Gift of Eomar

The Descent into Madness

The companions leave Constance to her grief in the great hall of the Arcanum Severatum, venturing out to investigate the building more. On’ogg finds the remains of several charred corpses strewn about in one hall; there might have been six in all. Though they were none more than charred bones, he found that they seemed to have met their fate within the last two days and did so while attempting to move a large trunk.

Being still intact, he drew it forth to his companions. Within they found a stash of several powerful artifacts and magical items. After distributing them to one another, they continued their investigation.

Sayer climbed a large statue on the far end of the hall. Turning his attention to an open book that the statue held aloft some twenty feet high, he noticed it to be some crude map, depicting the main continents of the known world. Three swirling lines crossed over the map from three far corners, each converging on a circular island in the middle.

Elbanor, Akasha and the Hand meandered into a large chamber in the western wing containing a library circled around a huge arcanolabe. The curious, spherical object dominated the room.

Three bronzen rings dominate the device. Through the use of magic detection, each seems to associate itself with an essence of arcane powers; positive energy, negative energy & the neutral energy in between.

The companions find the ceiling covered by an elaborate mural of the night sky, complete with accurate depictions of constellations. They find a plate in the upper hemisphere of the globe, where the three rings nearly converge. The plate is triangular, made of the near convergence of the lines.

Akasha is surprised to see that she can read the unfamiliar writing on the plate. It seemed to give information on three supreme essences of the magic realms; Solinari, goddess of positive arcanum, Nuitari goddess of neutral arcanum and Nuitari, god of negative arcanum.

They are described as three siblings. Though they seem to be diametrically opposed in there energies, there is no sign of conflict, as is typical in depictions of astral figures of good versus evil. While Akasha narrates the scriptures, the rest of the group attempts to discern the puzzle.

Eventually they shine a light through the small eye in the middle of the plate. It sends a beacon through the chamber, between a heavy bookcase into a crystal pylon at the top of a statue, where it refracted up to the mural above.


The mural reveals visual depictions of the three twins. The group ponders this some time then continues on.

They find several chambers along a hallway in the eastern wing. Sayer and Elbanor investigate further, walking into the darkness. Ogg, Akasha and the Hand watch as they are enveloped into the darkness. The next moment, the room shows no trace of their passing.

Elbanor and Sayer find themselves on a large wooden platform with a spotlight shining down on them from above. They are set upon by a figure dressed in the caricature of a noble knight. The knight responds to them, beseeching their help in vanquishing some great evil in the land. With quick thinking, they respond in affirmation, and ‘gallop’ off into the darkness.

Meanwhile, Ogg is deeply troubled by the disappearance. The Hand senses a strange flow of magical energy swirling in a vast whirlpool. From their present location, they seemed to be at the edge. The strife between the two come to a head and they have a short spat, where they part ways for a short time.


Sayer and Elbanor seem to find themselves in a gawdy play of sorts, during which they slay a spooky tentacle creature. The applause of the audience fades slightly until they find themselves in a well furnished office of sorts. They hear a series of meows and purring noises.

They notice a pneumatic tube that still seemed operational. Writing a brief message to their colleagues, they send the note through the vacuum. After a minute or so a note in the form of a paper triangle soars out of the tube and around the room in gentle circles. Unfolding the paper, they find a crude depiction of a somewhat lewd nature.

Perplexed, they continue out of the room. Within the first step they find themselves hurtling sideways, with the laws of nature bent on itself. Just barely holding to the edge of the door frame, they grip tightly above the chasm of the hallway pit.


Ogg and the Hand eventually come back together, deciding it best to press forward as a group. Though Akasha seems to prefer staying in the form of a cat, they persuade her to attempt to send a message by magical means to the separate party members.

They continue on, finding a set of steps leading to the levels below. Experiencing their own imbalance of gravitational discord. With varying degrees of expertise, they descend to a hall laden with what seems to be an extravagant feast set on a long table. While Akasha and the Hand dine a bit while Ogg resists the temptation of the delicious looking food.

He notices a yelling coming from the chambers without, and with swift motion charges the door with a long piece of table. It slams through the doorway, just barely catching a falling Sayer and Elbanor, who had just fell off of the ledge in the room adjoining.

Though Elbanor ricochets off the table and onto a large statue protruding from the wall below, they eventually recover and come together. Using a length of rope to scale down the rest of the chamber, they find themselves in a large chamber with a dark sorcerer sat upon a resplendent throne of sorts.

The figure stands at their approach, dismissing his seat with a flick of the wrist. He wore black robes the color of midnight. They flowed down onto the ground around him and seemed to be constantly buffeted around by a furious wind emanating from himself. Long swathes of black linens wrap most of the exposed areas of the dark wizard. A single fiery eye and an hideously grinning mouth was all that could be seen of the face beneath the cloth.

He beckons them forward; seemingly interested to see the faces of those who would dare disturb him in his realm. “Ah … it is you who have disrupted my work. I shall make your deaths TERRIBLE!”

Moments later they are in combat. He seems a highly potent spell caster, blasting them with crackling lightning. “How can you hope to defy such power..? Is it not easier to give in to the madness?!!”

Several mirror images of himself shield him from the initial attacks. As each illusion is shattered, it splatters with a sickly splatter against one of the walls, the viscous fluid glowing ominously. After a moment the liquefied remains of the images seem to change their structure and a strange scene is displayed, as if through a window in the wall. From these newly derived portals flow a group of small black creatures with hateful glowing eyes.

With Sayer and Ogg thoroughly engaged and taking the brunt of this dark caster’s focus, Elbanor and the Hand plunge headlong into the portal with Akasha in tow. “If you seek to shoulder this burden .. YOU SHALL HAVE IT!”

They find themselves in a circular room with rough hewn stone walls and a round catwalk coming around the expanse. From three points in this walkway there are small bridges to a central platform, where who they recognize to be a much younger Nozzalthorp Frayfeather a middle aged wizard are arguing. They seem to not pay the intruders any heed, but there are several guards standing at attention around the room which turn and his horribly at the newcomers.

Outside, with Sayer dealt with and Ogg being overwhelmed by the critters, he throws a strange wall of force around himself and begins the incantations of a powerful spell. “The stars align; FEAR THEIR PORTENT!”

A cataclysmic crash blasts the chamber from above. It seems as if the dark wizard is calling down the fires from the sky above to obliterate the trespassers. “You shall pay for your invasion into my city!”

Within the portal, the Hand, Elbanor and Akasha fight their way toward the central platform. The gnome and the wizard seem to be at odds as to the discharge of the Surge Needle, a device that they had apparently build to tap into the ley line. The wizard, who they surmised to be a young Madrygos, seemed incredulous that Frayfeather would try to halt their long work so close to it’s completion.

Outside two more ruinous meteors blast through the building from the heavens, exposing this dungeon chamber to the hideous laughter of the insane magus. Sayer has fallen and Ogg stands alone against the deadly foe.

Within, the others charge the central platform, having dispatched the shadowy guards. As they reach the scene a bubble seems to pop and they are expelled from the memory. As they do so the wall of force drops from around the dark wizard, his eye turned to the black sky, a fiery red orb in it’s reflection.

The heroes brace for impact, running from the hole in the ceiling but ultimately are wrecked outright by the carnage. Ogg and Elbanor especially are severely injured.

There is only a pile of fine ash remaining of the black sorcerer, who they discover to be Madrygos himself, turned by some horrible black magic into one of the Black Guard. Among the ashes they find a curious bracer of powerful arcane energy. The Hand slips it on her wrist, as the group hobbles to out of the chambers. The streets were deathly calm as they descended back into the relative safety of the sewers and staggered back to the Black Star.

Gale in the Gallows

The companions journey back from whence they came; up and out of the rancorous Asylum, through the eerily silent halls of the Garrison eventually coming back to the courtyard outside the medical billets. They climb the blockade at the vast doors and scale down the outer wall, soon slipping into the sewers and making their way to the Black Star Tavern.

After a short respite the companions come together to formulate their next move. They decide to seek out the Arcanum Severatum and its apparent abundance of powerful trinkets and magical artifacts. With the goal set they settle into a well earned rest, drifting apart to enjoy their down time in different ways.

Sayer the Swashbuckler and Thranka Suun fall in with a group of Boswell men. All seem eager to drink and gamble their circumstance away for a time. Sayer wakes after a time in the presence of Thranka. He notices that her vast tattoos seem to have intricate details and hidden details. When attempting to investigate further, he wakes her and she vacates the area quickly.

Akasha finds a comfortable place in the main room of the Black Star and crafts a musical hymn that bolsters the psyche of those who hear it. Many survivors who had been content alone in their chambers meander into the main room and lounge about in the warm light of her song.

The Hand of Acheron trades in a bawdy calendar illustration for additional helpings of soup. They warm themselves by the fire while affixed to Akasha’s music.

Elbanor spends much time crafting small batch concoctions in an effort to better ready his friends for the hardships to come.

On’ogg meditates on what he has learned during the recent trials… and perhaps tries to consider that which failed to completely grasp. He also cleans his sword quite a bit.


The companions come together again after their long rest. Before leaving the Black Star they go to Boswell. Apprising him of their circumstances, they restate their intent to assault the Tower at some point. He still seems non-committal, but has assisted in small ways that he was capable up to this point. Satisfied for the moment, the companions take their leave.

A small group of Boswell’s men stop the companions as the leave; it seems that Bartholomew and Constance had not checked in. They had been rather regular in their movements, so while their absence is not an absolute cause for concern, it is noteworthy.


After venturing through the underbelly of the city, meeting minimal resistance, the companions excavate themselves into a large open air park in the city. Looming just ahead of them some twenty yards is the Arcanum Severatum. A large building, well over fifty feet in height, the Severatum sits atop a set of wide, angled stairs. Huge pillars line the front of the building, which is as wide as a city block. An eerie green light emanates from deep within the cavernous maw of the entryway.

With a dreadful apprehension, the companions advance up the many steps leading to the Severatum. Coming to the open entrance, they see into a great hall lined with a dozen columns along each side reaching forward to the far end. At the far end seems to be some arcane structure; three craggy spires surround and pour a fel green power into a central, swirling vortex of the energy. Each spire stands at about ten feet high, like crooked skeletal fingers rising from the ground.

Within the whirlwind was suspended a humanoid figure, unrecognizable at this distance. Hand creeps along forward and notices a limp body on the far side of the area. Slipping forward, they recognize their associate in Constance, seeming to be completely unconscious. They also see that Bartholomew is the figure within this terrible energy.

Upon closer inspection, he seems to transition slightly between that which they recognize and a large creature of fang, claw and feather. The rest of the companions slip up to the area as well. In spite of their efforts, they seem unable to elicit a response from the mage.

Finding the spires to be deeply disturbing, they attempt to destroy them. As the first of the three breaks away, the bulk of is takes form into vaguely humanoid things and attacks the heroes. Hand is able to stave off death from Constance who slowly becomes aware of her surroundings after a time.

After a small melee, the companions destroy the rest of the first spire. Caught in the explosion, Bartholomew is thrown aside violently. With one of the spires destroyed, the balance of energy seemed to break apart in a blast of energy. The force of which seems to lessen some grip that contained his form. With a burst of bright light, the young mage is revealed to be an creature of celestial energy.

npc_-_bartholamew_revealed.jpg With some understanding, Ogg approaches the creature and attempts to pour his divine healing into him; but Bartholamew had suffered far too great a wound to recover. Constance stumbles over to him in confusion.

Apologizing for his deceit, he explains that the deceit was necessary to continue his interaction with this community unimpeded. He had found human civilization fascinating and hoped to learn more from such a charming young race. He also stated that his affection for her had not been a ruse, but an unexpected delight.

He had an understanding with the Madrygos, keeping his form secret to all but the Master of the Tower. It would be easier this way, they had decided. Madrygos had been a friend to him over the many years of his visiting Khalsbrad. That friendship had compelled him to the Arcanum Severatum, though Bartholamew could not divulge more information than that.

There was a moment shared between Constance and Bartholamew before he passed. The tiefling was overwhelmed by anguish and decided to sit vigil over her friend as his essence dispersed into the wind.

Frayfeather's Prison

The companions begin their descent into the bowels of the Asylum. In the small chambers on the upper floors they found a scattered filing system for the dossiers of the interred. Soon they came across one marked as Nozzalthorp Frayfeather.

It seemed remarkable in it’s equivocal nature. He had been marked as criminally insane and imprisoned for seventeen years, though the file itself only contained one leaf of parchment. The crime itself only stated ‘disturbing the peace’; quite trivial. It did state that he was chambered in Cell Block F, so they continued their search with renewed vigor.

Deeper they sink, passing through cell blocks in horrendous states of decay. The sound of chains clanking and inhuman croaking wafts from many dark crevices. The smell alone served as a fierce deterrent against excessive investigation.

They eventually come to the area of the asylum where they expect to find Frayfeather. A great many cells line the floor below an expansive catwalk above. They descend from this walkway to the floor below.

The Hand notices that the ground below seems to dissolve all forms of magic. It ponders the use of such a force field for some time.

On’ogg smites down one of the vile, grasping creatures within the cell. It explodes in a flash of necrotic energy, leaving many more of the shambling horrors erupting in screams mingled with the clanking of chains.

Sayer and Akasha nimbly sidestep the rest of the cells, finding a quiet little gnome attempting to ignore as best he can the noise.

With some coaxing, they are able to get Frayfeather to converse with them. They learn that he has in fact chosen to be interred here, in an attempt to be near his finest and only creation; the Tower of Solastarum. Apparently, he and Master Madrygos had some sort of falling out during the final phases of the Tower’s construction.

Frayfeather had warned that the ley line in which they would be tapping should not be disturbed; that though it hold great power, there was an innate magic of ancient origin that they did not fully comprehend. He seemed content with staying in the cell until the companions apprised him fully of the situation outside. With the news of the Tower having fallen into another’s control, he felt compelled to assist.

After some effort in the form of a convoluted discussion and a narrow rope ladder, they extricate Frayfeather from his cell. With the master builder in tow, they fall back to the Black Star.

The Memories

The group confront Thranka, who has utilized the equipment in the armory to arm herself appropriately. Sayer is able to diffuse the situation short of violence. They all continue towards the Asylum.

After crossing a small bridge high above the city streets below, they find Dixmont Asylum in a state of complete disorder. There are the echoes of those still confined far below mingled with the continual din of rodents moving freely throughout the chambers. Finding a passage marked as ‘Arcano-Misanthropical Interment’, they climbs the narrow stairs to investigate.

As they continue, they find the rats moving about the passages more and more numerous. It becomes apparent that not only are these rodents scurrying about the edges of the chambers and halls, but scrambling through the walls themselves.

They come upon a centralized chamber at the top of this parapet; there is a large rotary chair in the center and mysterious rune discs in a circling perimeter. To their horror they find a corpse in the chair. His entire head seems to have been gnawed off.

The heroes soon realize that they are in the midst of hundreds of rats now. They seem to hold value in an array of crystals throughout the chambers around the main room. When become agitated when Ogg disturbs the arrangement.

It seems that in the weeks prior, a prisoner in the tower had bent the rats to his will. Before they would commit themselves to whatever nefarious plot the prisoner had concocted, the Luminus Nocturne struck, disrupting all within the city of Khalsbrad.

It was heralded in the asylum by a dark figure, who set the crystals with some ill purpose. The horde of rats have used it as a sort of psychic sustenance. The companions had much discussion on the morality of such perverse creatures. They concluded that if the horde would abstain from devouring the arcane energy within the crystals that they could be sanctioned.

Feeling a little out of his element with the complicated arcane arrangement, Ogg gave Thadeous the crystal. The gnome felt a presence within; it was … familiar. With a gasp Thadeous recognized what he had in his hands. Memories of his childhood flooded over him. There was a love that he yearned for, paternal in nature. He had finally found what had been stolen from his father and soon reclaimed the crystal associated with his mother.

He disclosed briefly the sorry state of his beloved parents. Then after a few words of warning about the vile necromancer who had cost him so much, he wrapped about him his magic cloak and was off to return to his beloved parents.

Prisoner of Circumstance

The companions come together after their rest in the ‘rope trick’ brought about by Bartholomew. The more observant among them noticed the camaraderie between the young wizard and his friend Constance. It was earnest, familial. The disparity between their small friendship and the current tension between the companions was palpable.

Thadeous successfully removes the cursed affliction from Sayer. Though he recovered fully, Sayer still carries a darkness mood. He seems particularly distraught about being abandoned by his friend Ogg while he was suffering the curse.

The companions are given a key by Constance. Now with access to the Minutemen garrison proper. They come across a guard’s room, but find it of little use. They take an opportunity to outfit themselves in the armory, then continue on. While wandering the halls, they hear a disembodied whistling noise… They are unable to glean it’s origin right away.

They descent into the chambers below, finding more footnotes on local happenings in the militia. They also find a large clockwork elevator, but it seems out of order. They also find a large room with heavy desks and dossiers on recent criminal activity in Khalsbrad.

The companions continue on and find a small set of cells with a very alive, very unruly young woman within. She seems as wary of them as they of she, and hesitates to explain her situation in detail. Ogg is unconvinced of her good nature. He casts a spell that should keep her from falsifying her story, but senses that she is able to resist his charms.

They eventually release her. She panics a bit when they tell her of the current situation and there is a small altercation. She runs off in the scrum and is soon lost in the chambers above.

The group splits to find signs of Thranka. Akasha, Elbanor, The Hand and Thaddius find themselves searching another set of light cells. It seems that others had found themselves in a similar predicament as Thranka, to a grimmer end.

They are caught unaware by a grim specter, apparently attracted by some commotion nearby.


In a few chambers over, Sayer confronts Ogg, ready to crash into him with wave after wave of bad feelings. Through his pendant of mind reading he reveals a great sadness that he has been keeping to himself; a story of his crewmate’s malignant transformation. The loss he felt. The hope of a new companion in this orcish knight, and the betrayal he felt when Ogg left him to chase the next big monster. When this last use of the pendant is expanded, the ruby held within cracks.

It’s at this point that they hear the noise of their friends battling some ghastly creature.


Just before Sayer and Ogg rush into the fray, the abhorrent specter flashes a wave of necrotic energy outward. Finding the light to be painfully bright, everyone averts their eyes; with the exception of Thaddeus. He stares on into it’s deathly gaze, and falls over unconscious.

Watching his new friend collapse into a dreadfully pale pile of gnome, Elbenor calls out with the words of his divine power and banishes the specter. Ogg and Sayer rush in, painfully ignorant of much of the happenings. There is a little time left before the spell would consume in on itself.

They take position to engage this creature should it pull it’s way out of the banishment. There is but moments hanging in the air before the spell runs out of magik juice. They await with bated breath. Surely it will tear it’s way back in any moment.

They are shocked by the sound of Thranka whistling nearby, and with a bellowing roar Ogg runs up a flight of stairs towards the sound.

Rise of the Colossus

The heroes are confronted by Karth Drachum, twisted and malformed into a vicious death knight of the Black Guard. He was sent here to oversee the completion of the charnel monstrosity.

Combat ensues; On’ogg and his nemesis clashing in the most epic of ways. Karth fights a top a black stallion of nightmare for a time, but the creature eventually vanquished. Bereft of his dreadful steed, Karth undergoes a self induced transformation.


Nearly doubling in size Karth attacks with renewed intensity, swinging a giant axe with unholy strength. There is a bloodthirsty joy in his assault; he has truly become an aspect of death and destruction.

The companions remain steadfast, with Ogg bearing much of the brunt of the attacks. He lashes out radiant energy and is able to defeat his nemesis. A last look of confusion washes over Karth’s stupid face as he is destroyed. Ogg burns his remains with the flame of his vengeful sword.


Everyone takes the time to reconvene in the lower levels of the Auren stronghold to discuss the happenings. The graveyard colossus seems to have moved away from Balefire Egress and is now wading through the city. Any companions that had been suffering from signs of soul crushing apathy seem to have waves of relief wash over them as Karth’s second death is wrought in flame.

Jotun Borzegar recommits his Aurens to help the companions overthrow the evil in the tower, stating that when the time came he would be there to help. Until then he agreed to continue scouting the area, reclaiming supplies from the area. They would also hold the Temple at Balefire Egress, as it seems to hold some degree of power against the darkness.

With the Aurens appropriately tasked out, the companions decide to return to the Black Star Tavern. Two Auren scouts escort them to the tunnel systems within the city. About 100 paces from the stronghold, they notice that the group is being followed.

With animal cunning they loop around and catch their assailant unaware; toppling their query over directly. They find a peculiar little person. They claim to have some connection to Elbanor .. indeed, most of it’s form is a bland white with the exception of it’s right hand. It had the look of the same hand that Elbanor lost in the days prior.

The one striking feature of the Hand is it’s eyes; they mist over a deep black when it casts magic; which seems inherent to the being. The group knows not exactly what to do with this person, so they allow it to come along for now. Also, it seems able to change it’s appearance at will.

The group returns to the Black Star, does some things, then heads out to search for the Minuteman Compound. Still traveling in the sewers below, they elude contact with monstrous colossus. They meet little resistance. Small groups of rather stupid skeletal minions are scouring the tunnels, but they make short work of them.

Emerging in a side street near the compound, they creep along to the curtain wall circling the facility. Somebody attracts the attention of several skeletal archers, who appear in windows overlooking the open space. Ogg is hit, and is wracked by vengeful energy. He cannot find a straight way to dole out retribution to his attackers, and is caught in a quandary of sorts.

Thankfully, Elbanor takes the choice out of his hands by enveloping the entire area in dense fog. Ogg lowers a shoulder and charges the general area where he seen the door to the fortress to be. He plows headlong into it. Parts of the door collapse, but it holds. Determining that there is quite a bit of barricading on the inside, they endeavor to find an alternate route inside.

The archers seem befuddled by the dense cover of the fog and fail to give proper chase. Indeed, the Hand also seems rather confused by the scene and almost falls headlong over a terraced wall. Though the idea of experiencing a fall to their death seems new and exciting, they deem it necessary to survive some time longer (though they do not rule out an eventual nosedive for some other time).

The companions sidle down the edge of the wall a ways, eventually finding another entrance. They find several offices in a general state of destruction on the inside. A large gate blocks their advance in one direction, so they continue in the other direction.

What they find is a medical facility of sorts, with rooms full of files, ready rooms, examination rooms, etc. They are able to loot some useful herbs, but find little by way of clues. Moving on they come to a large open courtyard with signs of the barricade along one side, a long tower on the other and a long cabin across the way.

Investigating further they find a mound of corpses; some seem to be freshly brutalized soldiers while other seem to be medically preserved. The Hand takes the form of a young woman, not much out of her teenage years. She does so without much apprehension while the rest of the group look on horrified.

Before much interaction can ensue, a horrible creature lumbers out of the tower entrance way. No smaller than an ogre, it dragged a gore drenched body in it’s hand. Where it’s face should have been was only large round whole, circled with small pointy teeth. Gross!

The companions engage. At some point, the creature radiates a horrible magic. Sayer the Swashbuckler is blasted by it; he immediately suffers violent looking rashes on most of his upper body as his face swells grossly.

The companions eventually defeat the creature. They find Sayer severely debilitated by the curse and move to the cabin. They find a small morgue of sorts and clear a space to rest. Setting a guard, they settle in.

When Ogg has his turn for watch, he slips out into the night. He goes to investigate the tower by himself. He finds the bottom level drenched in blood and gore, with a few limbs thrown sporadically around. He continues up the tower by himself, finding a haphazard barricade at the top of several flights of stairs. It seems several Minutemen made a last stand here. The barricade was in shambles.

Akasha and Elbanor notice that Ogg is missing and slip out to recover him. They start up the tower, finding him fumbling with a contraption that seems to move large ballista up through the ceiling. With combined efforts, they figure out how to use the device to kind of auto-load a huge seigebreaker on top of the tower.

They accidentally drop a massive bolt off the tower, spiking violently near the cabin below, which wakes up the rest of the group. Though they want to come aid, they are encumbered by Sayer’s unfortunate growths.

With Akasha watching through a distance finder below, Ogg and Elbanor begin firing the uber-ballista at the colossus. The first blasts is lost visually until it hits a building nearby the colossus. The near miss causes the hulking mass to begin moving from it’s place across the city.

Elbenor casts a light spell on the tip of the next projectile, illuminating it so that they could watch it’s progress. They fire again, and watch it streak across the sky, blasting the colossus in it’s hulking mass. Hit!

With the bolts now lighting up the sky, they seem to notice a reaction from the Tower of Solastarum. They continue to fire on the colossus, scoring several hits among a few misses. At this point large flying creatures begin assailing them, attempting to knock them from the summit of the tower. One final blast is needed, as they expose the core of the creature.

Ogg and Elbenor strike out. Direct hit! The creature goes down. As they flee, several more flying beasts almost succeed in knocking Elbenor to his death, but Ogg succeeds in holding his friend fast. Finding Akasha below, they flee down into the tower.

They meet up with the rest of their friends and run back to the medical facilities, barely making it before the flying beasts close on their position. They run into Bartholomew and Constance, who brings news of a mad gnome held deep within the Dixmont Asylum who should have knowledge of the Tower of Solastarum.

Bartholomew opens a ‘rope trick’, allowing a safe place to recover while they all plan their next move.

Reunion at Balefire Egress

The companions assist in the recovery of Elbanor. Though On’ogg is able to heal him, his hand is lost in the process. After sending Margot, Bartholomew and Constance back to the Black Star Hideout, they decide to investigate the strange lights emanating from the nearby Balefire Egress.

They move through the Cedar Quarter, careful to not attract any unwanted attention. A peculiar figure, bereft of strong description follows some distance behind, strangely compelled to find them. The companions are largely unaware of it’s presence, and it becomes easily distracted by wonderful new sensations as it progresses along.


The companions find their way to the edge of a large park, the bulk of which is in the shape of a shallow bowl with a large stone pavilion in the center. A dense mist with a sickly green hue settles on the area. Where they had once seen signs of ten or so large green fires burning, now they find only four.

Moving forward, they find a large mob of skeletal horrors locked in combat with large beasts. The creatures move at a speed that makes it difficult to discern much detail. Though they fight with great ferocity, the seem to find the numbers of their assailants overwhelming. A pair of skeletal warrior move among them, causing much havoc.

The companions rush in to fight off the abhorrent undead, finding themselves fighting alongside several large werewolves. This continues for a short time. Suddenly a fiery blast emanating from the temple entrance destroys several adversaries directly among the companions. The magic seems to bend around them, sculpted in an all too familiar fashion. They turn to see their old friend Thadeous Wobblegrinder among the combatants!

With their combined efforts, they are able to destroy the pair of lich brothers. The werewolves seemed to not be hostile, so they all convened within the structure, where the large beasts turned back into several dwarven priests. One had fallen in combat. All but one filed down into the structure below.

The lone dwarf introduced himself as Jotun Borzegar, a member of the the Aurens. He explained his sect to be non-denominational clerics in the service of honoring the dead among the city of Khalsbrad. The companions were at first apprehensive, but soon realized that Jotun and his brothers provided a great service to those in the city.

Taciturn and solitary, the Aurens performed the vast majority of the burial rites for the departed of Khalsbrad. With their great respect for their work, the dwarves found the desecration of the area profoundly vexing. They gave the companions food and shelter, and were soon convinced to join in their efforts to assault the source of evil within the Tower of Solastarum, when the time came.

The group relished the reprieve from the dangers of the city, outfitting themselves as best they could and debriefing Thaddeus of his own adventures. Akasha found the werewolves to be profoundly beautiful, finding fellowship with their struggles. Sayer assessed their equipment stores. Ogg thoughtfully asked of Jotun more information on their work.

Finding the young orc to be sincere and trustworthy, Jotun brought him to a ritual held behind closed doors. Ogg witnessed them giving a ceremony to their fallen comrade. Though he found some aspects of the ritual disturbing, he remained respectfully quiet in the back. Jotun later explained that since they were unable to return their dead back to the stone, that the blood concord would serve.

After gathering their strength, the decide to attempt to signal the Callehad. Sayer and Thaddeus hold the main level with the Auren warriors. Ogg and Akasha ready themselves on the spiral steps of the pavilion. Crawford and Elbanor climb the parapet above and prepare to relay the signal light.

As they transmit the message, they notice the last of the green bonfires is extinguished. A deep rumbling seems to be shaking the grounds all around the temple. A great shifting throws tumbling rock in all directions, the earth itself was rising. The companions look on in horror as a gigantic arm took shape from the turned cemetery ground, pulling up more and more as a colossus unearthed itself.

When it was about waist height, it reared back it’s huge fist as to strike the top of the parapet. Just as Crawford and Elbanor finished their transmission and fled back into the tower, the arm crashed down. A flash of bright light enveloped all as the stonework first shook, then resisted the assault. Indeed, vast chunks of earth bouldered down on the grounds around the temple.

Then from the mists marched another mob of skeletal horrors, this one with a Black Rider among their numbers. He lifted a dreadful hand and pointed to those taking refuge within, and when prodded into response by Sayer’s provocation, responded in orcish ‘you will all die this night’ before laughing horribly. Throwing off his mantle, he revealed himself as Karth Drachum, twisted by a horrible undeath.

Things Lost and Found

The heroes fall back to the Black Star to establish the best coarse of action. They decide to search for Margot DeVry, considering her to be not only an asset to their cause, but their responsibility.

They navigate the tunnels below the city, emerging topside within the Cedar Quarter, normally a fashionable area of town. Investigating the area, they find the Gilded Goose Inn, where they know Margot to have been last seen. Finding several cleverly made traps intact, they venture forth with new found hope. Indeed, they find not only Margot, but her colleague Bartholomew along with his regular escort, Constance.

While they debate the plan of leaving their defended position, Sayer and Constance both witness a group of dark riders in the streets outside. A sheer panic overwhelms them both, spinning their psyche out of control. They are deeply affected for a time, but the group eventually ventured outside again.

They move towards the southern curtain wall, where they knew the Callehad to have been docked, but they found it to have taken flight and was now airborne. Periodically the ship would send a volley at the barrier, but it seemed to have little effect.

Thoroughly perturbed, the companions felt themselves falling into the depths of despair. Dissatisfied with the lack of definitive information about the barrier in front of them, Elbanor strode forward and pushed his hand into the dark energy. His body began to convulse in wracking fits as his lifeforce was sucked out through his arm.

Energy burned his appendage up to his elbow; in it’s wake was left an ashy shell of his arm. A cold wind blew through the area, shattering the remains into a fine dust. He watched it be carried away as he fell unconscious.

Luminus Nocturne (Part II)
Night of Lights

The heroes flee into the sewers, accompanied by Katell Crawford and Breuggar, a few sell swords found in the same predicament. Breuggar reveals a rudamentary knowledge of the sewers.

The tunnel systems were developed by the governing Houses as an apparent act of civil development, new to the city and outside the original design plans of the city. In reality, they were constructed for the benefit of the House’s alternative business opportunities, shielding their movement from the prying eyes of Master Madrygos, should he ever return to his typical scrutiny of their actions.

The group encounter several bandits who upon sight of the heroes, flee deeper into the tunnels. The group dispatch one while another escapes, running forward to deactivate a drainage system. Water begins to fill the chamber, pressing the heroes onward at a rapid pace. During the scrum Breuggar is trapped by a closed gate and is left behind.

The group forge on, crossing into a well kept tavern. Still having vague signs of being part of the subterranean tunnels, the ‘BLACK STAR’ seems to be the main hideout of the bandits. The companions have a brief altercation with their leader, Boswell Dunbar before a collapse in the ceiling above brings down a horrible creature seeking to snuff out their lives.

Though for a time Sayer is wholly swallowed by it’s horrific maw, the combined effort of his friends and Boswell’s terrified bandits are able to slay the creature. Boswell is soon informed by his scouts of the peril above ground and sees to the preparations needed to evacuate his people.

With the aid of Boswell’s scout, the group venture above to see for themselves what is happening in the streets. They emerge in a back alley; ominous windows bereft of any signs of life seem to stare down at them like menacing eyes. They creep along, climbing a barrier wall for a better vantage.

From the wall above, they found that several districts of the city were ablaze. A series of strange green lights circled a small temple in the middle of fields in the southern district of Khalsbrad. A violent explosion blasted heavy stones from a squat building to the north, from which several small figures could be seen floating down eerily to the city below. Adjacent to the smaller building a formidable fortress with towering spires.

A mass of moving creatures rotated around the upper half of the Tower of Solastarum. Suddenly the gears of the tower began creaking to life. As they looked on, a dark storm of energy seemed to billow from the machinery come to life, as if bleeding from the Tower itself. It congealed in a huge, circular mass at the apex, then with a surge of energy erupted from the top like a geyser. It billowed out in a huge circle overhead, falling like a dark curtain around the curtain wall of the city.

The companions looked on aghast, taking in the harsh reality of destruction around them. Khalsbrad had fallen to a dark foe beyond reckoning and as far as they could tell, they were the only people capable of doing anything about it.

Luminus Nocturne (Part I)
Night of Lights

Finally reunited with Akasha, the heroes depart Boros on Callehad with a heading for Khalsbrad, intent on making use of the tools of the arcane within the Tower of Solastarum to find the whereabouts of the elven exile.

Several days of travel bring them deep into the northern reaches, the cold weather becoming more and more apparent as they draw nearer to Khalsbrad. The companions finally reach the city in the evening, docking on the outer rim of the city walls and venturing forth. Captain Castien takes note of a slight peculiarity. In the past he found a certain warmth among intellectual populace lingering among the gothic structures; students debating around huge stone hearths and dazzling exhibitions of practical magics for crowds of onlookers to appreciate. Now the streets seem riddled by seedy fellows with grim visages.

Suddenly there are several bursts that ring out through the city. Looking up at the Tower in the distance, they see that the blasts are originating from one of the upper parapets of Solastarum, illuminating the night sky with explosions. People begin creeping from households and taverns to witness and discuss with uncertain faces these ominous portents.

After a minute or so the lights subside, leaving the onlookers to their grim thoughts. The sense of uneasiness grows with every moment. Hadn’t the Tower been quiet for months now? What was Madrygos up to? The tension seems to spur the companions to action; the begin move quickly through the crowd, eager to close the distance to the Tower.

Then came the awful grinding noise, like huge machinery all around them. The companions were at a full run at this point, Castien himself leaping forward in great bounds. They found their progress halted abruptly by thick metal sheets closing in an aperture in front of them, closing off a gate. About twenty paces to their rear a similar gate was closing, cutting them off from Castien and trapping them in this passageway.

There was a loud shattering as pieces of glass fell from above; something rather large had crashed through an upper window of the building. Panicked shrieks could be heard from within. A stunned merchant staggering near Sayer was plucked bodily by another creature, taken right off the street and carried into the night sky.

A few gruff looking veterans began peeling the sewer cover from one of the ground vents and escaped below. Flames exploded another window nearby, the heat could be felt billowing forth from within. Thoroughly stunned by the scene, the companions follow the veterans into the sewers. Another creature attempts to abscond with Ogg but finds his resistance more than capable to deflect the attacks. With one final look at the street above, Ogg pulls the cover closed and the companions flee into the sewers.


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