Session 71 continues here from Season 4.
The timeline advances to Day 145, the “Free Day” harvest holiday. This marks the beginning of winter and is the date chosen for the grand opening of Stroop’s Piggyback Bistro in Messersachs. The multi-level establishment includes a top-floor gaming and gambling den, a tavern with a live music stage and overflow outdoor seating, and a basement that houses a novelty magic store and workshop. Hilda Ironfoot, Stroop’s new bartender and resident “rumor sponge,” works the bar throughout the festivities. During the first night, Hilda pulls Stroop aside and points out a patron of interest: a young rock gnome named Collin Very Good Shoes, seated alone in a back booth.
Collin, she says, has been offering to appraise gemstones for patrons in exchange for drinks. He introduces himself as the third son of Torin and Liora, brother to Bjart and Finn. The party—Timidor, Stroop, Yrsa, and Sega—joins Collin at his booth, bringing him Oie Smokies (bacon-wrapped sausages) and ale. They carefully vet him: Sagon (discreetly using his wand of magic detection) sees Collin is wearing a transmutation-enchanted breastplate and has a magical staff. Yrsa rolls a natural 20 on an Insight check and determines that Collin is exceptionally honest and “charismatic” (far more than the dungeon master could ever be). Collin reveals he is a cleric of EyeQweetas (god of the forge) and was fostered by dwarf clerics. He mentions his ability, Blessing of the Forge, which allows him to imbue one set of armor or one martial weapon with magic. This item gets a +1 bonus until he dies or takes a long rest.
To test his appraisal skills, Timador presents a piece of quartz. Collin examines it with a 10-power loupe and explains the local “Sparta value system,” which evaluates stones primarily based on Carat weight and approximate Color, but pretty much ignores Cut and Clarity. While Collin says the quartz is worth 55 gold pieces to an average tradesman like the butcher down the street, it’s overvalued under that system, and its true value is only around 50 gp.
Collin then shares his urgent concern about Dampa Isle and the elven village of Sidehdome (pronounced “Shee-dome”), centered around a church. Archaeologists digging outside the village have unearthed a cloak of the bat (a shadow magic item that they sold for more funding capital) and a cursed object. Collin fears these excavations might be disrupting the delicate balance between Light and Shadow on the island. He compares it to how Law and Chaos were also at odds on the same isle. As to this, he relates how his grand-uncle Smittin Mickelfell spent years restoring a hilltop shrine dedicated to Shuekra. The shrine was built on ley lines, which Collin explains are the seams of where the universe was forged together.
He wished to at least warn the archaeologists of the potential danger, but he lacks funds to charter a boat (as he’s only a 3rd-level cleric and not wealthy). Collin offers to trade the party the sigil coordinates for a hidden teleportation circle that his great uncle discovered at the base of the Shuekra shrine on Dampa Isle in exchange for magical passage there. Sidehdome is only 6.5 miles away from the shrine and mostly downhill.
The party agrees to take Collin after Stroop completes his scheduled musical performance. Timador uses the provided coordinates and 50 gold pieces in material components to teleport everyone directly to the Shuekra shrine on Dampa Isle, arriving at 40:00 on Day 145. They materialize at the foot of a large statue of the deity carved into the mountain and split down the middle to represent his/her masculine and feminine aspects. Timador ritually casts several Phantom Steeds, which travel at roughly 13 miles per hour. Kime rides her clockwork horse. The group expects the journey to take 40 to 60 minutes.
It is the first night of winter, with clear, breezy, and surprisingly warm weather. The large celestial body EyeQweetas is visible in the sky. During the ride, however, Sagon notices strange opaque, flat patches—resembling glass shards or black chunks—flickering in the sky, momentarily blocking out stars and appearing to push together into larger masses when visible. Collin suggests this phenomenon is probably related to “shadow stuff” being released by the archaeologists’ dig. Timador casts Skywrite at an altitude of approximately 10,000 feet. He observes that the flickering occurs behind his magical writing, confirming the black spots are located at an even higher altitude.
As the party approaches Sidehdome—a quaint elven farming community—they see it's mostly small bungalow-style houses and gardens. Prominently featured is a glass-domed church dedicated to the sun god Freehett. It is also then that the local elves who are outside also begin to notice the sky anomaly and grow increasingly concerned. Just then, a 50-foot tall Storm Revenant—an elemental giant of moist stone, fire, wind, and crackling black necrotic power—erupts “butt first” from the ground near the archaeologists’ dig site. It immediately begins destroying tents and devouring the archaeologists, then spitting out the chewed parts of them along with a dissolving acid spew on the lead archaeologist.
In the ensuing battle, four 15-foot “triad” elementals periodically emerge from the giant’s body: a mud/slush whirlwind, a fiery dust storm haboob, a glowing ceramic earth elemental, and a creature of hot steam. The party, initially 600 feet away, charges forward on Phantom Steeds. The Red-Gold Company and Collin are riding two to a steed, leaving one member per pair the opportunity to open the combat with ranged attacks (at disadvantage due to long range). Stroop casts Aid to bolster the group hit points, and Collin upslots Bless to enhance the attacks and saves of Sagon, Kime, Stroop, and Vogelfest (Polymorphed as the boulder-chucking Grape Ape).
Most of the damage being done to the giant is also promptly healed by the expelled triads whose function appears to be step out, cause some destruction (with heat or physical attacks), scoop up some of “the damage” or residue energy, then step back inside of the giant. As they merge in this way, they regenerate away his damage.
While in close-quarter melee, the giant briefly grapples and lifts Kime 25 feet into the air before her magical armor and winged boots allow her to break free. The monk, meanwhile, is stuck fighting and evading two triads at once. Stroop is firing all the Eldritch Blasts he can muster. What’s even more ominous is that every six seconds, the weather conditions intensify: rain, wind, and temperatures. Eventually this develops into a winter storm and lightning attacks being called down upon and doing structural damage to the domed church.
Suddenly, Yrsa successfully casts Banishment on the Storm Revenant, which fails its Charisma saving throw and is sent back to its native plane. To protect her concentration for 1 minute (and then this Banishment will be permanent), Timador creates an invisible Wall of Force tunnel around the cleric. Timador then unleashes a sixth-level Lightning Bolt that instantly destroys the muddy shit-storm creature. Yrsa finishes off the steam/vapor elemental—which was frantically trying to get her! It had just found the open end of the Wall of Force when Yrsa's spiritual Euphonium "blows it away."
Kime’s arrows, supported by attack and defense of Sagon and Vogelfest, destroy the ceramic elemental, who was trying to pass underground to reach Yrsa. Also, as each elemental was destroyed it broke apart/dispersed, it loot dropped a metallic horse shoe. The remnants of its broken body then slowly dissolved away. Oddly, the last of the four triads did not drop the fourth shoe but instead left behind some type of warrior’s horn. Additionally, with the last elemental's defeat, the overhead storm dissipated. The church and the party—although damaged—survived. The archaeologists and interns… were not so lucky.
The session ended at about 41:00 on Bright Night of Day 145. The party can long rest whenever they wish.
As the session starts, the storm conditions have settled, and the night sky is clear. From a distance, the church structure with a glass dome appears to have sustained only minor structural damage. The party then checks the tent area where the archaeologists were. They discover that the lead archaeologist and her bodyguard were chewed up and spit out, and two interns were burned to a crisp by fire and acid spew. It is determined by their remains that six individuals were part of this group. The party considers using Speak with Dead on the intern corpses, which are mostly intact.
The elf who was shooting arrows on the rooftop, climbed down and jogged over. He is youngish, not quite an adult (395 seasons old). Very jubilant, he introduced himself as Kaelric Berkenboog. “I hit it! Helped you destroy it!” The party rewards him by presenting him with some of Kime’s +1 arrows. Speaking of magic, the three horseshoes loot-dropped were magic, as was the horn, which is a Horn of Blasting.
An older sun alf cleric, wearing vestments of Freehet, approaches next. She is Lirael Thornsbee, one of the town elders, curator of the Sidhedome church. Lirael expresses her thanks. She confirms minor damage to the church but no injuries in town. She explains that most elves were asleep or in a normal nighttime trance during the incident. The archaeologists, she confirms—“Glenda Fornsworth, Morris, Abraham, and others, their names were so… odd”—were excavating for tools and potential artifacts in the village’s small mithral mine. Sidhedome, she explains, is a community of high-, wood-, and light-alfs who have come together here to raise children (which is a lengthy undertaking, nearly as long as a human’s entire lifespand). As such, Sidhedome supports as many different types of cottage industries as they can in order to be able to provide the children many experiences and a well-rounded education.
Recently, Sylnorin Crimsonguard, the community’s sole mining expert, unearthed a magic horseshoe from the mithral mine. Word somehow got to the archaeologists, who paid to fund a larger excavation and worked out a plan to split the value of their findings with the village. Lirael Thornsbee notes that a cursed neck ring, some jewelry, and a magical bat cloak had beendiscovered and sold off for additional supplies. Lirael expressed sorrow over the deaths and the destruction of the mine, which is now a huge pit. The villagers still retained the missing horseshoe artifact originally discovered. Though it detected of magic, it only worked as a set of four. The Uncommon magic shoes, Mirehardener (Leðjuskór), allow a horse wearing them to ignore difficult terrain from mud, water, snow, ice (and leave no tracks). The horse can even move across the surface of water up to 5 feet deep at full speed.
Additional information is exchanged, but the cleric is concerned when she learns that Yrsa did not destory the Storm Revenant, but instead Banished the creature to its home dimension. And although this was likely to the elemental chaos, Lirael feared that it may have been to a world that she calls The Fey Dark. The first night of winter, she explains, the veil (a fault in the universe) is thinnest between Daempa Isle and this dark realm. No place is this more apparent than at a location on the island known as The Stairs to Nowhere (aka “the impractical climb”). The Company, on a parallel world of Daempa has explored this area before, finding only a long flight of stairs that butted up against a stone cliff facing. Lirael explains that for 30 hours (from 45:00 to 15:00 the next day) a ghostly portal opens between the two worlds. Immediate on the Fey Dark side is cavern system that has historically proven not to contain hostile creatures, but instead is physically challenging and provides coming-of-age trials for the Thoron Scouts. This is the night of the scouts’ six tests of courage and fitness—called the Glimmoree.
As they are already camping in the area, the scouts—led by Lirael’s son Thalor—will enter as soon as possible. The villagers give the Red-Gold Knights the first horse shoe unearthed on faith in exchange for their help and if they can warn the scouts. The Company agrees to, and uses their Phantom Steeds, winged boots, and class abilities to race to the scout’s camp on the southeast edge of the island. They arive sometime between 43:30 and 44:00, and successfully convince the scouts to at least delay their start time. This allows the party to long rest and then tackle the Glimmoree tests, namely:
The company completes the trials in around an hour. Once they reach the mossy areas of the caverns, Sagon discovers what appears to be a small, hairy corpse far back in the moss. It is instead, a living brownie who was using the echo-moss as an amusement. As the the stepped forward (compressing the moss with his feet), the moss released stored messages like, “…Big Folk! Oh no, my poor heart!” This was followed by a theatrical gasp, and “Stern elves have slain poor Bindlewort!”
While the gathered party members were distracted by this brownie theater, a young pixie was caught while carefully trying to unbuckle Stroops belt and drop his pants. Caught, she uses her power to turn visible. She (Dimplebutt) and her sister pixie-sprites (Hunnymint, Cobbweb, Pineconn, and Starbug) agree to dance and perform for the Red-Gold Knights if she is safely released. They do so, doing a ballet routine of pirouetes, leaps, and arabesques.
Afterward, the sprites and brownie explain that they have been waiting in the caverns for their satyr friend, Emmanuel Puckthorn. Also, that they were here hoping that elf scouts would be visiting—who they could prank and amuse. The party then askes questions, and there is a lot of confusion about what time it is and when the sun comes up. Eventually, the party sets out on a six-mile quest to see if they can locate any Laurëvessë (“Golden Secret”) peaches. The drupe seeds within their stony shell pits are said to give off a Continual Flame-like glow until they slowly “burn” out.
Four miles into the journey, the party sights an outcropping of rock among pine trees. A stone shrine or platform there is populated by a bugbear and an elf hostage, who is gagged and restrained by metal fetters. The party rides forward immediately. The whole area is thick with bugbears and bloody-red capped hobgoblins waiting in ambush. Worse, one of them holds up a ceramic jar and releases some off swarm of ravens, who begin rapidly splitting into more and more separate murders of crows. The birds seem only (or firstly anyway) to attack the nearby wounded. They attached themselves to these wounds and relentlessly cause more damage. Knowing this, the ambushers made sure to first wound everyone they could, which included a magic-using bugbear who shot Magic Missiles. and a brutal tank of bugbear chieftain.
It is a lengthy battle as the party is forced to concentrate their main assault against the crows that grow exponentially otherwise. Worse, only certain types of damage do the birds harm. Finally the enemy is dispatched and the party recovers the ceramic jar, which Stroop was unable to break.
The approximate (Prime Material Plane) time is 54:11. The party can Long Rest again at 12:00.
Deep within the twilight realm of the Feydark, the Red-Gold Knights emerged from a brutal ambush against a swarm of nigh-endless ravens and a troop of hobgoblins and bugbears. As the dust settled, Sagon, the wood-elf monk, pursued the last straggler while the party discovered a sentient, chaotic evil +2 longsword named Bréagbastún. The sword claimed to be a “bastard” despite being a long sword. He can hear and translate from among the nine main languages (better if he’s been “in contact” with them later), but he won’t do so willingly for anyone who isn’t chaotic-evil. Amidst finding loot (including a spell book and a +1 great club), they freed a young elf. She soon revealed her true form: a changeling named Tolf’teen. She asked for forgiveness (she was used as an “elf” lure hoping to capture the scouts if they came this way). Then she pleaded with the party to infiltrate the hobgoblin stronghold of Sidhemur to save her sister Ceewich (who was held there in a little-used prison). She cited that many of the “sun worshippers” in the city had been sacrificed in dark rituals and preventing their souls from escaping.
The party’s infiltration point into the city was anything but clean. They traveled by Phantom Steeds near to the city’s edge, which is perched on a rocky hillock. They hiked closer unseen on foot through the nearby woods using Kime’s Pass Without Trace. From there, they moved around to the backside of the city and descending into the stinking, brown-hued river near a sewage tunnel. Yrsa used her Gauntlets of Ogre Power to bend the massive iron grates, allowing the party to slip inside.
As they moved through the murky waters, Timador masked their presence with a Major Image. His created scene depicted what the normal view of the tunnels should have looked like to the guard on a bridge would have seen—minus, of course, actually seeing the party advancing up on him. There was also an alligator-man lurking under the bridge. Sagon dove into the sewage, unleashing a flurry of blows on that creature that left the water bloody. Meanwhile Stroop bombarded the bridge guard with Eldritch Blasts. The guards went down fast and hard.
The battle intensified then as the knights headed east and breached the prison’s barracks. There, they encountering two thirteen-foot-tall Fomorian giants known as HornMo and FireMo. Kime’s animal companion, Vogelfest, was transformed into the massive Grape Ape to help even the odds. The ape-cat began hurling boulders with devastating precision, reducing additional elite bugbears to “paste.” Then, a terrifying FloodMo—a shark-headed monster with eight tentacles—erupted from the waste stream. As it moved to assault Yrsa, Stroop saved the day by casting Dissonant Whispers. The beast was forced to flee in psychic agony.
In the chaotic final moments of the jailbreak, Timador unleashed a fifth-level Ice Storm, coating the hallways in frozen death. Enemies were frozen in their tracks. In another portion of the prison, Sagon utilized his blinding speed and lightning-infused blade to strike down a female monk guard. Yrsa and Grape Ape then smashed open the cell doors to liberate not only the changeling’s sister, but also a wolf dog named Patches, and a host of other captives, including Vulpus the foxling.
To cover their retreat from a host of hobgoblins and bug bears pouring down the sairs from the crowded city above, Yrsa raised a shimmering Wall of Fire across the bridge leading to teh prison. This effectively blocked everyone from pursuing. Cries of, “Go around the other way,” were heard beyond the flames. The party used that extra minute Yrsa bought them to escaped alongside—sometimes carrying—the freed prisoners. They floated up out of the sewer into the river running near the city.
Once safely out of that stinking hole, most of the prisoners thanked the party. The players offered to take them all back with them and out of the Feydark. But, even though the bugbears were a recent threat, most of those who were freed decided that they would stay. This was their home. However, the small fox-like humanoid named agreed to join Kime’s forces (for a year) as Vulpus was excited to be taight how to become a ranger.
The party then made a quick detour to a peach grove to harvest anything remaining of the sunstone peaches. They managed to fine three rotted peaches and seven other pits. They then traveled six miles to reach the echo-moss caverns. Before returning through the tunnels there and back to through the portal to their own world, they shared a moment of levity with a pansexual satyr named Emmanuel Puckthorn. He led Stroop and Sagon in a don’t-burp drinking contest involving an alcoholic “peach love juice.”
The players lost but Stroop obtained a decent amount of the liquid to take home with him. The bard hopes the brew masters at his tavern can reverse engineer how to make it. With their mission a success, the party prepared to return to their home world. It’s early morning on Day 146. The party can next long rest at 11:45.
In the shadowed depths of the Echo Moss Cavern, the Red-Gold Knights of Svarta pressed onward, their bodies etched with the permanent marks of their many hard-won choices. After rescuing the changeling Tolf’teen from bugbear and hobgoblin captors and freeing prisoners within the bugbear city, the party guided their companions—Colin and the nimble foxling Vulpus—across a fast-moving underground stream. Upon returning to their world’s version of Daempa Isle, the group escorted the young elf scouts safely back to Sidhedome. There, they enjoyed a long rest before parting ways with Colin, who chose to remain.
Back at the ancient shrine to Shrueka, the adventurers scoured the area for any hidden passages, only to come up empty-handed. Finally, the timid foxling Vulpus spoke up with a simple question: “Why don’t you just use the door?” He pointed upward to an extradimensionally concealed fey door none of them had noticed. He opened the shimmering portal, and the party stepped through into the safe fae haven beneath the shrine.
The corridors beyond were tight and claustrophobic, with low shafts barely five feet high. The group improvised bridges over pit traps using whatever debris they could find and squeezed through the cramped passages. Tension mounted as they entered a narrow hallway, senses on high alert. Their caution paid off when, while shifting a massive kern stone to reveal a hidden passage, a spectral banshee erupted from the rock with a blood-curdling wail. Timador swiftly stuffed chewed wax into his ears to help resist the deadly, exhaustion-inducing scream. The banshee struck viciously before vanishing as quickly as she had appeared—only to return again and again throughout the party’s exploration.
The relentless attacks, combined with the harsh underground environment, wore heavily on the party. Yrsa cast Restoration on herself to shake off the creeping exhaustion, while Timador expended a hag’s Charm of Restoration to clear his own fatigue. As they delved deeper, the adventurers uncovered the shrine’s long-forgotten layout: guest rooms infested with mimics, elevated ambush platforms behind arrow loops and murder holes, an audience chamber with private bedrooms, and a lush subterranean grove where ancient trees, grass, and flax somehow thrived in the darkness.
The mimics yielded a curious elf bone flute. The ambush areas connected to a hidden spiral staircase and back exit high above the cliffs. A hidden compartment in one of the thrones and a bedroom chamber produced enchanted needles. Behind the thrones lay a round chamber housing three scrying pools, fed by some manner of fey water spirit. Sagon’s Detect Magic revealed transmutation magic on the needles and divination magic swirling within the pools. The two end pools showed clear images of the shrine’s entrance and exit, while Yrsa, gazing into the central mirror, received a vision of her brother asleep beside a young girl. When the monk as well peered into the central pool, the water spirit attempted to charm the adventurers mentally, failed, and retreated somehow beyond the waters in frustration.
Timador attempted to Identify the central pool, but its magic had already faded. He then examined the needles, confirming each was a separate magic item of unknown purpose (but a good guess was for magical tattoos). After much careful experimentation, the party returned to the entrance and reset the mechanism’s handle. This action opened a passage to a verdant tree chamber inhabited by vegetation and will-o’-the-wisps. Small stone pockets and gaps in the living trees held pools of fresh milk, which Vogelfest and Stroop greedily lapped up. Timador filled several empty vials with the milk, while Yrsa relaxed in a living tree chair that gently reshaped itself around her.
Beyond this lush grove, they discovered a (seemingly deceased) gnomish manservant, a healthy milk cow, and a gnomish woman busily spinning flax into thread. The garments she wove carried powerful illusion magic, allowing any wearer to appear and pass convincingly as human. A nearby cavern held wheels of delicious, perfectly aged cheeses, which the gnomes offered to share in exchange for the adventurers’ assistance. Their true mistress, the party learned, lay sealed in a fae vault beyond the scrying pools. Her body remained perfectly preserved through repeated castings of Gentle Repose, trapping her restless spirit and preventing her from passing on. She was apparently the banshee that had been plaguing them. The bone flute was the key to opening the vault. The party struck a bargain with the gnome: he would use the flute to grant his mistress final peace once the last Gentle Repose faded, then return with both the flute and the binding necklace. He strongly urged the adventurers not to attempt the task themselves, warning that the banshee’s full fury could prove lethal on the living. The loyal servant completed the somber mission on their behalf.
With the shrine’s secrets unraveled and the immediate threats laid to rest, the Red-Gold Knights took a well-earned breath. They cast a Teleportation Circle and returned to their bastion, ready to train, recover, and steel themselves for whatever greater trials held for them.
After completing their class-level training, the Red-gold knights meet at Messersachs on Day 159 with Baron Bart. Before be given their mission there is discussion of political news and rumors. The Svarta espionage efforts (plus some covert acquisition of information via Stroop's spy network) lately has been focused on the four land masses that have been grafted onto TheWorld: Meide in the North, Akhir al-Sharg in the East, Eldorath in the Southwest, and Sólbjorg in the Southeast. As in the North with Faerz'ress residue, these other three lands also seem to be having difficulties with certain schools of magic. Specifically, near Akhir al-Sharg, the Ökenveld mages have had difficulties employing their traditional Illusionary and Evocation magics when fighting Fae forces that have been attaking their eastern areas employing powerful Enchantments. Likewise, the intelligent animal humanoids nearby Eldorath have been under assault by red and white dragons, who are destroying local rainforests. The Bonobo wizards there have had failures with the Abjuration nd Enchantment magics. ANd some of Svarta's Ogre Magi alies in the southeast have admitted that their Transmutation and Necromantic magics have failed against the threat of Solars and Ki-rin attackers.
As all of these magical failures seem to be specifically targeting the strengths of the three other City States, the Svarta military believes the anti-magics in these areas has been placed their deliberately. Svartaland itself employs a lot of Divination and Conjuration magics, so the Faerz'ress in the near northern realm to them also seems likely deliberate, as does the strengthening of Necromantic threats in the region. Hoping to learn more about the nature of Faerzress, Svarta is assigning Inventer Zak Munten (most recently of Kuststad) to conduct tests in Meide. Zak is ideally suited for such study as he specializes in the opposing forces of Conjuration and Necromancy.
The party's immediate mission is to escort Zak safely to Fort Framlin, then to report to Commander Macgram Grimhide for a new mission. Zak Munten is also carrying a large supply of Faerz'ress Frá-vera "Fizzy Wizzy" spell scrolls, which can temporarily negate the anti-effects of Faerz'ress. Zak gives a 1st- and 2nd-level verson of the scroll to Tmador for the party to use if needed.
The trip to Norr is now faster, as Zak casts a Teleportation Circle spell that takes them directly to Freeport. Well, not exactly Freeport as it turns out. Much of Freeport, its buildings and citizens have been relocated nine miles to the east where a New Freeport has been established (much of it underground and formed with stone shaping spells). What was Freeport is now the (under construction) military base of Ingegerd. The surround region has been annexed by Svarta and renamed Greenhook County. "Pirate King" Jarl Maddocks now serves in New Freeport as Regional Governor.
The party and Zak still need to travel by Steamwagon through the Faerz'ress-rich Norr mountains. They do so, passing through Precis Industry and the steamwagon stations on the way to Fort Framlin. Framlin likewise has underground some rapid growth, with improvements to the fort itself and the construction of several new buildings to house military troops and also Meide refugees, who have lost their homes during the many battles and skirmishes against a nigh-endless supply of zombie and skeleton raiding forces. The party is assigned a temporary building of their own, but they also use some of their down time between missions to construct a new building for themselves. They also invite "Batman" Bork (plus Trandel the Cleric, Zortan the Mighty, and Derek's brother (Jerek) who has join that trio after his brother Derek's body was lost during a battle with vampires) to occupy this building when the Red-Gold Knights aren't in the area.
The party then meets with Utetro the Towncrier (and now Bard and Chronicler to Macgram Grimhide), who fills them in on what Grimhide wishes them to resolve for him. Several forces coming down from the Northwest (from a location determined to be the city of Saragoss) are infected by some type of plump green zombie worms. The bodies of these zombies appear almost healthy and not overly dead, but deep inside them, a swarm of these worms is breeding and controlling them. Worse, while in combat, some of these worms can be ejected from the swarm up to 30 feet away, where they hope to latch onto a new host body, burrowing quickly beneath the skinn and rapidly turning the new host into a worm zombie. Fire seems to work quite well to thwart the worms that have recently latched on. But Remove Disease and Remove Curse versions of the Restoration spell is needed to delay and/or destroy the worms once they've infected a host. (It is uncertain how long the worm-zombification takes, but it is a rather short period of time after the initial bite. The worms multiple quickly once beneath the flesh.)
The party sets out during Bright Night and camps safely in the mountains within a Tiny Hut. In this way, they are at the river they need to cross by early morning. No sense encountering these things when they are more active at night. Using stealth and Kime's expert knowledge of wilderness terrain, they make their way northwest and north avoiding getting too close to the local villages, even when they spot a few of the (mostly inactive) worm zombies surrounding a farmhouse. Close to 10 o'clock on Day 160, they arrive on the outskirts of Saragoss.
The party used aerial reconnaissance and a Sagon’s infiltration to assess the inner city. Upon investigating, they learned that the town had been overrun by “Kyuss”—entities described as “deadlocks” or possessed individuals serving as dead warlocks. One local man in a big hat described that the entities were using some kind of arcane gate to bring in new victims, turning them into “worm zombies” and forcing local inhabitants to act as hostages. The party identified the warlocks’ base in the “palm” area of the upper city, which featured a giant hand-shaped structure built into (or carved out of) the mountain. Following this intelligence, the session concluded with the party engaging in combat with a hulking giant covered with green worms and several annoying warlocks. Stroop also invisibly unlocked a cage door full of hostages. Seeing that they were out-matched, two of the warlocks then fled into the underground (one through a portal in a giant stone figure, and the other down stairs beneath the shrine area).
The Next Session will take up from here. The time is not quite 5:00 on Day 160. The party can Long Rest whenever they can managed to find a safe location to do so.
The party continues their mission in the city of Saragos to stop a threat involving undead, zombie worms, and captured outworlders. At the conclusion of the fighting, the group regathers and frees teh remaining captives from their cages. They question them about what they know about the situation, the foes hiding below, and where they are from. They cannot easily and quickly learn much, however, as the freed captives speak in an older version of the human common tongue. But, it is learned that the captives came through some magical gate from Velithar and specifically from a city named Elyndor. They also speak of their sun goddess of life, Athneelo. These names and descriptions mean nothing to the Red-Gold knights.
Sagan runs into the shrine, down the stairs, and scouts the underground corridors below. Others in the party investigate the portal in the stone finger and make their way down the stairs within the base of the finger. Stroop spends most of his time employing Improved Invisibiliy and attacking freely. Each of them encounters different threats below, including human guards, worm zombies that can fling worms and/or streams of acid spew, some cyclopian bruisers who bar the way deeper inside, and then the two warlocks Guy and Dlock return and prove quite annoying as they pop out from cover to pepper the party with Eldritch blasts and then duck again behind cover and closed doors (where they liberally quaff healing potions as needed). The party is unable to communicate telepathically, so it’s difficult to coordinate their assault on these two warlocks and the rest of the captors of the city. Additionally, many of the captive citizens of Saragoss are tied to benches in the thick of the combat area.
Worse, from out of a giant pool of green zombie worms, a 22-foot tall giant emerges.
Yrsa summons up her Chasten Undead ability to burn away the zombie worms that are spewed out towards the knights. But it comes at a cost, as while Yrsa is holding her ground to burn the undead, she has to be in the thick of things. And the cleric is the favorite target of the warlock and the giant, but Vogel Fest is also repeatedly targeted by Guy and goes down, is healed, and goes down again, coming close to death. Plus, many of the magical attacks being directed against the worm giant are being absorbed by large gemstone orbs that fly up to take the damage instead. A pattern emerges as they see that the Amethyst Orb is absorbing Force damage, the Citrine Orb is absorbing Radiant damage, and the Ruby Orb is absorbing Fire damage. But the orbs are also cracking, so once a damage threshold is reached, that particular orb shatters and the giant is then able to be targetted by that damage type.
Slowly, the orbs and opposing forces are whittled down, and the party is able to press through, finally dropping the warlocks and burning away the pools of zombie worms below. They free the remaining prisoners and then begin searching teh complex. What appears to be a portal summoning area is deactivated/broken once they locate it. They also discover an area of the natural tunnels that Kime says looks to be unnaturally formed, much akin to when Timador or Yrsa has magically shaped stone in constructing bastion walls. The party decides to Long Rest, and by 13:00, they shape their way into the crypt of some wizard (a phantasmal image announces him as having been Broderare från Tommain Tet, “who died pure and of old age. Please treat his remains with respect. Do not attempt resurrection.” So, they go with the letter of the request, and leave his physical remains alone but take his stuff, which includes a Griffon Figurine, a cloak, some jewlery, and four leather-bound tomes. As they loot, Yrsa recites a prayer, something in the Common Tongue.
The session will begin on Day 160 at approximately 14 o’clock. The party can next Long Rest at 33:00.
After liberating prisoners and defeating undead forces in Saragos, the party travels back to Fort Frammlin. Along the way, they clear out remaining zombies in nearby villages like Drank. At Fort Frammlin, Commander Grimhide expresses satisfaction with their mission and notes that delegates will be sent to Saragos to recruit them into Sparta. Shortly before their scheduled long rest, scouts report an incoming threat: a massive, self-moving, tank-like siege engine accompanied by a flaming skull and skeletal archers.
The party rides out on Phantom Steeds to intercept the encroaching army. The combat is intense, involving high-speed maneuvers, lightning attacks, and tactical positioning against the mechanical juggernaut. With the battle engine, there are also more powerful troops, including powerful apes and centuar-like demons. The battle culminates in destroying the machine's mobility (Timador cast Disintegration on one of the treads), though the party suffers significant stress, with members like Yrsa being knocked down multiple times and needing revival. The party eventually prevails, neutralizing the threat. They estimate the salvage value of the mechanical engine to them to be around 15,000 gp if they partner with local craftsmen stationed the the Fort and back in Precis Industry.
Following the battle against demons and their mechanical war machine, the Red Gold Knights continue their mission to explore the northwest coast of the “Overdark”/Meida region. On the way, they stop in to check on the small villages and whether or not any of them have experience any more encounters with the worm-infested zombies. The party travels to Ludenorf and then to Narrow Crossing, where they navigate across a water gap using their wingéd boots. They eventually reach the village of Carryington. Upon arriving at a fishing village, the mayor warns them about local bandit chief Bjorn the Ox Heraldson, who is disrupting trade with the village of Nogton. The party learns of a 30 gp bounty on his head. halfway then to Nogton, the group discovers the bandits, including a woman named Gertrude who feigns helplessness, leading to a scuffle where the party manages to unhorse the bandits and subdue the threat.
The Red-Gold Knights easily over-matched these rogues, that is, until their leader--seeing that he was in dire straits--mumbled something like "The hell with it, I'll draw three." He proceeded then to pull an ivory plate from a small rectangle sized solid, similar in size to a deck of cards. The card immediately vanished after he looked at it, and a Storm Giant somehow appeared. The giant was immediately friendly to the bandit leader and fought against the party, in particular, he hacked on the monk (with what would later become Yrsa's dirty-big "Anime" sword). Timador put a stop to the giant by casting Hold Monster. On the next round, the bandit leader drew a second plate; as the "card" vanished, some sort of large fiend (Nalfeshnee?) appeared. It immediately attacked the bandit leader, chewing off his head. Then it proceeded to tear the rest of Ox's body apart before the fiend (his satisfied) subsequently vanished. The encounter was pretty much over at that point apart from looting the corpses. The monk pocketed the bandit leader's pouch that contained the ivory deck. One hour later, a buldge suddenly appeared in the pouch. Sagon discovered inside it a large gem valued at 10,000 gp.
After a short rest and some healing, the group traveled north to Nogton, where they discover the locals were in the midst of a celebration involving drinking a goodly amount of “rum cluckers" (rum-enriched eggnog). Something was odd, though, and not just the fact that the village was populated by only young (mostly pregnant) couples, and every house was built the same (like it was an Ikea kit), and they all included an attached chicken coop. The elder of the village, a man calling himself Sir Reginald, explained that he built the town and then recruited newlyweds to help he settle it. Sir Reginald’s story might have seemed more credible if the monk hadn’t detected that the old man was covered in some type of magical illusion. As the session came to a close, the monk and Yrsa also notice one of the young women coming out of her house. She seemed very distressed. Her husband encouraged her to drink while several of the other women looked on with great concern.
The next session will begin from here (on Day 161, at roughly 19:30). The party can next Long Rest again at 29 o'clock.
On day 161 of their journey, the party continued their mapping and exploration mission in the northwestern region of the Overdark. In Nogton, things escalated after Yrsa escorted the distressed woman into her home. There in the bedroom, behind a baby crib, Yrsa and Sagon detected a magic portal behind the crib. This portal led to an extradimension realm where an exploring Sagon then encountered humanoid samurai chickens. These chickens had a few newborn humans stored in fluid filled glass tubes. A battle broke out between the samurai chickens, two human guards armed with crossbows, and Sir Reginal (who cast a spell that altered three caged chickens into monstrous versions). The Red-Gold Knights defeated these forces and fireballed Sir Reginal in unconsciousness. Beneath his illusionary disguise, Reginal was secretly some type of lizard humanoid, but he refused to talk about what he was doing there. One of the samurai chickens also tried to escape. The three gemstones he carried acted like keys; when arranged in a specific formation, they open the portal into the (Nefru) dimensional space (sort of like a large Portal Hole that takes an hour to set up and which has an oxygen source).
The party ultimately decided to imprison Reginal within this extradimensional space, providing him only with a bucket and rope. They left the restoration and ultimate direction of the town to the survivors but encouraged the locals to be receptive to officials of Svartaland and to “join up with the Queen” for support/protection.
Early the next morning, the party set forth six miles northeast across the Wüstengrab Desert (heading towards a 140 foot high obelisk that Timador had spotted by flying very high with his wingéd boots). This area was discovered to be the ruins of small village and the Shukhet Shrines of Fire and Wind.
There, they met with a gnome named Zakra, who said that he was a lowly servant. He spoke of his mistress (Krazzala, daughter of Krazzath) who busied herself inside the obelisk trying to restore these lands back to where powerful demons had stolen them. Other details obtained from Zakra included
Zakra offered the party shade, food, and water. They were also free to explore the area but were explicitly warned against disturbing the Mistress. In the ruins of the fire shrine, they discovered a riddle on a surviving portion of one wall. The answer of this riddle appeared to be “fire,” and when a small fire was created in a small bowl built into the wall, a secret drawer opened out. This drawer was empty by Timador places a gold piece into it before it closed. Yrsa later discovered it.
In the wind shrine, Sagon encountered a four-armed creature, who attacked with a desperate, hungry intensity. Stroop and Kime helped the monk to defeat the threat. The answer to a second riddle discovered here appeared to be “air,” and blowing into carved stone lips beneath it opened aother drawer. This one, however, was not empty, and it contained a platinum headband.
The session ended there, about 2:00 on Day 162. The party can next Long Rest at any time.
Whilst heading south from Air Shrine back toward where the gnome Zakra had been in a semi-ruined tower, Stroop notices the gnome was out of the shade and walking toward him and the party. He had a wicked grin on his face as he eyed the platinum headband now upon the bard’s head. Zakra then started peeling his own head apart; a bright light and flames started sprouting out as some type of large Efreeti begin squeezing out the gnome’s body. About this same time, Stroop noticed his body turning ghostly and flickering in and out of sight. Parts of Sagon--those parts of him that were closest to the halfling--also begin to ghost-up and fade. The rest of the Red-Gold Knights quickly gathered around the bard and then they were… elsewhere. The last image they saw what that of a surprised and angry face on the Efreet.
The party found them inside a 50’x70’ room with a 20’-high vaulted ceiling. The room was decorated as one might expect to see in an Ali Baba type movie: lots of whites and light blue silks, pillows on the floor, smoking braziers, the sounds of drums and chimes, and a pale blue-skined woman, exhausted, breathing hard, and falling back onto the soft cushions. Two bare-chested cloud-like teenagers wearing Sirwal pants, colorful sashes, and holding scimitars moved in to stand guard over the blue woman's prone form.
Eventually, once she caught her breath (and the senses of the new arrivals grow accustomed to the setting), the woman introduced herself as Zephra, a noble djinn. (“Zephra” was the same name that Zakra had used to decribe the evil djinn who had attacked the shrines and caused all the destruction to the village). Zephra explained that this chamber was a part of the Gleichgewichtskerker, the elemental equilibrium prison connected to the obelisk. She said--because one of the adventurers held the blessing of the Air shrine--she was able to “shunt” them inside the prison. She then immediately apologized for having imprisoned them, but she also added that a noble efreet, Krazzala--who had been wearing the skin of a dead gnome servant--was about to “erase them from the land of the living.” So, all of them being imprisoned here she felt had been the better option.
Zephra explained that while much of what Zakra (Krazzala) had told them earlier had been the truth (i.e., the names and locations of the shrines, the city to the north: the Pharaoh Anhktepot, his dead son Senmet, and Har’Akir, aka the city of Muhar), it was, however, Krazzala who had attached the shrine village, destroyed the Fire Shrine, and defeated Zephra in battle. But, in her role as warden of the village, Zephra had some power over who could entered the elemental prison. She used that power to escape from Krazzala with her life. Zephra also was able to do something similiar for the adventurers.
But these escapes had come with a cost: all of them were trapped inside now the complex now. Zephra, however, proposed an alliance. If the party could escort her (as body guards) through the prison (which was populated by many prisoner elementals who prettyy much hated her), she hoped to present her “case” (and Stroop’s platinum headband/token of blessing) to the four elemental Guardians (who served as a type of “Parole Board”). Zephra felt sure that they could be easily convinced to let her out of the prison. Then, Zephra hoped to take Krazzala by surprise this time and defeat the efreet. Krazzala, Zephra explained, could not herself enter the Air Shrine, so the noble efreet had hoped the party would bring out the token of blessing. With it, Krazzala could easily destroy the Air Shrine. But even without it (and the protection it supplied the Air Temple), the nobel efreet would now be destroy the shrine using various rituals over a 24-hour period.
Zephra explained further that the party members were now in Spiritual Bodies: all of their hit points were reduced to 1/3rd of their normal maximum, Ki points and spell slots were also restricted, and all of party’s magic items no longer functioned. Zephra—-a noble djinn—-was also reduced in power while inside the prison. She needed to Long Rest to regain what power she could, and needed to keep all of it in reserve so that once she was out she would have a chance of defeating Krazzala. (She felt the two nobles were normally equally matched.) She would aid the party as best she could then using her knowledge, cantrips, and rituals like Leomund’s Tiny Hut. Still, the challenge at hand would be difficult: they had to fight or bargain their way through the various criminal forces of Fire, Earth, and Water in order for Zephra to meet with the parole guardians who were situated in the four corners of the prison. Zephra suggested that the earth forces would be their most likely allies. But most of the elemental prisoners would stick to their own native elemental areas (Fore, Earth, Water) where they would be at their strongest. However, they often ventured out of these havens hoping to ambush and “kill” any of their counterpoints in the more neutral “Cross roads” area of the complex. Any elemental “killed” in these skirmishes typically reformed in 24 hours unless their corpses (life essense) was consumed by the other elementals (if so, then it would take longer, more like 60 hours for them to reform). Consuming their fallen forms would temporarily make the victors stronger. Most of the prisoners believed that by conquering their rivals (and allies), they could get strong enough to break out of this prison. They believed this even though they were told that the expected way for them to get out was to reform their ways (and become a true neutral) and gain the approval of all four elemental guardians. But yeah, most of them decided that they’d rather keep on fighting. None of this was too surprising because it was this sort of thinking that got most of them banished into this prison in the first place.
After resting and memorizing new spells (the party memebers toll had all of their magic slots, but none of them in the prison realm would work at a level higher than two), they set out from the Air corner into the Cross Roads. Timador first sent Cornihó to scout out what she could see. His owl (with magically enhanced vision) spotted an invisible watery humanoid near the stairs leading to the Water entrance. There were also Fire forces (elementals, Salamanders, and smoke Mephits) and Earth forces (elementals, stone-skinned archers, and a gargoyle) hunkered down and stationed in the various tunnels (either ready to attack or to repel any attacks). Cornihó was lost shortly thereafter as she took heat damage while entering into the Fire corner.
Yrsa cast Faerie Fire on the invisible water creature, which immediately fled back into the Water corner. The Fire and Earth forces then advanced, not heeding the warnings of the monk who was trying to inform them that the whole place was going to be destroyed in 16 hours if teh efreet got her way. The party concentrated their attacks against the Fire forces while also uttering derisive “fire” and positive “earth” battle cries hoping to gain the earth forces as allies. This mostly worked as the earth forces focused their attacks only on the fire forces. After the battle, the earth forces hauled the corpses of the slain back to their own corner section. The party went with them while Zephra also warned them telepathically that the earth forces would likely grow more arrogant and aggressive once they had absorbed their power of their fallen enemies.
Zephra met with some Dao in the earth section, and they let her past to attempt to gain the blessing of the Earth Guardian. The Dao then asked that the party join with them in attacking the Fire forces in the Fire corner while their numbers were reduced. The earth elementals, however, expressed that they would not be able to last long in the fire areas (outside of their own power center); they explained that they could only help “get the party in there” and help take the brunt of the early attacks before they would have to retreat. It would be up to the party to finish the battle once it was begun.
The battle went well, and Timador made effective use of his phantom steeds as running shields. Yrsa’s Create Water spells produced a falling rain that helped to neutralize a ceiling-drop trap of fiery cinders. After the battle, Zephra was able to get the approval of the Fire Guardian stationed there. Meanwhile, the earth forces had to retreat early as expected and also returned afterward to haul off their slain and also more fire-based corpses. It would be (as Zephra explained) only a matter of time now before the earth forces were likely to turn on the party.
Realizing this, the Red-Gold Knights then ventured into the Water quarter (using Tiny Hut rituals to discourage the earth elementals from turning on them while the party focused their efforts on teh water section of the prison). In a flooded room. Sagon and Kime fought a water elemental and water weird before an underwater door leading to the far corner was discovered. Yrsa, Stroop, and Zephra then passed through it to make contact with the Water guardian. After applying ice to the guardian’s brazier as part of the required ritual, Zephra gave Stroop kind of an eembarrased glance, and then she disappeared--apparently having duped the party and then leaving them behind. For five minutes then, the party wondered what to do next. Another door they hadn't tried likely led to the most powerful of the Water forces (which they so far seemed to have avoided), but there seemed little to be gained now by actually fighting them.
But… Stroop then started to “ghost and fade out again,” so the party gathered around him and they shunted back to the shrine area. There they saw evidence of a recent fire fight but saw neither Zephra nor Krazzala. Zephra instead contacted them telepathically. She thanked them for their help. And, as a sign of appreciation, Zephra magically enhanced the party members so that they not only had enough experience to achieve 14th level but they were also already trained in their new level skills.
Next session with start on Day 162 approximately 12 o’clock with the party likely heading northeast to The Tomb of Senmet.
Fresh off their level-up at the Shrine of Fire and Wind, the party chose to savor a well-earned extended rest. They conjured Mordenkainen’s Magnificent Mansion for a pocket of luxurious safety amid the ruins, then spent time exploring the shattered tower and mysterious obelisk nearby. Energized, they struck out across the harsh, crunchy desert toward the Senmet tomb complex. Opting to avoid a suspiciously dangerous ramp, they slipped into the inner hallways instead. Sagon and Stroop took point as scouts while the others inspected the eerie statues lining the entrance.
That’s when the tomb’s ancient defenses struck. A potent magical psychological hazard triggered, slapping the frightened condition across the group. Stroop and his phantom steed bolted deeper into the tomb; the panicked halfling eventually dismounted and fled down a side corridor while his steed galloped even farther in. Outside, Timador and Vogelfest turned tail and ran. Quick thinking prevailed: Kime restored Timador, Yrsa dropped a Calm Emotions spell over Vogelfest, and the trio grabbed the big cat’s collar and charged back through the fear effect to rescue their friends.
Deeper inside, Sagon opened a side door, revealing an old bureaucrat’s office. The monk and the still-frightened bard burst in; Sagon pommeled the the desiccated undead bodyguard wile Stroop Eldritch Blasted the living bureaucrat into an unliving corpse. Almost immediately, a second trap activated—a field that stunned anyone caught inside it. As the party struggled to retreat from its linger effects, three hulking stone statue constructs (conveniently immune to the stun condition) phased through illusionary walls and waded in bringing their crushing bludgeoning attacks and slowing gaze powers.
Sagon zeroed in on a monodrone modron seated at the center of the effect and smashed it to pieces, hoping to collapse the magic. No luck. Undeterred, the monk pushed northwest sighting hallways choked with yellow gas, thick fog, and dense spider webbing. He chose to burn his way through the webs only to find arcane-sealed doors blocking further progress.
Once the stone constructs had been shattered into rubble, the party regrouped in the relative safety behind the still-active stunning sphere near the bureaucrat’s office. They considered ritually conjuring a Leomund’s Tiny Hut while Yrsa used Speak with Dead on the slain bureaucrat. There wasn't enough time to rest, but the corpse did confirm their suspicions: this tomb served as a base of evil operations for Senmet.
Once the stunning magic finally dissipated, hulking Balgura and vicious Vrocks demons—who had been lurking northwest in the mists—launched a second assault. The party fought hard and emerged victorious. Timador’s familiar had also slipped southwest and spotted guards manning heavy ballistae behind more illusionary walls. One of the guards was later seen abandoning his post and heading deeper south into the tomb.
The Session ended on Day 163 at about 11:16. Only the entrance chamber and immediate surroundings have been cleared, but the true depths of the Senmet tomb remains largely unexplored. Multiple paths beckon: locked doors to the northwest, foggy passages to the north, yellow gas-filled hallways to the northeast, more sealed doors beyond the bureaucrat’s office, and the pit/guard area to the southwest. The tomb still holds its breath… and its secrets.
Pushing deeper into the tomb, the party came upon a stark 40-foot pit, where a ravenous pack of ghouls lay in wait behind unseen archways in walls of the pit’s bottom. The ghoul ambush proved grueling, as the undead utilized pack tactics and necrotic strikes, paralyzing a wingéd boot-wearing Yrsa as she fluttered down to investigate. The monk and ranger raced down to join Yrsa—and from midd-way down or atop the pit—Timador and Stroop unleashed a relentless barrage of spells to support and fly out their paralyzed companion, eventually neutralizing the undead threat.
Several jackal guards then arrivedfrom the north along with a magic-spell-wielding mummy and then a second, the later arrived commanding a Bigby’s Hand. But thanks to a timely critical hit with a boulder from “Grape Ape,” the mummy lost concentration on the Hand. The second mummy, however, continued to be a worthy foe, as he was casting spells and also Blinking in and out during the battle. Eventually, though, as the mummy’s allies were wittled away, and the party surrounded about where he would have to next blink in, the mummy—seeing his hopeless situation—fireballed the enrire area (including himself) hoping to kill everyone. But, thanks to Stroop’s Circle of Power, the adventurers took almost no damage.
With the immediate danger in this area eliminated, the PCs paused to loot bodies, stabilize their position, manage their remaining resources, and assess lingering magical effects. Cautiously navigating the layout of the pit area, and bypassing an Arcane Gate of some type, the party weighed their options before deciding to rest. Stroop cast a Prayer of Healing to help mend their wounds, and the group secured themselves inside Timador’s magical hut for a well-deserved long rest to recharge spell slots and magical items.
Reinvigorated, the party resumed their investigation of the tomb’s upper areas, before breaching a final set of fortified doors into a library/den-like area with cheap paperback books. Further north, they discovered an intriguing boudoir-like chamber, complete with a torch set directly into the floor and concentric circles of salt signaling lingering ritualistic magic. Moving past a mist-filled room and dangerous pools of acid back into the tomb’s entrance chamber, they marvelled at a soaring domed stairwell designed to harvest rainwater and redirect sunlight to potted plants through an intricate system of polished brass mirrors.
Navigating deeper, the group faced more hazards, using ropes to secure passage through a suffocating northeastern area filled with a Stinking Cloud. Beyond a pair of doors lay a horrific surgeon's laboratory, where humanoids performed macabre operations on twitching, reanimated husks. Taking the initiative, the party launched a swift assault. Sagon pounded on living corpses and sugeons, while Yrsa unleashed powerful clerical magic, unleashing radiant energy and driving back the dark forces with Burn Undead. Overwhelmed by the holy onslaught, the surviving surgeons threw down their tools and surrendered.
During the subsequent interrogation, the party learned that some of these workers were captives, and they had spent three seasons in this tomb tasked with creating and the husk constructs to be used as weapons of war. With the dark operation room dismantled and the most of the mysteries of the tomb laid bare, the party is ready to tackle what they find next. Session 83 will start on Day 163 about 22 o'clock. Party can next Long Rest at 40:00.