consisted of six wagons. Each wagon had a driver, a leader, a bowman, a wizard and a warrior. The latter three individuals were invisible for each wagon. Silk and Troius were both drivers - Silk for the first wagon and Troius for the last. Four miles from the camp, the caravan encountered the rest of the party. The group claimed to be mercenaries who were using a captured virgin female elf (Spaden) in an attempt to capture a Unicorn. The small group of unicorn hunters asked to ride with the caravan since their destination was the same.
[THE CARAVAN LEADER DID NOT BELIEVE THAT STORY FOR ONE MINUTE. NO UNICORN HAD EVER SET FOOT IN THE EVIL LANDS OF THE POMARJ. HE ALLOWED THE PARTY TO RIDE WITH THE CARAVAN, BUT THEY WERE UNDER CONSTANT SURVEILLANCE.]
Neither side of the party acknowledged the other side. Troius and Silk continued to drive. Less than five miles later, the caravan was attacked by TWO different forces. The party did not recognize the two attacking forces. The battle field ranged over the entire valley and involved more than one hundred individuals and four separate groups. An invisible wizard flying overhead rained down lightning and fire on the battle field. Silk charged the front wagon out of the combat but was stopped by a cleric who conjured up a wall of fire to seal off one end of the small valley. Before being nearly run down by Silk's wagon, the cleric summoned an insect swarm and an earth elemental. Both added to the chaos of battle. While Gillock and Silk battled this cleric, the rest of the group dealt with their problems. Troius, Sinjin and Garth were all separated but managed to do pretty well.
About half way through the battle, Spaden, for the first time, encountered an actual Farastu Demodand. Turning in the heat of battle, she witnessed two of the monstrosities hacking their way through the battle. Farastu, the dagger, immediately began to blaze with intense light. Just the mere proximity of the weapon caused agony in the foul demodands. Time and time again Spaden was beaten back but each time she relentlessly renewed her attack. She suffered a vicious blow from one Farastu Demodand and was knocked unconscious. She would have been slain seconds later had not a peculiar thing happened. The gloves she wore, which had at one time been Caspian's, were actually both halves of a Peltast - a parasitic organism which feeds off of it's host. Sensing that it's host was in immediate danger and was going to die, the Peltast injected adrenalin and other chemicals back into her system giving her consciousness and an intoxicating feeling of strength and power (a slight buzz). With renewed energy and fury, she again brought the fight to the hideous demodands. Still, she was no match for nether creatures. After being catapulted back 20 feet by a backhand and again rendered unconscious, it was the Friar and Garth who dragged her out of the fray.
All of the members fought ferociously during this battle. This was the largest and most terrible battle that the group had fought. In no other battle had so many come so close to death.
Sinjin, searching through the caravan's cargo, managed to locate and conceal a skull that radiated intense magic. With it's object obtained, the group managed to flee away south, back to the WartHog. Everyone was dirty, tired and badly wounded. The only thing keeping Spaden alive was the Peltast which refused to let its host organism die. Eventually, the party made it to the WartHog with pursuit right behind them. Laying a hefty bribe on two half-ogre warriors so that they could have the boat to themselves, the party launched with no delay.
Even as the vessel pulled away from land, the party was checking the enchanted vellum map to divine their next destination. The misty glowing red lines had changed again. This time, the intersection was deep in the middle of the Nyr Dyv. Sancho set sail for the city of Greyhawke.
And so ends Part IV : The Second Skull Quest
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The group fled the Pomarj travelling again on the "WartHog" merchant ship commanded by the mercenary captain, Sancho. After several weeks, the group landed just south of the Free City Of Greyhawke and continued the last part of the journey on foot.
Upon reaching the city, the party split up and each member found separate lodging. Silk and Galen stayed at a wealthy inn and Spaden at an elvish inn. Gillock and the Friar both stayed at the temples of their respective religions. Troius and Sinjin both boarded alone at separate inns. Garth slept around (so to speak). The group planned on spending some time in the city of GreyHawke.
Garth spent his time sampling the hundreds of alcoholic beverages that the splendid city had to offer. His month was filled with drunken evenings, fuzzy painful mornings and rowdy bar fights. Every day was slept off in a different tavern and every night was a new crowd, a new drink and variations on the rules of the drinking contest. Once during the month, Garth managed to make it to a library, but then fell asleep under a desk and researched little.
The Friar, Kelverin Cheod, spent a great deal of time with the temple officials of the Greyhawke Temple Of Geoff. The Friar underwent the sacred Ascension Ritual, was initiated into the Third Order of his religion and began his career as a joker. The Third Order Of Geoff were pranksters and jokers disliked by most of society. Each has the ability to transform into a faerie dragon at will with all the powers of that creature. After researching several spells, he began to prepare a special "practical joke" for the party. One practical joke was aimed at the city. The Friar concocted a large quantity of a love potion and then proceeded to contaminate the ale tuns of local taverns. He was caught after his fifth contamination procedure. He spent the next couple of weeks hiding from the City Watch.
Troius and Sinjin joined the Night Watch and spent several nights as active members patrolling the city streets. One evening, the duo were ordered by a Night Watch officer to accompany him and patrol a certain area while he "attended" to some business. Some sort of exchange occurred. Troius was curious and started asking questions and questioning the officer's authority. When ordered to keep silent, Troius attacked and was assisted by Sinjin. Both were rendered unconscious. Both were raped and robed. Upon wakening, Troius went off to seek revenge. Sinjin and the Friar followed. Troius' search led her to uncover the presence of an evil cult and widespread corruption within the forces of the Night Watch. Finally, she located a ship docked in the city port which was owned by one of the cult leaders and was serving as the cult's base of operation. Unfortunately, the confrontation ended in disaster. Troius took the fight to the ship but was hopelessly outnumbered. Sinjin and the Friar arrived to help, but not in time to make a difference. Sinjin fired off a few spells while flying. The Friar went underwater and warped the wood of the vessel, causing it to slowly sink. The battle ended when the ship exploded (Fireball) sending flaming pieces of hull and cargo all over the docks. The explosion claimed the life of Troius Bloodthrone and, presumably, many of the enemy as well. Sinjin and the Friar managed to escape. The Friar, while underwater, searched the wreckage, but was forced to retreat when a cult member in black appeared and attacked. The Friar and Sinjin informed the other party members of the death of Troius. The Friar went back to his religious business (spells and pranks) while Sinjin continued researching at local libraries. She uncovered a great deal of information.
Silk spent his time researching at several of the city's libraries. He discovered some pertinent information regarding the Avisarr and shared it with the group when they reunited. After this, he met with the Lord Mayor, Nerof Gasgol, and explained the mission that the group was currently undertaking. He also asked the Lord Mayor to keep the first two skulls for safekeeping. Silk joined the Thieves' Guild and performed a few robberies. Finally, Silk met up with a noble from the Shield Lands and spent a pleasant evening swapping news of the world and tales.
During those two weeks, a human thief/assassin appeared and sought out each of the Travellers Elite. His incredibly blue eyes stood out against his entirely black outfit. He claimed his name was Logan Deathtrap and that he would be joining the party on their mission. He displayed an extensive knowledge of their adventures to date and seemed to know each group member well. He would not answer any questions about himself other than that he was a NightHawk member from the distant city of Istivin. Silk took an instant dislike to the stranger partly because the stranger had deftly copied Silk's dagger flipping habit almost to mock him. Gillock, scanning Logan with magic, detected no lies. Spaden felt guarded, but curious. There was something familiar about this stranger. The others were too busy with their own activities to object to a new member and thought it best to discuss this matter with the entire group when they regrouped.
Gillock spent part of his time aiding Spaden in a series of experiments on the Avisarr (see below) and the rest serving the Temple of Heironeous. He also aided in library research.
Spaden spent every day at the library for the first few days. She uncovered a great deal of information regarding the Avisarr and several other topics. Gillock and Spaden experimented with the Avisarr and discovered that the Avisarr absorbed all divinations spells directed at it and that it protected the wearer of the Avisarr from any form of divination spell. Also, while at the Wizards' Guild, she paid one of the members to let her use his crystal ball. She focused it's power on the image of her brother. She did manage to conjure a view of him. He was dressed in the robes of a mage in a study reading a book. An armed warrior bearing the insignia of a Bone March officer strode into the study, conversed briefly with Knavecoeur and left. Just then, Knavecoeur turned the page he had been reading, revealing the Avisarr symbol... and the vision ended, leaving Spaden with more questions than she could deal with.
Each night during this week, there were a dozen black roses laying on her bed.
Over the next week, she discovered the connection between the Avisarr and the demon lord Draxorith, that the Avisarr was actually the soul gem of the Draxorith. She also uncovered a historical account of the fate of the Third Conclave Leader. His name was Kelandor and he had apparently passed through Greyhawk many years ago, searching for an ancient magical tomb. Upon researching this tomb, she learned of the history of the Codex of the Infinite Planes and its part in the destruction of the Isles of Woe.
During that week, upon returning from the library one evening, she discovered another dozen black roses along with Caspian's wristband wrapped around them. She fainted and awoke, unharmed, in bed. On the table by the bed was a "shattered" white rose with a dagger through the flower, white petals scattered all about it. After this incident, each night found a dozen red roses on her bed.
Two days later, she found one dozen white roses with Caspian's blindfold wrapped around them and Caspian's costume on her bed.
It was during this time that Spaden began experimenting directly with the Avisarr itself. First, she asked that Gillock accompany her to the Temple Of Heironeous. Together they prayed and fasted for a full day. Spaden asked Heironeous for strength and guidance in the trials she would soon face. Upon returning to the Wizard's Guild, Spaden retrieved the Avisarr from Demetrius and dozed with it while wearing it. She felt the usual "connection" that always comes from wearing the Avisarr. However, while she slept, a powerful probing swept through her subconsciousness melding with her dreams. Immediately, Spaden pushed forward with feelings of extreme envy and vengeance. She did not wish to miss this opportunity to communicate with the "spirit" of the Avisarr. She tried concentrating on the image that she had seen of her brother accompanied by dark feelings of jealousy. In response, an image appeared in her mind : a huge, cavernous chamber, the symbol of the Avisarr dominating the floor with six raised pedestals at the symbol intersections. Within the center of the symbol, a circular pit in which a glowing green mist swirled and churned as if agitated. Marvelling at this image, Spaden mentally questioned why she was being shown this. A powerful voice reverberated through her mind as the image faded ...
"GATHER THE SKULLS..."
What followed was a mental communication in Spaden's mind while she slept. Draxorith communicated to her mostly with images, impressions and emotions. Actual words were few. Spaden essentially stated that she wanted to serve at Draxorith's side. After intense probing (Spaden continued the emotional facade) and an intellectual bantering of empathic impressions and visual images, the connection faded. Draxorith departed leaving her with the same words echoing in her mind :
"GATHER THE SKULLS..."
and she awoke.
The next day, Spaden decided to attempt her own experiment in contacting Draxorith. Outside the city, near the Greyhawk Stone Ring, she dug the Avisarr symbol into the ground, but to the scale of the symbol in the vision. She then moved inside the symbol, knelt and prayed to Draxorith. The connection was quick and intense. Something was very different this time. Nothing looked different, though. A small squirrel on the far side hopped into the center and began to approach Spaden. (The Avisarr was generating a sympathy charm dweomer centered upon itself.) Succumbing to the enchantment, the squirrel ran directly toward the Avisarr. As it passed through the center of the symbol, there was a flash of blue light and the squirrel was gone. Confused, Spaden threw a pebble into the center of the symbol. Another flash and the pebble was gone. After several more pebble throws, the elven rogue had determined the approximate area of this strange phenomena. Still confused, she prayed to Draxorith and asked for guidance. At first, nothing. Then a flash of blue light and the squirrel reappeared, but facing the other direction. Gathering her courage, Spaden stepped into the area. There was a flash of blue light... and Spaden found herself standing on a beach. She took one brief look around and then took a step backwards. Again, she was in the Stone Ring. Spaden decided that she had enough to ponder for that day, so she ended the communication and erased the symbol. Gathering up the squirrel (it was still under the effects of the sympathy spell), she returned to her room in the city to eat, rest and think over the day's events.
The next day, she returned to the same location outside the city with the Avisarr and the squirrel. Again, she dug the symbol into the dirt and knelt in prayer to Draxorith. The connection was made and she felt the power of darkness flow through her. The very air was alive with magic. She coaxed the squirrel toward the center of the mammoth symbol. There was a flash of blue light and the squirrel was gone... as expected. With a deep breath, Spaden stepped into the center - a flash of blue light - and stepped out onto the sand.
Spaden found herself on the deserted beach. She was standing at the exact center of an equally large symbol of the Avisarr which was burned into the sand. The weather was warm and, judging by the air, she was looking out at a vast body of fresh water. The squirrel was munching on some exotic fruit. Further up the coast was an ancient and desolate marina. Huge ships lay about in disrepair rotting in the sun. Further inland, the ruins of a huge city were evident. Succumbing to her feline-like curiosity, she walked toward the ruins.
The ruins were ancient by the looks of them and everything had been overrun with vegetation and corrosion. Spaden followed an obvious main road to the center of the city which terminated in a colossal structure that showed no evidence of weathering at all. As she gazed at this building, she heard the first sound of movement since she had come to this place. She whirled, dagger ready, but only caught a glimpse of a black, fluttery shape darting into a ruined building. She attempted following the creature, but it kept ahead of her and out of sight. At one point, she paused listening for its next movement. Nothing. Then, suddenly, she heard it dash away in a hurry. Next, she heard slow, heavy footsteps. An immense creature composed of rotting vegetation ponderously lumbered around a nearby building and advanced upon her. She kept ahead of it, retreating toward the unweathered building. She tried the main doors on the building, but they were locked and she had no time to try to pick them. The creature was getting closer. Terrified, she ran back down the main road toward the beach from which she had come. Falling to her knees in the sand by the symbol, she begged Draxorith to help her. She was alone, scared and confused. No response. Disheartened, she scooped up the squirrel and walked into the symbol. Three whispery words floating on the wind stopped her in her tracks...
"ISLES OF WOE..."
She held her breath and waited. Nothing. Bracing herself, she stepped back into the center hoping that the blue light would flash delivering her...
...back onto the grass with the Stone Circle and the city walls in view. She erased the symbol again and headed back to the city. She checked the vellum map. The glowing lines still intersected in the heart of the Nyr Dyv. Sure enough, the third skull was located in the mythical Isles of Woe.
That day, Spaden wrote letters to all members of the group requesting a meeting at the Stone Circle outside the city the following morning. The appointed time arrived and the group reunited. This meeting also included the group's newest addition : a dwarven henchman named Guiles in the employ of Sinjin. All information regarding the quest was shared. Logan Deathtrap was introduced as a party member to the group. The Friar pulled off his far-from-practical joke on the group (A faerie dragon delivering scrolls of nonsense riddles for all group members) but got a confused, guarded response. The party had enough problems to deal with and didn't need this added confusion. Ignoring this interruption, Spaden described her discovery of the "gate" which the Avisarr could open and demonstrated it. Gillock decided that he was going to stay in the city of Greyhawke and wished the adventurers luck. The group decided that everyone would wrap up their business and they would go through the Avisarr Gate the following morning.
That evening, Spaden returned to her room to discover the following : a real rose stem with gold coated petals flecked with ruby chips. This exquisite creation rested on her desk upon Caspian's mask and cloak. The world blurred behind tears as she sank to her knees. She heard the door open and felt his presence. Shaking uncontrollably, she flung herself into his arms and wept... and the world went dark.
During this time, Logan arranged to have a replica of the Avisarr made. He hired an expert jeweler and they used the real Avisarr as a model to create a convincing imitation. When the fake was finished, Logan kept it with him.
She awoke to find herself wrapped up in his cloak on the bed. Logan Deathtrap sat in a chair casually flipping a dagger on his finger. After a fierce volley of biting comments, Logan whistled softly and Fey, Caspian's snow white owl, flew in through the open window and settled on Logan's shoulder. Overwhelmed by the magnitude of this event and the flurry of emotions it conjured, Spaden again fainted.
When she awoke, Fey was waiting for her. The owl lead her to another Greyhawke inn, the Copper Dragon. The innkeeper directed her to a room. The room was empty. From across the hall, she heard a thumping sound. She went to the noise and opened the door and found Logan Deathtrap practicing tumbling routines. His shirt was off and he bore a copper dragon tatoo, which revealed him to be Caspian. So it was that the lovers were reunited. The two decided that they would keep this secret from the group for a time.
[THE DEATHMASTERS HAD TAKEN CASPIAN'S CORPSE AND ATTEMPTED TO CREATE A SKELETAL WARRIOR USING THE ARTIFACT THAT THEY HAD BEEN SEARCHING FOR AND HAD SINCE FOUND, THE COFFIN OF NERULL. THE ARTIFACT WAS UNABLE TO DOMINATE CASPIAN'S WILL. THE RESULTING INTERDIMENSIONAL CONNECTION RETURNED CASPIAN'S SPIRIT AND REJUVENATED HIS BODY. IT WAS ONLY A MATTER OF TIME BEFORE HE ESCAPED AND CAUGHT UP WITH THE GROUP.]
The next morning, the group came together one more time at the great Circle of Stones. Spaden opened the gate and the party went through.
The party arrived safely at the beach, avoided a group of sea zombies and headed straight for the central building of the ruins. After bypassing the main gates, the party worked their way down into the bowels of the temple (for that is what they found it to be) and came upon a massive gate underneath the lowest level. As they approached, the gates opened as if welcoming the explorers to their doom. Proceeding in, the party entered the "Labyrinth".
[THE LABYRINTH WAS AN INTERDIMENSIONAL NETWORK OF PORTALS. KELANDOR CREATED IT USING THE LEGENDARY CODEX OF THE INFINITE PLANES. THE LABYRINTH WAS CONSTRUCTED SO THAT INTRUDERS WOULD HAVE TO PASS A SERIES OF CHALLENGES WORKING THEIR WAY DEEPER AND DEEPER INTO THE WEB OF MAGIC. OF COURSE, KELANDOR MONITORED THE GROUP'S PROGRESS CONSTANTLY. INSIDE THE LABYRINTH, CHOICE IS A FACADE, RETREAT IS IMPOSSIBLE AND NOTHING IS WHAT IT SEEMS. CHAOS RULES SUPREME.]
The adventurers hoped that the Third Skull was at the center of the Labyrinth.
The Tests Of The Labyrinth were as follows, in order :
A room filled with treasures beyond imagination, but also trapped in almost every conceivable way. This room played upon the already high tensions in the group and succeeded in brewing a nearly lethal confrontation between "Logan" and Silk. Silk fell prey to several of the ingenious traps found here despite repeated warnings from Logan.
When they stepped from a supposedly underground cavern into an outdoor swamp, the party members began to guess that they where indeed dimension hopping. This foul bog of putrescence reeked of decay. Dense fog limited vision and forced Silk to scale a cliff for a better view. Doing so revealed that they were indeed outside and in a swamp that extended to the horizon.
[UNKNOWN TO ANY GROUP MEMBER, THIS SWAMP WAS THE LEGENDARY AND MUCH FEARED SHADOW SWAMP NAMED SO BECAUSE IT BORDERS SHADOWLAND AND IS THE EASTERN STRETCH OF THE GYNFELD WASTELANDS OF LANKHMAR. SPADEN WAS UNAWARE THAT SHE WAS SO CLOSE TO THE "BIRTHPLACE" OF HER EBONY MITHRIL DAGGER, FARASTU.]
A rare beast known as a froghemoth emerged from a slime pool and blocked the party's progress toward a distant glow. A magnificent battle followed in which all participated. The battle was going badly for the party from the beginning which prompted Spaden to pray for assistance from the demon lord Draxorith. At first... nothing. [DRAX UNDERSTANDS THE IMPORTANCE OF DRAMATIC TIMING] Then, a small object rocketed down from the clouded sky and imbedded itself in the muck. It was the Cherokzul wand. An answer to her prayer? Spaden pondered the possibility. The wand of chaos had been lost back in the city of Greyhawke when Troius carried it onto a boat which had then promptly exploded. Less than thrilled, Spaden tucked the wand into a pouch and moved on. The party successfully slew the creature (Logan used an ability he called his "chi" to deliver a devastating blow) and recovered the following treasures from the slime pool :
Various unrecognizable coins. | |
A suit of supple black leather which radiated magic. | |
A wicked looking scimitar with "Elm Slayer" inscribed on it. |
After the battle, the group rested in the swamp before proceeding toward the blue glow. During this break, Caspian switched the fake Avisarr for the real one while Spaden slept.
A magnificent hall with two long lines of statues. Each statue was incredibly detailed and unique. Also, each statue had a real item incorporated into its construction. The party deduced that the statues would animate if intrusion was attempted because of scrap marks around the base of each statue. Using the spider cloak, the party traversed the room by walking on the ceiling! This challenge would have been completely bypassed except that Silk gave into greed and attempted to steal the "real" item from the closest statue before the last party member was safely across the room. Four statues animated and attacked. The battle was quick and fierce, but the party escaped and actually made of with several magic items. Unfortunately, each one turned out to be cursed. The Friar took the "Rod Of Faith". In a rare moment of seriousness and willpower, his faith was put to the test but he did not give into the corruption of power. This incident was unknown to the group and, displaying extreme modesty, the Friar did not speak of it to any group member. The party walked into an alcove and discovered three symbols. Stepping on one of them, the group was whisked off to the next Test.
The party emerged in a cavernous passage to confront an underground chasm. The bottom of the rift and the far side could not be seen. Behind the party, the "transporter" symbol was engraved into the cliff face, but reversed. A single rotting rope bridge connected to the near edge of the rift and stretched off into the darkness. No sound could be heard. Infravision detected nothing. The Friar (in Faerie Dragon form) flew into the darkness and returned reporting that the bridge did connect to the far side, but that it was a long distance. Logan and Silk walked out first to test the bridge and scout ahead for danger. They found nothing. Having no other choice, the party warily stepped out onto the bridge. Two hundred paces across the bridge the party began to see the far side. It was at this point that 20 vargouille (hideous creatures resembling flying demon heads) attacked. The party was terrified at first, but soon discovered that, although they had a nasty bite, the creatures were easily defeated. Several of the things were cut down. Sinjin finished them off with a well placed fireball. Only THEN did the party discover that the bite of the vargouille delivers a vicious poison - a paralytic toxin that devastates the victim's nervous system and permanently weakens the person. Sinjin, Guiles and Spaden were all bitten and fell to their knees shaking uncontrollably and sweating as the fire swept through their veins. Sinjin and Guiles suffered but endured. Spaden was luckier. Such is the power of love. Holding her tight, Caspian prayed to whatever god would listen that he suffer the poison instead of his love. Somewhere... a god listened and granted the wish. The party reached the other side, carrying the wounded and rested. Soon the tremors passed and the three were ready to move on. Immediately blocking further progress was a hideous five-eyed sphere of flesh. Instead of attacking, the creature parlayed. It indicated that it was a guard against it's will. It had no quarrel with the party, but could not allow it to pass. If the party managed to slay it's material form, it would be released from service and allowed to return to it's home plane. The party did fight and slay it. Knowing that they had aided the creature, they felt no guilt. On to the fifth trial...
Every inch of this empty hall was highly reflective except for the ceiling and floor. The former was a clear blue material that glowed and lit the chamber. The latter seemed to be of crystal or glass underneath which coloured flames danced and raced. The party discovered that this was a variation on the age-old idea of reflection animation - your reflection walks out of the mirror and attacks with skill and weapons equal to your own. The trigger point was half way across the room and three reflections, not one, were conjured and vanished if the intruder retreated. The party discovered this through trial and error. The first attempt involved sending the Friar in unarmed while the others waited outside with missile weapons. They planned on shooting the reflections from outside the room. The party neglected to note that they were at that time casting reflections... on the far wall. When the reflections of the Friar attacked, the party cut loose with a barrage of missiles. The party's reflections ALSO loosed their missiles... aimed at the party. Better to think of Plan #1 as a learning experience rather than a failure. After the Friar's reflections were destroyed, it was discovered that more images did not come forth. Another problem was that no exit was apparent. Sinjin figured out where the exit was. She instructed the Friar to walk through the reflection of the door even though it meant walking into the waiting arms of the party's reflections. He did so and was the first to pass this test. The rest of the party, with the Friar's help, managed a brilliant scheme. One at a time, each party member was unarmed and bound. The reflections that emerged were also unarmed and bound. Those party members that had already passed the test easily slew the dweomered facsimiles. And so it was that the Hall Of Mirrors was compromised.
This trial dealt with fear. Progressing through a wet, cold mist shrouded forest, each member became separated, isolated and scared. Skeletal creatures pursued and attacked. Fear alone was the only enemy here. Courage was the only answer. As soon as courage was displayed by any member, the exit would appear. Garth was the catalyst, the first to show true courage in the face of overwhelming odds. Immediately he could see the others and a strong glow of blue light ahead amidst the trees. His cry of hope lent courage to the others and the way out was revealed to all. The glow came from a pit next to a huge rotting tree. Fleeing from the undead monstrosities, Silk led the others, diving straight into the pit. Other party members climbed down hanging vines into the pits. Eventually all just let themselves fall into the glowing mist of this vertical cave. The fall seemed to take forever and the mist actually seemed to slow them down. Each party member soon felt solid ground underfoot and the mist dissipated.
The group found themselves in a large square chamber. They stood on a raised stone platform in the center of the floor which was covered with tiles of different symbols. Above them was a chilling depiction of a dark pit surrounded by a misty forest drawn from the vantage point as if one were looking up through the pit itself. Skeletal creatures at the edge of the pit peered down, some even trying to climb down vines. Yet the whole did not move for it was only a painted mural. The floor of the chamber that the party now faced was divided into a grid of 2' by 2' squares. Each square bore one of ten symbols. These were : Crossed sword and hammer, skull, flame, icicle, hand, eye, book, lightning, wand and egg. Silk used his Spider Cloak to climb across the ceiling to one of the four exits and successfully picked the lock. Opening the door revealed a long passage. Silk then proceeded to open up two of the other exits. All passages were identical. Climbing into one passage, Silk took out magic item, a box with a single red-button and pressed the button out of curiosity. [SILK POSSESSED A MAGICAL POUCH WHICH REGULARLY CONJURED UP ITEMS OF MAGIC, ONE AT A TIME. THE BOX WAS SUCH AN ITEM.] The box sent out waves of magical fear causing Silk to run back into the Hall of Symbols. He suffered the effects of several of the magical tiles before he was finally slain by the Skull symbol. The party managed to get to one of the exits by stepping only on the squares that had the book symbol. They picked up Silk's corpse as they progressed toward the exit. The Friar was forced to expend one of the party's most precious items, a Rod of Resurrection, to bring Silk back. The party followed the passage to the next Trial.
This immense cavern was filled with webs. A cluster of thick webs concealed a faint glow at the center of the web. Silk used his cloak of the arachnid to climb through the webs and make it to the central cluster. His vibrations on the web strands attracted the attention of a huge drider (mutated half demon, half dark elf) which appeared from one of the many smaller caves. Farastu leapt into Spaden's hands at the appearance of this abomination. The drider pursued Silk, but Silk made it to the central cluster before the drider could catch him. There, he found an egg sack and a glowing blue sphere. He touched the sphere and was sucked through the portal and was on his way to the next test... alone.
The drider turned and advanced on the party. Drider and party exchanged a fierce volley of offensive magic and missile fire, but the thing still kept coming. As it neared, Caspian realized that it was invulnerable to normal (nonmagical) weaponry, strung his bow and pulled out his last and only unidentified missile, the black arrow. The black arrow is that which he had pulled from the chest of the skeleton that sat upon the throne in the forgotten throne room in Alfax's castle. Caspian had saved this arrow (with the help of Spaden) all this time and had never been able to divine it's properties... until now. Despite protests from the others, he nocked the arrow and drew. A shimmer ran down the length of the arrow revealing a name carved into the shaft. Jhelquinn. Without hesitation, he spoke the word. An intense glow enveloped the arrow, the bow and the archer. Upon release, the arrow streaked toward it's target, but split into ten identical black arrows as it flew. Seven of the ten struck the demon thing. They tore into the drider and continued on passing through the other side. The thing gushed green ichor in its death throes. The party was free to pass. At the center of the web cluster they found the next gate.
The party found Silk standing in a room with eight doors and an area effect confusion spell. This was the first of a series of mechanical and magical traps. The second trap was a spiked pit. The third was an elaborate trap : the floor depressed when a certain amount of weight was placed on it. As the floor descended, vents were uncovered through which poured oil. A delayed blast fireball detonated igniting the oil. This trap burned "Logan" badly, destroying his shirt and revealing his dragon tatoo and true identity to all. The fourth trap was an illusionary floor which covered the lair of a bodak (a hideous extradimensional humanoid of unending evil). The party proved victorious over this creature. The last two traps were an electrically charged metal floor plate and a "pre-programmed" wall of fire.
The final trial pitted the group against four powerful foes : the lightning breathing behir, the terrible dracolisk, the magic wielding beholder and the iron clawed umber hulk. Spaden chose to disbelieve and succeeded. Her insight aided the others and the final trial was passed. Giles and Caspian insisted to the end that the foes were real. The two had to be bodily restrained and the illusions dispelled through demonstration.
A massive pair of metallic doors blocked the entrance to whatever lay beyond. No lock was visible. Instead, the doors were sealed with a plaque upon which was a short musical piece. Spaden was the solver of this riddle. The piece was in the key of G. The note G appeared once in the piece in the exact middle. By depressing that note, the music was played magically and the plaque disintegrated. The doors swung open to reveal...
Instantly, the foul vapors of rot and decay assaulted the party. Beyond the doors lay a vast garden of black and sickly tortured plant things. Many of them quite large, none of them similar. Some even were moving and appeared sentient if not intelligent. Stone pathways crisscrossed throughout the garden and meandered aimlessly. The garden was tended by several demonic looking humanoids. Sinjin attempted communication but failed. Caspian tried and mentioned the Codex and Kelandor. The humanoids pointed to a large structure in the center of the garden and said in dry, raspy tones "You must drink of the fountain." The party continued deeper into the garden.
Upon closing the distance, the party discovered the structure was indeed a fountain. The carvings decorating it were a jumble of twisted bodies and skeletal corpses. Amidst the jumble were numerous skulls carved from the stone. Each skull poured forth a different coloured liquid from its mouth. All of the liquids mixed together in a large basin surrounding the fountain and combined to make a crystal clear elixir. The group scanned the fountain for magic. It was magical, but types and intensities kept fluctuating.
The party was very curious but initially hesitant. Eventually, the party members began experimenting by tasting the different elixirs. Each time an elixir was tasted, its color went clear and it bestowed some magical gift. Only one, the red, did not loss its color. Results were extremely varied : Caspian was dominated by dark forces and possessed with a yearning to serve "the Codex". He was also made invulnerable to cold, but highly susceptible to heat. Also, he could survive without sleep by consuming great quantities of food. Spaden was struck blind but gifted with powers of divination. Galen Dar became slightly resistant to magic. The Friar was made immuned to all mind affecting magic. Garth was slain but then revived with an immunity to poison. Sinjin was made immuned to fire but very susceptible to cold. The party quickly stopped playing with chaotic magic and dealt with their "gifts".
Possessed, Caspian charged off through one of the exits with the Sinjin and Guiles following. The party followed but lost track of the other three. The pursuit that followed degenerated into a cat-and-mouse game jumping from chamber to chamber. Party members were split up and reunited several times. Eventually, all emerged into the last chamber... the chamber of the Codex.
This huge chamber was over 100 feet and three circular balconies tall. Hundreds of portals lined the walls... dark and silent. On a raised dias, in the center of the floor, stood what remained of Kelandor. He was little more that a shrivelled skeleton, but he was a lich. Beside him was his treasure, the Codex. Caspian jumped through a portal. Sinjin and Guiles followed. Silk, Galen and Garth confronted the lich. Spaden declared loyalty to the lich (a ruse). Silk, Galen and Garth feared that Spaden had finally succumbed to dark influences. Kelandor ordered her to prove her loyalty and slay the Friar. The Friar transformed to faerie dragon form and fled through a portal. To allow her a chance to prove her loyalty, Kelandor granted her strength and dragonlike wings with a mere wave of his hand. Spaden flew off in pursuit of the Friar.
Meanwhile, Sinjin and Guiles had caught up to Caspian. Caspian slew Guiles with a single blow. Sinjin charmed Caspian. With his mind being torn between three separate wills, Caspian again led Sinjin on a chase.
Spaden finally caught up with the Friar, revealed her true loyalties and devised a quick plan with Kelverin. Kelandor began casting a spell while Silk and Garth prayed to Fharlanghn, their god.
Kelandor completed his spell causing all the portals to come to life and open simultaneously. Kelandor then called out to the planes of existence and began to summon creatures through the portals using the might of the Codex. Silk, Galen and Garth did battle with the lich while the Friar fled from Spaden by jumping through portals and fleeing across dimensions.
Silk and Garth's prayers were answered and an avatar of Fharlanghn materialized. The avatar and the lich attacked each other leaving the Codex unguarded. Immediately Silk and Garth lunged forward and grabbed the Codex.
Spaden enters with the Friar's "body". Caspian and Sinjin emerged from a portal just before Silk slammed the Codex shut, closing all the portals. However, a Type VI Demon and a Fire Elemental made it through the portals. These two began battle with Garth and Galen Dar. At this point, Caspian leapt from the balcony and started to wrestle with Silk over the cursed book.
Spaden was busy sketching the Avisarr symbol on the floor. The avatar and the lich destroyed each other. All that remained was the smoldering skull of the lich. When Spaden attempted to open the Avisarr Gate, nothing happened. No connection was made. Quickly scanning the room, she was almost blinded by the intense levels of magic and evil. She located the familiar energy pattern radiating from Caspian.
Caspian threw Silk off of him and tore the Codex open. Immediately all the portals sprang open together and waves of monsters, demons and devils poured in. Silk and Garth wrestled Caspian to the ground and knocked him senseless and braced themselves for their final battle.
Spaden raced over to Caspian's body and grabbed the real Avisarr, but she was out of time. The demons were upon them. Farastu blazed. Even as Silk grabbed Kelandor's skull, the Friar ran up to the Codex and (praying to Geoff) brought his holy symbol down upon the Codex Of The Infinite Planes. The resulting explosion of magic rocked the isle. All party members were blown through portals and across dimensions.
Struggling to regain their senses, they found themselves back in the Garden. The whole isle was crumbling, shaking itself to pieces. The party paused very briefly to throw Guiles' corpse into the fountain basin, thus restoring him to full health. Spaden sketched the Avisarr symbol in the floor and began pushing party members through the gate. So it was that the party left behind the cursed isle which continued to destroy itself and for a second time in history, sank beneath the waves of the Nyr Dyv.
And so ends Part V : The Third Skull Quest.
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Far away to the east on a grassy hillside, the wind rustled the grass and swayed the flowers. All was peaceful and quiet.
Slowly, a flicker of energy licked at the grass and gradually spread. A soft bluish glow expanded and formed a strange symbol burning into the grass. Slowly, the glow faded, leaving a pattern of blackened dirt on the green grassy hillside.
All was quiet again.
An explosion of magical energy shattered the silence. Eight humanoid figures, bloodied and bruised, dirty and out of breath, appeared with a flash and a rolling cloud of smoke. Residual energy danced and flickered around them as the smoke dissipated.
A quick headcount ensured everyone's safe arrival. But where had they arrived? No one had had time to check. Unfolding the ancient vellum, the members of the Travellers Elite found the intersection point centered on the city of Wintershiven in the Theocracy Of The Pale. Quickly looking down the slope into the valley, they saw a huge city... all of white, quarried stone. Only one building at the center of the city failed to gleam like snow. It was the largest and it was as black as death. Silk and the Friar both instantly recognized it - the city of Wintershiven with it's jet black temple name the "Basilica" - a nation dominated by a splinter faction of the Pholtus religion... a faction of purists and religious fanatics. Not a safe place for a non-believer.
It was agreed that the fourth skull must be somewhere in the city. Silk and Galen Dar decided to return to Greyhawke to fetch Gillock and the two skulls being held by the Lord Mayor. They departed while the rest of the group marched down to the city with intentions of finding the fourth skull. When the group located and obtained Skull #4, they would use the Avisarr Gate to "jump" to the next skull. Silk and Galen would take the map so that they would no where the fifth skull was and could meet them there.
Silk and Galen ran into problems with werewolves while travelling south past Phostwood. Upon reaching Midmeadow, the two split up. Galen would proceed to Bellport and wait for the group. (The group was assuming that they would have to return to the Bone March area. The Conclave's Stronghold, Alfax's castle and Spine Castle were all in that area). Besides, between the two of them, there was only enough for three teleport spells. One to get Silk to Greyhawke and one to get him and Gillock to the fifth location displayed by the vellum map. Silk succeeded in reaching Greyhawke and did make it to the fifth location with both skulls and Gillock.
Meanwhile, the group entered the city posing as mere pilgrims and as such were required to were yellow badges to signify their "impure" nature. Caspian disappeared immediately after the party's arrival in the city without a word to anyone. Due to Sinjin's research in Greyhawke, the group knew the name of the fourth Conclave member, a cleric named Morpheus. With this information, the group split up and searched for several days.
During this time, Spaden met a young human male scribe named Artax who was also staying in her hotel. Artax was infatuated with Spaden and offered to aid her. Caspian sent several notes to Spaden. The blind elven thief was unable to read the notes and was grateful to have a scribe available. Also, during this time, Spaden began her "revision" of her copy of Silk's journal... with the help of Artax.
One evening, Spaden put on the Avisarr necklace and tried to make contact with Draxorith again. The link was established and the empathic communication began, but then, suddenly, the presence of Draxorith faded quickly and the link collapsed. Spaden was confused, at first. She then heard sounds of shouting outside. Looking out the window, she saw a group of clerics and warriors hurrying over to her inn. When she asked the leader what all the commotion was about, he told her that a tremendous surge of evil had swept through the area. Clerics all over the city had felt it and the Basilica (he was speaking as if it was an entity) was able to determine it's source : this inn. The group proceeded to search the entire building but found nothing and soon left.
Overwhelmed with guilt and shame about his "corruption" by the Codex, Caspian had attempted to take his own life by slitting his throat. Caspian survived, but his voice was gone. At last, he returned to Wintershiven and rejoined the group. He had been saved by a cleric and had been working for the church. He also had given up all of his possessions. When he returned, his relationship with Spaden was strained. She could sense his hurt, but he would not let her into his mind.
Sinjin gained access to city records in the Basilica library and discovered the following : Morpheus had travelled to Wintershiven on a routine mission for his church after the Bone War. He had died before completing that mission. Wintershiven tradition holds that pagan clerics of "lesser" faiths are buried in the commoner's cemetery on the edge of the city. However, Morpheus was a cleric of Pholtus. Not one of the splinter faction however, but still high ranking. Clerics of Pholtus from outside the city were buried with honour in a special vault that was guarded by sorcery. The Friar (in faerie dragon form) did a reconnaissance flight and reported four guards and a locked vault.
The group devised the following plan : The Friar invisible and in dragon form would be the communication link and eyes for the group. Sinjin and Guiles would keep the guards occupied. Caspian, Spaden and Garth (with magical invisibility and flight) would break into the vault, locate the corpse and steal the skull.
With the help of Sinjin and Guiles feigning insanity, possession, indigestion, sexual availability, etc., the group bypassed the guards without a problem. Once inside the graveyard they stumbled upon a small group of grave robbers who were already there. Avoiding the graverobbers, the trio picked the lock on the outer gate and went in. The first obstacle was an forcefield preventing entrance. The forcefield was being generated by a prayer stone. Caspian destroyed the prayer stone and they moved on. Next was a symbol of hopelessness. Several attempts had to be made before the three found the strength of will to pass it. Finally getting to the actual tombs, the trio was attacked by two warriors who leapt out of the shadows. Caspian fought them back while Garth and Spaden moved on toward the last crypt where Spaden could "sense" strong dweomercraft.
Meanwhile outside, the Friar was growing very agitated. The grave robbers had tripled in number and were now an organized group of Deathmasters rather than a handful of beggars. Outside the cemetery walls, the "disturbance" was bringing more city guards to the area.
Sinjin and Guiles were running out of ideas and began using illusions and such trickery. One illusion was of an "angel of Pholtus" which sent a near panic through the guards.
Inside the vault, Garth and Spaden made it to the last crypt and located the fourth skull. Unfortunately, the Travellers Elite was not the only group interested in this tomb. A third "enemy" appeared and fought them. Eventually, Garth and Spaden retreated back out of the crypt, joined Caspian and fled the vault. All of the group members managed to escape. Sinjin and Guiles simply left in the confusion. All the others flew over the city wall and out of the city. This was the most successful mission that they had attempted. As the group flew off into the night away from the city, Spaden sensed something wrong. A source radiating power - a person standing on the city wall, invisible and silent - watching the group. Somehow Spaden knew it was Caramus.
The party regrouped and met on the same hillside that they had gated to. The Avisarr symbol was still there burned into the grass. Spaden went through the ritual and opened the gate. This time the group stepped through the gate with no map to tell them where they were going...
And so ends Part VI : The Fourth Skull Quest
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Far to the north in the icy wastes of the Thillonrian Peninsula, the Avisarr Gate opened and through the blazing blue energy stepped the Travellers Elite. They quickly pulled their cloaks tighter about them in the cold air and surveyed the area. Less than a mile across the snow field could be seen an encampment of some sort and distant singing could be heard. Toward the camp and the singing they proceeded.
The camp had one exceptionally large deerskin tent in the center and dozens of smaller tents about it. Four bonfires lit and warmed the camp. Humanoid figures could be seen - some walking the perimeter, some tending the fires, some feeding a group of dogs and others simply walking from tent to tent. The music and voices originated from the huge central tent.
The group approached and were hailed by the guards. They were human and barbarians by the look of them. A leader of some type came out and questioned them (looking rather oddly at their very inappropriate summer clothing) and welcomed them into the camp. He escorted them into the central tent where hundreds of barbarians were sitting and singing. It seemed to be a great feast in celebration of something.
Spaden was taken to another room within the great tent along with Artax were she was tended to by several women (Spaden was in need of healing).
When the singing ended the games began. Garth enjoyed drinking several barbarians under the table and gained much respect. Next, council was held. A head barbarian presided over the council and the party soon learned that this huge man was the King of the Ice Barbarians and Lord of the Snow Dragon Clan. The party was introduced to him and they related their tale. The council moves on to other topics : First, an ambassadorial team from the Great Kingdom with a report on the war to the south and a request for aid from the barbarians. Second, a Zyddorian assault team that had been captured in Ice Barbarian Territory. This team was led by a Zyddorian officer and a half-orc Bone March officer. The party recognized the half-orc as the one from the Friar's tapestry depiction (back in Alfax's castle). This half-orc was named Thellor and claimed authority for the small group. Spaden detected much energy and magic surrounding this individual.
The party learned of the Frost Giant Caves to the north and that that particular group of Frost Giants had recently become quite active. The group asked around about skulls radiating magic but the barbarians knew nothing about enchanted skulls. The group decided to spend the night with the barbarians - resting and feasting. During the night, Silk and Gillock arrived (having teleported in from Greyhawk and run into a small group of barbarian hunters who led them here). The two newcomers reported that the vellum map crosslines intersected about where the barbarians said the frost giant lair would be found. It was decided then... the fifth skull was with the giants.
The party got directions to the giants' lair from the barbarians and began the two day journey. Early on the second day, the party was attacked by a huge monster. It came flying from the south, invisibly and surprised the party. After a fierce battle, the party slew it and moved on. They did not recognize the creature that they had defeated or know why it had attacked.
[THE ZYDDORIANS CAPTURED CONTROL OF THE SPINE CASTLE DEATHSTALKER. THE DEATHSTALKER WAS A SPECIAL MAGICALLY CREATED BEAST DESIGNED TO HUNT DOWN AND KILL ENEMIES. LEARNING OF THE PARTY'S PROGRESS OF GATHERING THE SIX SKULLS AND THE POSSIBILITY OF BRINGING BACK DRAXORITH, THE ZYDDORIANS DECIDED TO ANNIHILATE THE PARTY. THE DEATHSTALKER HAD BEEN TRACKING THE PARTY FOR SOME TIME AND ARRIVED AT THE BARBARIAN ENCAMPMENT SHORTLY AFTER THE PARTY HAD LEFT]
Early on the third day, Spaden used her divination skills and quickly located the illusion-covered entrance to the frost giant lair which was inside a mountain. The group utilized spell and stealth to infiltrate the mountain and bypass all defenses quietly. The first two encounters resulted in combat, but both were contained and stealth was maintained.
The third encounter was less successful. Caspian kicked in and shattered the double doors of ice revealing a huge chamber with twenty frost giants feasting. The battle that followed left most of the party badly wounded and fleeing deeper into the mountains with frost giants after them. (Sort of a familiar scene, huh?). The party flew down a broad set of ice-carved stairs into a large lower cavern where they fought an ice troll. Several party members fought to keep the giants at bay while the others moved on.
While battle raged in the feasting chamber, on the stairs and in the cavern, a white dragon lumbered into the fray. Sinjin, Guiles and the Friar located a wall of clear ice (in which was frozen treasure) on the far side of the cavern, got around the dragon and started chipping and melting through the ice to get at the treasure. Garth, Gillock, Silk and Galen Dar slowed down the giants. Caspian faced the dragon alone. The dragon inhaled and was about to let loose with its breath weapon when Caspian leapt into its gaping maw. The battle was going very badly until Spaden (with her "scanning" abilities) started detecting surges of magical energy around the cavern and the stairs.
Invisible individuals began teleporting in everywhere. A dozen in all. Six summoned a fire storm that engulfed Caspian and the dragon. Six aided in stopping the giants from making it into the cavern. Spaden (scanning) managed to identify the twelve as Knights Of The Abyss. The newcomers became visible when the unleashed their magic. All twelve vanished as quickly as they had arrived.
Silk managed to jump on one before he teleported out and was also whisked away. He ended up in Spine Castle facing Caramus alone. Caramus was... amused. Silk confronted Caramus with courage and starting asking questions. Caramus deflected most of them with partial and evasive answers. Silk learned that the party was very close to succeeding in gathering all six skulls and that the Knights of the Abyss were determined that that goal would be accomplished. Hence, the aid. Caramus ended the conversation abruptly and returned Silk to the ice cavern.
The dragon and the ice troll were slain and the party had been bought some time. Sinjin and Kelverin had the ice wall in pieces and were sifting through the icy rubble selected bits of treasure to take. Also in the ice wall were several corpses. The head of one radiated magic. Sinjin cut off the head and threw it in with the other treasure. From the captured treasure, Gillock also found a magical battle axe with the symbol of Heironeous engraved upon the head. The remaining giants pursued the party through the caverns and out of the mountain.
Outside, the frost giants caught up to the party just as the barbarian horde (from the encampment) came running up the slope right behind Thellor and his group.
[THE BARBARIANS WERE PURSUING THELLOR'S GROUP WHO HAD MANAGED TO ESCAPE WITH HELP FROM THE DEATHSTALKER]
The barbarians and the frost giants clashed in a titanic confrontation. Amidst the confusion, Spaden opened up the Avisarr Gate only to have another battle (on the other side of the gate) spill through. A horsed warrior and a two half-ogres appeared with a flash of blue energy. The party ignored the newcomers and jumped through the Avisarr Gate...
Thellor led his team through the gate as well.
And so ends Part VII : The Fifth Skull Quest
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All the kingdoms surrounding the Bone March had united in one last desperate attempt to unseat the central power of the Bone March at Spine Castle. Thousands fought on the plain surrounding that evil fortress as both sides fought for control of the area. Spine Castle had only to maintain control a little longer. Draxorith would soon be free...
In the middle of this battle, a symbol appeared in the ground and a flash of blue energy swallowed up a horseman and two half-ogres. Shortly thereafter, the Travellers Elite and Thellor's team appeared with another flash. Both groups began fighting their way toward Spine Castle. Thellor fell in battle, but the Friar ran over to him and healed him. (The Friar was more than intrigued by this individual because of the tapestry). It was then that the Friar realized he had just fulfilled his own prophesy. (He was leaning over and healing a half-orc Bone March officer amidst a battle with a dark castle looming in the background). The group grabbed Thellor and continued their progress toward the fortress while they questioned him. Who was he? What did he know about the Avisarr or the Conclave? They soon found out that he knew the location of Bellicose, the sixth Conclave member, and could lead them there. This was enough reason for the group and they kept him on a tight leash.
Thullbiehne and his warriors appeared and confronted the group but the group outflanked them and avoided a battle with those four. Thullbiehne's team was the four warriors that had opposed the party in the very beginning when they put the true prince in power in Ratik.
The group managed to slip into Spine Castle easily. [THE AVISARR WAS GLOWING BRIGHTLY AND RADIATING AN ANTIPATHY FIELD AROUND THE GROUP. NO ONE COULD STOP OR EVEN APPROACH THE GROUP.] Spaden was experiencing an unusual rapport with the Avisarr itself. The gem was leading the group into the fortress.
Deeper and deeper they went until they passed through the Slave Pits. One slave, an elf named Arrinor, recognized Spaden. The group freed him and he related the fate of Spaden's brother to her. Here the group split up. Thellor led Silk, Garth, Sinjin, Gillock and the Friar down into the heart of the fortress to the Shrine Of Lost Souls. They were to find the last skull and then make they way up to the top level. Arrinor led Spaden and Caspian up to the highest levels, where the Black Sorcerers of Spine Castle laired, in an attempt to locate her brother.
Thellor's group (no longer with the Avisarr) ran into some problems and were forced to fight or bluff their way down to the lowest level. Upon reaching the Shrine, Thellor explained that Bellicose was still alive but trapped in the Shrine. Only Thellor could free him and did so. After quickly explaining the situation to a rather confused wizard, the group charged back up 20 levels of stairs to regroup with the others.
Meanwhile, Arrinor's group (with the Avisarr) reached the upper levels easily. Spaden heard chanting up ahead. Drawing Farastu, she crouched down and peered around the corner. She saw a wizard in blue and silver robes with his back to her casting a spell... and so she fulfilled her tapestry prophecy. The three paused and saw the wizard finish his spell. A zombie thing that had been the subject of the spell, got up off of the table and followed the wizard into the next room. Caspian kicked open the door and confronted the Black Sorcerers. A tense moment passed as Spaden confronted her brother. The two conversed and each came to know the fate of the other. While they spoke, the others rejoined them. Spaden tried time and time again to free her brother from the force of dark powers that worked upon his mind. She only used words, but those words were quite effective. Silk fired a web at the enemy. The Black Sorcerers seemed amused but made no action. All waited to see the result of the confrontation between brother and sister. Silk saw Caramus far off leading the Knights of the Abyss and tried to coax the others to use the Avisarr Gate to flee. Spaden could not penetrate her brother's mind and gave up hope. She turned and failed to see the tear roll down his cheek. All the others exploded into action and combat was joined. Silk, grabbing the Avisarr, opened the gate and the group fled just in time.
[AFTER THE PARTY FLED THROUGH THE AVISARR GATE, KNAVECOEUR TURNED AGAINST THE BLACK SORCERERS AND THE KNIGHTS. HE WAS QUITE POWERFUL AND MANAGED TO ESCAPE THE ROOM DOING MUCH DAMAGE. THE BATTLE SPREAD THROUGHOUT SPINE CASTLE. CARAMUS, FOR THE TIME BEING, WAS PREOCCUPIED DEALING WITH THE NEW THREAT AND WAS UNABLE TO FOLLOW THROUGH THE AVISARR GATE]
And so ends Part VIII : The Sixth and Final Skull Quest
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This time, the Avisarr Gate brought the group into an empty field which seemed to be tucked into a mountain range. The mountains looked familiar. The group assumed that the Avisarr was taking them to the Conclave's stronghold which (if Caramus was to be believed) was in the Raker Mountains.
The Avisarr was leading the group again. Half way across the field, the Avisarr glowed brightly and "de-cloaked" the illusion with concealed the huge fortress. The main gates opened and the group entered. The entire castle was deserted. Down to the lowest level they proceeded and found the Avisarr Chamber. The room was huge with a large balcony that ran full circle around the chamber. A large scale Avisarr symbol dominated the floor. It was made out of black stones that contrasted with the grey rock. In the center was a circular pit in which churned and swirled a glowing green mist. The walls held huge stone plaques with strange writings on them. It was the chamber of Spaden's vision.
The group marvelled at this chamber and much discussion followed. A thorough search of the chamber revealed nothing. Sinjin studied the runes on the walls and finally decided that they must be the actual spell that captured Draxorith.
Bellicose was a fountain of information about the spell and the history of the Conclave. He also admitted that the Conclave's trap had not been a complete success. Instead of banishing Draxorith back to the Abyss, he was, in fact, caught between dimensions.
The group explained to Bellicose everything that had transpired since the last Bone War. Bellicose was shocked. Why had the group continued to gather the skulls of his old comrades even after they had discovered that the skulls could be used to bring Draxorith back? The group didn't have a good answer for that one. Sinjin suggested that if the skulls could be used to release Draxorith from the "between dimensions" state, perhaps they could also force him completely through the conduit to the other side. Bellicose agreed to look into the possibility and accompanied Sinjin up to the Conclave's lab and library.
Caspian discovered that when a skull was brought within the outer perimeter of the Avisarr symbol, a pedestal of black stone at one of the intersections rose up out of the floor. If the skull was withdrawn from the symbol, the pedestal sank back into the floor. The Avisarr gem simply glowed when brought into the symbol while the mists of the pit became more agitated. The Friar, Gillock, Silk and Galen Dar went up to join the two wizards in the lab. Caspian and Spaden placed three skulls on a pedestal. Their reasons for doing so are their own. When the three skulls were placed, purple electrical energy engulfed all "active" pedestals and connected the three with an energy field that crackled and sparked like a lightning bolt forming the outer triangle of the Avisarr symbol. Thellor, Caspian and Spaden all joined the others upstairs.
While the wizards worked and studied, Draxorith was busy mentally communicating with several members. The demon lord promised Spaden that her brother would be returned to her unharmed and in control of his own mind. The Friar and Silk were both promised power beyond imagination if they aided. Thellor (who already served the demon lord) needed no such promises. The half-orc grabbed a skull and Draxorith opened a dimension door through which Thellor moved down to the Avisarr Chamber. The group charged downstairs (some to stop him, others to aid him). When they got there, four skulls were already in place and the Avisarr symbol was half completed. Thellor, calling out praises to Draxorith, drew his only remaining weapon and prepared to hold the party off. Gillock and Sinjin did battle with Thellor. Silk, Galen and the Friar held back. Spaden led Bellicose into the symbol pleading for him to do something. Caspian, taking Spaden's magical potion, prepared to do battle. Spaden coaxed Bellicose closer to the pit and Bellicose began casting a spell - one which he thought might work in sending Draxorith completely to the Abyss. Caspian grabbed the fifth skull and placed it on it's pedestal. Five pedestals were active and the symbol hummed with power. Spaden pushed Bellicose toward the final pedestal (which was in "up" position). When Bellicose touched it, he was engulfed in the purple electrical energy. Purple lightning shot out from the final pedestal connected it with the others and completing the symbol. Bellicose was reduced to a smoking skull upon a pedestal.
The mists of the pit blazed and coalesced deep down in the pit. A rumbling swept through the castle and then all was quiet. Thellor cackled with glee. Spaden started to back up. Caspian labeled the unnamed potion as "Potion Of Draxorith Strength" and drained the flask.
A claw rose and grabbed the edge of the pit. Then another. Tentacles could be seen writhing about and lashing forth. Draxorith slowly climbed out of that which had been a closed conduit. Caspian mutated into a grotesque caricature of half demon, half man and proceeded to battle Draxorith. All other party members joined in the fight. Spaden held back. Thellor was soon defeated.
The battle was a long and bloody one. Both sides dealt out great blows.
[DESPITE POPULAR BELIEF, DRAXORITH WAS FAR FROM OUTMATCHED. THE PARTY THREW EVERYTHING THEY HAD AT THE DEMON LORD, BUT HE SHRUGGED IT OFF AS IF IT WERE NOTHING. THE PARTY WAS LOSING]
Finally, Spaden, acting on impulse, took off the Avisarr necklace and threw it into the pit. The entire room lit up as the runes on the walls blazed with light. Draxorith howled in frustration as he melted into smoke which was sucked back into the pit. All six skulls erupted in flame and shattered. The pit flared brightly and then went dark.
The spell that failed to work a hundred years ago finally succeeded. The chamber was quiet once again as it had been for so many years. The smoke slowly cleared. Cries of triumph from the Travellers Elite echoed throughout the empty fortress.
While the party celebrated in the immediate aftermath of the battle, a circular portal of magic opened up and Knavecoeur stumbled through with smoke pouring in after him. He was badly wounded and tired, but a smile was upon his face and he looked upon his sister with recognition in his eyes. Spaden sensed that he was himself again and her heart rejoiced.
Caramus slowly stepped through the portal and his gaze swept across the room. He seemed VERY displeased. Hatred burned in his demonic eyes as he beheld the group that had foiled all of his plans. Slowly, he turned and walked back through the portal which closed after him.
Spaden fell into her brother's arms and held him close. Everyone was talking at once and laughing together. Gillock suggested that the party return to the upper levels of the castle where they could celebrate, feast and rest. It was at this point that the party realized that Caspian was no where to be found. A quick search revealed nothing.
The party did rest and feast and celebrate. They were unable to explain their comrade's disappearance but hoped that he had left willing and would return to them. For the time being, they had succeeded in their quest and they had won the day. The further adventures of this remarkable group and the fate of Caspian Glenstorm will be told in good time.
But that is another story...
AND SO ENDS THE QUEST OF THE AVISARR
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