Tales of Derlusk

The Mysterious land of the Border Kingdoms is a land ruled by adventurers. This is a place where anything can happen, and it often does. In the year 1479, it is not too different than it was back in 1379. The plagues in the north, undead in the east, and the wars to the west have created a stronger sense of cooperation between the cities in the Border Kingdoms.

This campaign has a rotating DM, an experiment which hopes to bring much fun and hilarity.

DM#1 (Tales 1+2) - Davy

DM#2 (Tales 3+4) - Neenan

DM#3 (Tale 5) - Jorge

DM#4 (Tales 6+7) - Davy

DM#5 (Tale 8) - Dan

DM#6 (Tale 9) - Keith

DM#7 (Tale 10) - Jorge

DM#8 (Tale 11) - Ignacio

The Main Characters
Adventurer's Guard in Derlusk
 * Norab is a short, lovable, barbarian oaf. Played by Dan Rogers.
 * Alvaraz Van Molta is a Spell Scarred Genasi who left his sinful life in Calimshan. Played by Davy.
 * Frederick Fireforge is a stubborn, religious Dwarf. Played by Joe Cruz.
 * Volante Rythemor is a noble who acts to find his own place. Played by Keith Novack.
 * Innis Fearnlay is a young wizard with his whole life in front of him. Played by Jorge Jaramillo.
 * Magnus Darkmeadow is a large, moral nihilistic paladin of Tempus. Played by Ryan Neenan.
 * Nor'Kus is a gruff hostile dragonborn mercenary. Played briefly by Stuart Dunsmore.
 * Lorelle Zeleska is a Dhampyr Swordmage seeking to destroy the insanity brought by the Cyrinishad. Played by Ignacio Jaramillo

Main Non-Player Characters

 * Morthyr Caloway is the one of the people in the group of adventurers that rules Derlusk.
 * Nol Sefaris is a corrupt, slave owning, prostitution peddling, drow who uses his position as the lead scout to have his illegal practices overlooked.
 * Walter Chapman is Volante Rythemor's Butler who has a background that most seasoned adventurer's envy.
 * Blades Magellan is the coolest adventurer in the world.
 * Robert Dominic is a former High Accordant and the top researcher before the Order of the Blue Fire sought to frame and murder him.
 * Basil Cardoni is a dashing rogue who really just wants to sing.
 * Darin Blacksteed is a High Accordant to the Order of the Blue Fire in charge of executing Ienagar's plans for the Fey Wild.
 * Ienagar Whitehorn is a chaos gnome the highest rank seen in the Order of the Blue. His carefree exterior and love to gamble are a ruse for a far more sinister tactician... that still loves to gamble.

Prologue
Fifteen years ago in 1464, an invasion from the west in Memnon had occurred. Hints from the Border Kingdoms from people that disappeared revealed secrets about possible weaknesses that could exist in cities that make up the Border Kingdoms. Genasi and others had attacked the kingdoms keeping them under strict control. No one knew who betrayed the each of the cities, but it did not take long for a resistance to arise.

A seemingly anonymous team of powerful adventurers all claiming to respect different gods and goddesses believed to do their work and restore righteousness to the world. These adventurers fought the Efreets and individually gained the support of each city's strongest warriors and created bands of resistance against the invasion. When the invasion was done, an even worse threat arrived. Each of the regions believed to be the saviors of the land, and decided to call themselves warlords of a region defined by their largest city. The group of adventurers knew that something must be done, and called a challenge to each of the warlords. Four warlords arrive and each of them were defeated in battle against members of the group. This group claimed to know nothing of government and leadership, but wasted no time helping the scholars of the Border Kingdoms develop a constitution that would benefit as many people as possible.

When the work was done, the adventurers left. Some say that one still remains as a sentient guard of the region making sure that conflict between the cities in the Border Kingdoms do not reach that level of infighting. Because of that, I must remain close by. Justin Langston, Alturiak 12, 1479

SunRa, the Warlord of the Sun
SunRa was a powerful Warlord in the time during the invasion. He was the hero of Thaymarsh that lead them to victory against the Genasi. Tales of his legendary strength startled and enchanted his allies, and brought his enemies on their knees with fear. His victory against the forces was a combined joined effort of his work and the regions combined effort.

After SunRa defeated Genasi, he gave the information of traitors to the other regions, leader to victory over their enemies. As the first and mightiest of the warlords, SunRa merely wanted the respect of a warrior king. It seemed appropriate, but the group that gave SunRa the ability to gain power turned against him. This group of adventurers from the north were jealous of his power. They had betrayed him. SunRa did not hate them, but he would fight for his right to rule over the land he saved.

His opponent Langston got a lucky cheap shot on SunRa and brought him to his knees. Before SunRa could launch his counterattack, Langston was already declared the winner. SunRa conceded honorably, but to his dismay, the adventuring group stripped all the warlords of their power and turned them into outcasts. SunRa, the man that was once a hero, became a jobless poor bandit who needed to steal to live. This new government was supposed to bring opportunity, not rob it.

''Declarative words of Revolution against that slime ball Langston, by SunRa. Done in Alturiak 13, 1479''

Introduction
 Alturiak 15th, 1479.

SunRa had printed those words as part of his private diary that he lated turned into his declaration of independence from the Border Kingdoms. He became a bandit between Thaymarsh and Derlusk stealing from anyone that he could find. SunRa proved difficult to deal with. He had gained the support of many adventurers that had lost power as a result of Langston's actions. His thievery soon disguised itself as a call for complete anarchy.

Derlusk's leaders, a group of adventurers group with a council decided that something needed to be done. Morthyr, the acting head of the guard decided that it was time to deal with this group, once and for all. He sent a a specialized guard called the Adventurer's Guard in Derlusk, whose job was to defend the city and take special mercenary jobs if necessary. Morthyr's latest team of younger ambitious adventurers. This team caught up to SunRa, but only to be defeated and killed. SunRa may have become a bandit, but this was the first time he ever killed anyone that tried to stop him. Morthyr felt personally responsible and became fixated on dealing with SunRa.

Stunned that the old hero of Thaymarsh had now become reduced to killing, Morthyr looked feverishly for a new and now experienced Adventurer's guard. Strong locals, people that clearly had more than average adventuring experience, were chosen as the new guard. Surely they would be able to stop SunRa and regain the honor of the Adventurer's Guard in Derlusk.

It Takes more than Food to Stop Justice
Nol Sefaris, log, Alutriak 16th, 1479.

Morthyr sat desk and looked at six completely different figures. An odd mix of people stood there in front of Morthyr's desk. Morthyr was usually the most cautious of people, but his face revealed a desperate need for the new guard. Next to Morthyr a drow referred to as Nol was standing beside him, watching the expressions of the six people as Morthyr introduced himself. Nol took initiative and started the interview process. It was clear that both Morthyr and Nol had different visions for the job, but both of them had a high regard for the guard. Though he was desperate to pick a new guard, his six choices seemed competent. Some seemed more on task, while others simply needed to be pointed in the right direction. The drow showed some disdain after the interview process, but this should be enough to stop SunRa. At least these people seem more reliable than Noreaga (Blades Magellan).

After the interview, Nol started his report on the upcoming cloud. Morthyr was fixated against SunRa and payed little heed to the warnings. Nol never pointed anything aside from the cloud. Nol did not think it was a good idea to send the guard outside the city. Morthyr insisted that if nothing was spotted inside the cloud, that there would be no reason keep them in the city while SunRa was still loose. Morthyr thought that the cloud was not something that a warrior needed to deal with.

 Alturiak 16-18th, 1479.

The Adventuring Guard of Derlusk left for their first missions. Each one of these men had a known background preceding their time in Derlusk. Their mission was simple, to stop SunRa. Only after one days time of learning about each other at Rythemor's house, they left. The team's destination lay somewhere on the main roads between Derlusk and Thaymarsh, and the man they were looking for had come from the far east.

The team used their resources to take any necessary supplies from Garland, the captain of the regular guard. Everyone except Magnus took a horse as transportation and several other provisions to sustain themselves during the trip. The trip took the adventurers only slightly over a day and a half before they reached the destination. I appeared as if the bandits were giving no effort to hide themselves on the main road.

"People approached the hideout only to see that they were spotted first. The leader revealed himself as the legendary warlord SunRa.  He stopped out with several of his most loyal men during the fight for freedom.  Unlike the last group, SunRa could sense that these people were strong.  SunRa decided that combat was not necessary and offered and olive branch of kindness and serenity towards the adventurers.  These people spit in his face and insulted the hero.  They had come to kill him for his murder.  SunRa tried to explain that the battle with the older Adventurer's Guard of whoever was duel between honorable men that they lost.  The party did not understand the concept of honor and verbally attacked great hero.

''SunRa offered the people a feast as reconciliation for his deeds, but the wizard sent a surprise attack when SunRa was at his most vulnerable. SunRa would have made quick work of his opponents, but he proved his kind intentions by coming out unarmed. Those scoundrels took advantage of his weakness and sought to kill him before he could even fight back. SunRa's men wished to help the hero, but he denied their cause since this was a battle between warriors. Once SunRa received a sword, he nearly took the victory by himself. It was too late sadly; the whole group of adventurers had flanked him. Even though he outnumbered and ambushed, SunRa nearly won off of pure righteousness and tenacity. When he fell, he ordered his men not to attack the adventurers.''

Instead of killing SunRa honorably at the end of duel or battle, they captured him to make him live his life insulted by his defeat."

''These accounts were originally taken by SunRa in jail at Derlusk. The originals were edited since the hand writing was illegible. SunRa was believed to have done this with a pen and his mouth on assorted free areas of the wall in his jail cell. Done Alturiak 19th, covering the battle that occurred Alturiak the 17th, 1479"

 Alturiak 18-20th, 1479.

SunRa was defeated and his bandit group dissolved. The adventurers did not deal with the remaining bandits, but the most authoritative behind SunRa told them that this was the end of the group. SunRa was captured and placed on Innis's horse. Innis himself had managed to tame one of the Sun Warlords griffon's and taken it as a mount. The next day in a half was spent the same as the first.

Before arriving at Derlusk, the group saw a black cloud looming over the city of Derlusk.

Invasion of Derlusk
The cloud has been on its move for several weeks. The Sharn have hidden their intent very carefully, but it is likely that they will attack Derlusk. Men have suggested a warning party be sent to the city to prepare them for the attack. That will do no good. The Sharn are watching us as we watch them. A warning would warrant a change of plans. We have them right where we want them. We must watch their moves and make our moves accordingly.

Robert Dominic Alturiak 19th, 1479

The cloud moved to attack Derlusk during the night of 19th of Alturiak. Many undead and plague changed monsters were spotted inside the cloud. There is no formal knowledge about the cloud, but accounts from the Order of the Blue Fire call it a magical anomaly based on a weakened controlled portion of the old Weave. Accounts from the Order blame the Sharn for such attacks. The monsters in the cloud were somehow able approach the city attack the guards at night without being noticed.

Alturiak 20, 1479

The battle raged on from the night into the morning. There were spectators for this battle. Several hours after the battle had started, the Order of the Blue Fire had arrived on the scene. At first, the group was merely watching the battle, but by morning, soldiers and accordants rushed towards the gate and engaged the enemy. The group of people was almost half made of civilians or ill people, but they were rushed through the gates of Derlusk when the gates were reopened.

Oddly enough, the Order of the Blue Fire was not the last group to arrive on the battle. It was at this time that the Adventuring guard of Derlusk arrived in town. It is my hypothesis that the Adventurer's guard were responsible for ending the attack. The city lay in shambles amidst in scenic chaos. The gates remained closed as several undead remained outside. The cloud still loomed over the city, but the battle for the city was over.

The High Accordant of the Order of the Blue Fire introduced himself to the Adventurer's guard. Accounts of that conversation recall a near heated debate against the High Accordant for his actions. Not much was known about the group of people, but at least one member within the Adventurer's Guard had a great distrust of the Order of the Blue Fire that persisted in every future conversation with the High Accordant. The High Accordant, Robert Dominic was said to have struck a compromise when he bargained for the sick and weak to remain in Derlusk. One would imagine that Robert may have an easier time talking with the leader of the town, but Morthyr took Innis's words to heart. The situation was more or less the same, the only difference was that now, Robert would give his information about the cloud.

 Alutriak 20-22nd, 1479

Robert told the people in Derlusk that the cloud is not a disease, and that the cloud is not the actual spell plague. It is only a small controlled source of ancient magic. Taken from the remains of the Weave, this cloud was meant to be a tool for the Sharn move with undead relatively unnoticed. Robert told the group that the actual cloud was invisible. The black cloud was merely there to hide the monsters before the people could be infected by the main cloud, which was over twice the diameter of the seen black cloud.

Information about the cloud, as well as information about the Sharn's plans and a possible antidote were all exchanged for stay in the city. Despite all he gave, even the fact that his group arrived after saving the city, the city only barely allowed him to keep the weak and injured from the battle in the city.

The agreement said that Order of the Blue Fire would remain until the injured have healed. During that time, the cloud had seemed to have dissipated of move elsewhere. Robert believed that the Sharn had prepared another plan in case they were incapable of defeating Derlusk. The water supply may still be their target. With relatively little warning, the group got up and left.

''The mission was a success. After going to Thaymarsh and sayin some kind stuff and giving tours of the lake, I finished and reported to the Underdark place. After much spy-like action my team found itself in several fights do to their inability to sneak like me. The drow were no match for me, but I really don't have to tell you that. I found what you wanted me to find. Now I am comin back to Derlusk. Prepare a banquet for me if you can.''

Blades

P.S. What's the deal with that cloud over the city?

Mission report from Noreaga (Blades Magellan) Alturiak 20th, 1479.

''Upon arrival, it seems as if the city has has recovered. The buildings and the gates seem repaired that undead seemed to have cleared from the area. The black cloud must have dissipated or moved someplace else. The city still appears to be in lockdown. News of the attack painted a terrible picture, but it seems that this city is more resilient than the outsiders think. Talking to the new Adventurer's Guard was enlightening, but it seems there is more going on here than it seems. More must be done to understand the true motives of the Order of the Blue Fire. I personally don't trust them, but it is not right to act against them until I know who is truly guilty.''

''Perhaps this area is no longer in need of such a presence like myself. If someone like SunRa can be so easily defeated, perhaps I can move on from my assumed responsibility here. Perhaps after this issue is done, but there are interesting forces at work here. Messages from the Moon goddess reveal interesting facts about the cloud's properties. How much does the Order of the Blue Fire really know about what they are dealing with? The name Dominic is familiar, but I still need to search more before I take any action.''

A personal note written by Justin Langston, dated Alturiak 21st, 1479.

Tale 3, The Envoy
Alutriak 23-28, 1479

The group is awakened early on the 23rd, after a day of rest. Nol has told them that Morthyr needs to speak with them. With little hesitation, Volante wakes up the party and gathers them together at Morthyr's barracks. On the way in, they see Blades Magellen come out. The mercenary is flippant as usual, telling them they must be going on that other easy assignment. He bids them farewell, since he has important things to do.

Morthyr sees them right away and tells them he has decided that the threat to the water supply must be addressed. Since the supply is located underground, and south and west of Derlusk, he has decided to send the party south to warn the Elves of Elfharrow about the cloud. They are to bring along an envoy to the Elves, someone who has experience dealing with them. Morthyr makes it clear that this man is not as seasoned as they are, and is to be protected at all costs. The group agrees and goes to prepare for the journey; Walter is sure to pack some lunches for the group.

The group goes to the address given to them, and finds a rather eclectic house. A blond half-elf answers the door, and he seems both excited and nervous at the same time. Basil Cardoni introduces himself as he gets prepared. As the group waits, they see a target with about a dozen missed arrows around it, and walls covered in music and lyrics. Basil exits with a lute and says he is ready. He warns them this will be a 5 day journey and tells them to make sure they are prepared.

They set out, and the first four days go with little trouble, except for one thing: Basil helps pass the time by singing and playing his lute. The group soon realizes that Basil is completely tone deaf and doesn't really know how to play the lute that well. They endure his singing for most of the trip, mostly by distancing themselves from him.

At nightfall on the fourth day, they are attacked by a group of men dressed in black. Through various methods, it is soon realized that these are operatives from the Order of Blue Fire, and it becomes clear they have been sent to kill them. The battle is fierce, especially for Innis who gets targeted frequently in the air on his griffin. But thanks to some hard hits by Magnus and a well places sleep spell by Innis, the group prevails, despite Basil's chaotic attempts of musical encouragement.

They keep one member alive for questioning, and the group helps Magnus interrogate him. Alvarez, however, offends most of the party when he breaks the man's knees and cuts off his thumbs. Eventually, the man is broken and the group asks him questions. They find little of interest save two things: Dominic sent this group to kill them, and he was last seen with the cloud northwest of their location. Alvarez puts the man out of his misery and they feed the bodies to Griffith the griffon.

The next day finds them entering the Abn'dak tribe territory. It is not long before elves are spotted, and Basil manages to convince them to guide them to see their leader. It is clear that the elves know Basil and do not like him very much. They walk for some hours and reach the western edge of Elfharrow. Just off the Shining Sea coast is a small hill, and on top is the modest village that is home to the tribe. In the distance, the group notices huge ruins near the sea. Innis tells them that is the dead city of Sheirtalar - it is now a haven for monsters, run by a self-aware aboleth.

The group enters the hall of the village, amongst many glares of distaste from the elves, and the leader greets them. The group is a little surprised to see a female elf not much older than 20 address them. Her name is Seaspark, and she listens to what Basil and the others who speak elven have to say. She is not happy to hear the news, and in fact tells the group her own scouts have seen these men on the outskirts of her territory. Still, she agrees to help protect the area against them, but warns the group that there are many entrances to the Upperdark and its water supply.

Seaspark apologizes for her tribes reaction and explains that humans are usually not allowed in the village. She offers them her hospitality, however, saying that they may stay the night and eat with the tribe. Innis and Alvarez are wary, but Basil, who is quite clearly taken with Seaspark proclaims that he is staying the night. Reluctantly, they agree, seeing that is already late.

That night, Magnus, Fred, Volante, and Innis join the elves in eating and drinking. All but Innis try the home brew called Tanya Awra, despite the knowledge that this roughly translates to "that hurts" in Elven. While Fred's iron stomach is no worse for wear, both Volante and Magnus have both the alcohol and the trace of poison root affect them. They are extremely sloshed, tired, and see everything with a slight tint of blue, but are otherwise unharmed and quite happy. Innis, meanwhile, listens to the elves conversations. Some comment about the humans and Seasparks's lousy leadership; others talk about the Aboleth and its recent attacks. Eventually, the fires are extinguished and the group sleeps.

A few hours later, they awaken by the sounds of alarms. They see and hear distant evidence of battle. Innis runs south to retrieve his griffon, while the others run north toward the battle. Before they can reach the Hall, however, a large Brown dragon burrows up from the ground and attacks them. The battle proves to be difficult, as Volante falls to the dragon's blindness attack and can't seem to shake it off. Eventually, however, Innis arrives on his griffon and once again saves the day with a powerful sleep spell. Even the dragon can't fight it off, and the group kills him while he lays unconscious.

The group finds that this is yet another attack by the Aboleth and his minions, who are bent on destroying the tribe. The group sleeps the rest of the night and decides to teleport home the next morning. Basil convinces the group that he is going to stay, and that Seaspark needs his help. Morthyr, he tells them, will understand. Fine with not having to hear his singing for a long time, Innis opens up a teleportation circle and the group steps through to Derlusk.

Tale 4, Saving Private Blades
Alutriak 28th - Ches 1st, 1479

The group reports to Morthyr about a mission accomplished. The group, however, is still concerned about the attack on them by the Accordants, and wonder exactly how they were found. They make a short list of those who knew of their mission: Morthyr, Nol, Blades, and Basil. They have an uneasy conclusion that one of them may be a traitor and on the Order's side. Morthyr agrees caution is needed, and makes sure the guard is at highest alert for the time being. He also says he will be rounding up anyone who was left from Dominic's group and finding out anything they may now know.

Eventually, however, the group asks of Blade's whereabouts and how much he can be trusted. Innis feels that Morthyr is holding something back, and may be worried about Blades. Morthyr eventually reveals that Blades is late returning from his mission - days late, in fact. He tells the group to return the next morning - if Blades has not returned, they might have to go after him and see if he is alive.

The group collects their reward and settles back to Volante's house. The rest of the day goes by rather quietly. The peace is broken at dusk when an alarm is sounded. The group rushes toward the east gate, Innis flying ahead on Griffith. The mage finds that the guard has spotted two people on horseback rising toward the town. Innis flies closer and finds that both of the riders are severely wounded, and one is even unconscious and tied to his horse. The other is near delirious and barely notices the huge griffin in front of her. The rest of the group eventually catch up to Innis. The two people are stripped of their gear, and Fred takes a closer look at the unconscious man. It is clear to him that the man has the serious disease Mummy Rot, and is near death. Fred uses his skills to stabilize the man, and the guard take him to the infirmary. The woman is also healed and expresses relief that she made it to Derlusk. She tells the group that she and her party were exploring the ruins of Innarlith, and things got a little rough. She convinces them to buy her some drinks and food and she will fill in the details. She introduces herself as Hailey Blackstar, and is not too happy about having her gear taken.

Hailey tells the group over an expensive steak and ale that Innarlith is a very dangerous place now, filled with the insane whispers of Cyric's madness, undead, and other dangerous monsters. Only she and the fighter Roger Hammersky managed to escape, luckily. Innis shares the history of Innarlith with the group. Hailey, now finished with her 5 course meal, asks for her gear back. The group decides to ask Morthyr about the situation. The leader eventually relinquishes her gear but warns her that Derlusk can't take more problems and she and her friend will be watched.

The next morning, the group reports to Morthyr, who tells them Blades was last seen in the neighboring town of Talongrove. They travel there immediately, and find a sleepy Mayberry-like town on the Lake of Steam. They finally make it to the central tower in the city, home to the head of the merchant council, a wizardess named Arina. Arina looks like a capable leader but is clearly infatuated with Blades and his machismo. She also has a distaste for Volante when she realizes he is from her rival merchants in Ankapur. She tells the group that Blades was last seen headed back to Derlusk through the Salty Woods. The group thanks her and stays at a local inn for the night.

The next morning, they set toward the woods and find a dank, smelly, marsh-like environment. They barely track a set of humanoid prints into the forest. Eventually, they come across what seems to be a beautiful elf. After finding out their intentions, the elf tells them she has seen Blades and will take them to the last place she saw him. Though suspicious, the group believes the elf, although Magnus has some strange pain in his hand. The elf leads them to a small clearing, and a strange yet soothing song welcomes them. Unfortunately, the group realizes a bit too late what is going on, as the elf's face melts into the horrible maw of a bog hag. Harpies fly from the tries and slug-like brutes stalk them from behind. The group is surrounded and battle begins.

The combination of strange auras devastates the group. Fearing that they are over matched, Innis calls for a retreat believing that the enemies will not chase them from their nest. He is right, and the group finds themselves drained and battered outside the nest, but not before seeing a different exit on the other side. They decide they must bypass the nest through the thick swamp. They lead the horses out of danger, and wade through hip-high bog until they reach the other side.

There they eventually find a small opening in a cave system, almost directly down. Fred believes it to be an entrance into the Underdark. They decide to go in, knowing that this must be where Blades went. They travel down a long time and come to an arch. Innis and Volante managed to piece together the Deep Speech and believe it to be a warning against surface dwellers and light. They extinguish their light to be careful and inch forward. When clear, they rekindle their flame and march onward. They come upon a room and hear voices. Knowing they cannot sneak forward, they boldly walk in, saying a curious "Hello?"

In the room they see 3 drow, a rune inscribed stone creature, and Blades Magellon, unconscious and held in a stone prison. The group attempts to negotiate for Blades' release, but the head Drow claims it is not his decision, and instead defers to the stone creature. The group finds that these Drow consider Nol a traitor, but give little else as to why Blades was there in the first place. Eventually, the stone creature says something to the effect of "Lloth commands their death" and battle begins shortly thereafter.

Again, the group is faced with rather hard opponents. While two drow do fall rather easily, the head Drow is deadly with his two blades, and the Stone creature seems to enter a near invulnerable stance that increases his attacks. Innis uses the opportunity to help revive and heal Blades. Blades escapes the prison, but he is near death and out of powers and thus retreats, advising the others to follow him. Disgusted at his actions, the group tries hard to down the last two enemies, but once the drow seems to retreat for reinforcements, they realize that Blade's course of action may be the smart thing to do. Freeing Innis, and dragging a nearly dead cleric, they retreat out of the cave. Innis finds that Blades has seemed to "borrow" his griffin, and he nearly flips. Wanting to arrive home before the mercenary, he invokes a ritual, and the party retrieves their horses and steps through a teleportation circle back to Derlusk.

When they arrive, they report to Morthyr, collect their reward and retires back to Volante's house. Innis stalks the walls to see Blades arrive sometime later, riding his griffin while standing, and doing a perfect back flip dismount toward the barracks. He follows him to the castle, where Blades later apologizes and claims he "didn't know" that was his griffin.

That night a commotion awakens the group, and later Nol arrives to invite the group to the barracks. Through interaction with the townsfolk, it is clear that someone has arrived in dramatic fashion, and the group is sure it is Domonic's superior. They enter a room and find a dragonborn playing cards with a extremely chaotic looking Gnome who introduces himself as Dave Coulier. The gnome wears symbols of both the Cult of the Dragon and the Order of the Blue Fire. The group sits and plays a game the gnome calls "Sundabar Hold-em." Little comes of the meeting, but the gnome makes it clear that he is in charge and things will "happen." Volante manages to win the last hand, which doesn't make Dave happy. The gnome leaves the same way he appeared: a large black skull of a dragon appears and teleports him away.

Nol, scared out of his wits, introduces the Dragonborn as Nor'Kus, a new member of their adventuring guard. Then he says goodnight.

Tale 5, The Ruins of Sheirtalar
Ches 2nd - Ches 8th 1479 DR

With no immediate threats facing Derlusk, the Adventurer's Guard resumes their duty as guardians of the city. Early in the morning of the third of Ches, they find Nol enjoying a sumptuous breakfast prepared by Walter. The uninvited guest informs them that Morthyr wishes to speak with them. When they inquire as to why Morthyr wants to see them, Nol cannot answer. Morthyr did not tell Nol the reason. The group eat their meal and meet with Morthyr; however, much to the groups displeasure, Nol stays in the Rythemor estate and continutes to eat Walter's fine cooking.

Morthyr is still troubled by the attack on the party when they were escorting Basil to Elfharrow. The list of potential leaks is a short one. At the top of the list is Nol. Morthyr wants the Adventurer's Guard to keep an eye on him and to find out if he's a threat to Derlusk. They have orders not to act against him until they are certain he's a threat.

With their orders, the group resumes their roles of city guardians while also looking for information on Nol. Their first stop is Noreaga's home. Blades, however, doesn't prove to be much help. Among a sea of taunts and insults, they do learn a few things, though. First was that the drow of the Salty Woods seem to be mostly male, and have thrown off the bonds of the highly matriarchal society. Second, Nol may have had a hand in that insurrection. Lastly, Nol was cast out from the drow for some ideas he had. Blades, though, wouldn't go into further detail. He does defend Nol, though, saying that he doesn't believe Nol would purposefully bring harm to Derlusk. Unsatisfied with what they learned, Nor'Kus suggests a more direct method of finding out Nol's intentions. The next day, the Adventurer's Guard actively seek Nol, with the intent of interrogating him, using force if necessary. Alvarez finds Nol and starts speaking with him. Nol seems quite defensive as Alvarez talks to him. Nol says that he was able to "put two and two together." He realizes that Morthyr distrusts him. Alvarez decides not to interrogate Nol but ask him for his input on the matter. Together, Alvarez and Nol go though the suspects. While Nol believe Basil is more competent than he seems, he doesn't think he's the leak. Nol finds it more likely that someone among the numerous people left behind by the Order to be the culprit. It is true that Morthyr had all of the people questioned, but Nol thinks that Morthyr's methods are too timid to get proper results. Alvarez leaves Nol to countinue his work.

In another part of Derlusk, Volante is approached by two cloaked elves. The elves deliver a brief message from Seaspark. The Order of the Blue Fire has been seen near the ruins of Sheirtalar, and Basil has gone missing. Volante and Alvarez share what they learn with the rest of the group. They decide to inform Morthyr of the situation, and leave for the ruins the next day.

After several days of riding, the Adventurer's Guard makes it to the outskirts of Sheirtalar. Innis, on his mount, scout ahead. Innis reports that the ruins are surrounded by a stone perimeter, and that at various points on this perimeter are stationed guards. The party approached one of the outposts as closely as they could without being seen and then charged. Their opponents were largely made up of fey and foulspawn. From on top of the stone wall, there were beings of stone tossing boulders at the intruders. One of the fey there, a satyr, used the magical music from his pan flute to great effect. The party, dazed from the music, were mercilessly slashed by the foulspawn. Despite the setbacks, though, the Adventurer's guard battled on, and through their combined efforts they emerged victorious. The six quickly go over the stone wall and, after a short rest, proceed toward the ruined city. As they venture into the city, the party can see large cracked domes and other signs of what was once a rich fey kingdom. However, before long they can hear deep growling elven being spoken in the distance. As they get closer they see a member of the Order standing over a group of cyclopes; the cyclopes devouring a fresh kill. The six rush in and attack. The poorly trained cyclopes prove that they can hit hard, but quickly fold under Innis's magical assault. The knight accordant of the Order along with two plague-changed ghouls, though more dangerous, also fell to the Adventurer's Guard. With their adversaries at their feet and the entrance to the tunnel which would lead to the Domed Palace of the Overking ahead, they march on.

Intricately carved out of the landscape's granite, the tunnel went upward to a palace that was no longer there. While walking through the once grand tunnel, Fred hears grumbling in giant. The party edges up closer and see a gruesome sight. Two ettins are feasting on the remains of a humanoid. Not far off is a broken lute. The ettins are attacked; and though the battle is grueling, the Adventurer's Guard wins. The body of the humanoid and its belongings are inspected. The lute and the clothes certainly appear to be Basil's, but Volante points out that the body does not belong to Basil. Magnus takes the lute for safe keeping, and they continue on their journey. The six reach a grand staircase which should lead to the palace. Unfortunately, the staircase ends and there is an enormous chasm, stretching as far as the eye can see. Magnus tosses a stone into the chasm. It is deep, but climbable. Several pieces of rope are tied together, and, one by one, they climb down. Magnus takes off his armor in order to make the climb easier. Once the group is altogether again, they are attacked by a pack of grells and gricks. Magnus, however, has not had time to don his armor. Unwilling to battle without the armor, he starts putting it on as quickly as he can. The lack of Magnus's sword, however, makes the battle difficult, and this is further exasperated by the caustic geyser spewing acid in the area. Nor'Kus is injured by the monsters and acid. Realizing that he has no time, Magnus rejoins the fight. Though, they all took heavy injuries, the gricks and grells are defeated. A strange door lay in their path.

The door is strangely out of place, and the party is wary. While no traps are found, Innis does notice that the door is somehow enchanted. Not wanting to dilly-dally, Magnus grabs the doorknob and turns it. As he turns it, he vanishes. Magnus reappears on the other side of the door, unharmed. One by one, the others follow suit. Then it is Nor'Kus's turn. As he turns the knob, he groans in pain and vanishes altogether. Magnus quickly returns to where he last saw Nor'Kus, but it is too late. Their companion is gone. The five carry on, hoping that the path they follow leads to answers and to their friend, Nor'Kus.

The five remaining adventurers go down the winding tunnel for some time before they reach a very large opening. The area is enormous with a vast underground lake. Emerging from the lake's surface is a portion of a palace. Exhausted from the day's battles, the group decides to set up camp for the night. When they awaken, they are still faced with the challenge of reaching the palace, which is several hundred feet away. The water is bitterly cold, and Innis, as well as the others, are against swimming in the water. Magnus suggests the unpleasant idea of using the corpses of the gricks and grells to float across, but that would take too much time. While trying to figure out a way across, Innis remembers that he can conjure steeds that can walk across water with the Phantom Steed ritual. Innis creates eight horses, with the hopes of Nor'Kus using one. The five take the horses, cross the large body of water, and reach the castle. Unsure as to what they'll face, they climb into a window that lies above the underground lake's surface.

Nothing seems out of the ordinary as they start to descend into the bowels of the fallen palace. However, after traveling for some time, they realize that they aren't getting wet. Also, the decor is starting to change. No longer does it seem as if they are moving through an old, toppled fey palace. There are patches of slime now in various places, and the smell is most foul. The Adventurer's Guard, though, goes on, until they hear two voices growling at each other. As they try to approach the talking stops, but then picks up again. One of the voices calls them, in common.

Cautiously, the Adventurer's Guard move toward the voices. They soon learn that the voices belong to a pair of dragons. One is a purple dragon and one is a black dragon wearing a poker visor. The two seem to be playing cards, and the purple dragon is clearly winning. The black dragon, who introduces himself as Aachlaach-Menechlaach, seems non-threatening while the purple dragon is less than amiable. The party does not want to do battle with the dragons. However, the dragons are in their way, and they may have useful information. Aachlaach-Menechlaach suggests that they play cards with him. If one of the adventurers wins a hand, Aachlach will answer a question. Should the dragon win, though, and he wins a magical possession from each participant. Seeing no other choice, they agree. The soon realize why the black dragon's pile of gold was much smaller than the purple dragon's pile. Aachlach-Menechlaach is not a very good gambler, despite his love of the sport. They learn several things from the black dragon, much to the anger of the purple dragon. They learn that a Darin Blacksteed of the Order of the Blue Fire is performing a ritual. The life force of several different races are being used as components for the ritual. Both Basil and Nor'Kus are where this ritual is being performed. The five are resolute. They have to go stop this ritual and save their friends, but there are still two large dragons in their way. Seeing their plight, Aachlaach offers them a chance to go through. This time the rules of the game are different. Everyone wanting to pass has to bet every single piece of gold he or she owns. If Aachlaach wins, he gets all the gold. If another person wins, that person can go on. Volante wins the first hand, followed by Magnus, and then Alvarez. Aachlaach-Menechlaach finally wins a hand of his own, though. Fred and Innis are left without any gold, and thus are unable to continue. Magnus and Volante loan their gold to the losing pair, and it pays off. Although, it annoys the purple dragon immensely, everyone makes it through.

Not wasting anytime, fearing the dragons may change their minds, the five move on. Moving through a twisted corridor, the group is ambushed by a party of drow. The drow and their poisoned weapons prove to be little more than a nuisance for the Adventurer's Gard, however. They realize they must be getting close, and they press on.

The Adventurer's Guard eventually reach a large room. In it they see a large portal, a man in blue robes performing a ritual. On the right side of the room are several people being held helpless, including their missing companion Nor'Kus. Also in the room the purple dragon they met earlier and a drow priestess. A few other drow and members of the Order are present, and, finally, there is Basil standing next to the man performing the ritual. Basil jovially welcomes his former companions, who are, understandably quite cold to his greeting. He is bombarded by a host of angry questions including What is going on? Why is he doing this? among others. Magnus greets him by taking out his lute and smashing it on the ground, grinding it with his foot. Basil, quite amused, (although not at his broken lute) explains that the man performing the ritual is none other than Darin Blacksteed. The portal they are in front of is a sealed off portal to the Feywild. The ritual will forcibly open this portal. Ienagar Whitehorn, who earlier introduced himself to the group as Dave Coulier, wishes to spread the joys of the Spellplague into the Feywild itself. In a harsh sounding common, the drow priestess added that this was Lolth's will and a joint plan with the formians of the Feydark. As to the question of why Basil was involved, a very simple reason is given. Basil says that he is simply curious.

The tension is quickly mounting as the drow priestess calls for the deaths of the intruders. Fred hears a high-pitched voice speak to him. "You have to flee! Run through the portal!" Moments later a faerie dragon appears before a confused Fred and his companions. The small dragon flits through the portal. Fred tells his friends to follow, and they all make a dash towards the portal. Magnus takes shot at one of the captives in hopes of interrupting the ritual. The bolt from his crossbow hits true, killing one of the prisoners and disrupting Blacksteed. Magnus then attempts to tackle Basil and drag him through the portal. Unfortunately, Basil is too nimble and dodges the attack. As Magnus runs through the portal Blacksteed and even Basil cannot hide their surprise. They are unable to act as Alvarez, Innis, and Volante run through the portal. Fred with his short dwarven legs is the last the cross through; however, before he crosses the portal he is privy to a horrific sight. A large amphibious monster creeps its way into the chamber where the ritual is taking place. It seems displeased, and wants to know what is happening. Fred, however, decides not to stay and crosses into the Feywild.

Fred, along with his friends, are greeted by a host of eladrin pointing spears and swords at them.

Tale 6, Whiskett's Amazing Adventure
After my friends made it through the portal, we found ourselves at my home. It was good to be back in my castle, but we got anything but a warm welcome when we returned. The eladrin I knew forgot that they knew me and pointed spears at my new friends. I tried to explain that they were innocent, but they wouldn't listen. After a few moments of silence, my master finally appeared. Deondell would surely explain the situation. He would let them know that these were my friends and they were invited here. He looked at them and made his plant chair and started talking. He didn't seem like his usual self, he questioned them like he didn't trust me. I tried to tell him that they were good people, but Deondell did not really seem to listen. He talked to them himself, but the humans were impatient and rash. It seemed like they wanted to fight with my master... They could not win, but why fight? My master was a good person, but he did not seem grateful for my new friends' help. They stopped the bad man's ritual. After a long heated conversation, one of the humans came to agreement with my master and they decided that he would give them a portal if they helped him again.

My master was concerned that eladrin from the Feywild had betrayed him to the bad men in the surface calling themselves the Order of the Blue Fire. My new friends confirmed that there were eladrin there. Deondell was a good master, who would want to betray him? My new friends did not want to go, but they saw no other choice. They were given a map to find the location to enter the Feydark. Master asked me to go with them. He did not ask for their success, but for their help.

While starting the mission, it was clear that the forest knew that was an unfamiliar presence in it. My new friends were stared at by every passing spirit and friend in the forest. The trip was not too long, and Deondell picked a secret entrance for my new friends to enter. We never used this entrance before though, and while approaching, the human paladin fell in a hole. The genasi man also fell, but he was able to hold on. The human paladin's ledge broke away and he fell inside the hole. All of the paladin's friends tried to help him up, but it seemed that the formorians got to him first. I tried to say that the best way to find him would be to go in the entrance and find him there. They agreed reluctantly, and we were on our way.

My friends found the entrance blocked by a large rock, but the kind man with two swords threw it aside very easily. They entered the mines covered in beautiful dark crystals. The caves shined with these Onyxes before they saw the downward staircase. We went down for a long time before we found an open room. The one in the robes made a dark light to keep us hidden as we approached the big room. The room had a big underground lake and some vegetation. We saw tracks of movement and trapped treasure chests on metal floorboards. I tried to go stop the switches myself, but I wasn't strong enough to move it. A mage hand moved it, but we did not have time for treasure, we needed to save my new paladin friend.

These stairs were slightly different than the earlier ones. They were a little wider and dimly lit. We proceeded down carefully and quietly. We came to a door where we heard cyclopes. We stood quiet, but one was coming towards the door. I hide in the armor with the man holding two swords. I saw the person in robes create a wall of fire. One cyclops ran away to call for backup while the other one got burned alive. He tried to escape also, but he fall onto his own trap electrocuting himself to death trying to escape the flames.

We continue forward with caution. We knew that other people knew we were coming now. My friends moved quietly as we approached another stair case down. The staircase lead to large door where several feet were being heard. This time, my friends knew that the battle was unavoidable and busted through the door. To my surprise, there were several drow and a formorian holding a woman with pale skin. He stood tall as he did ugly smiling at us before  he threw he in a jail cell, locking her inside. Next to her was my paladin friend. The formorian moved in a gate forward and closed it behind him. Among the drow was a Lamia... Those things give me the creeps. It moved towards us crawling little beetles. We saw that the formorians had trained spiders and scorpions to fight for them as well in separate cages from the prisoners. These animals did not deserve this treatment.

The lady turned into a mist could and escaped the cell and helped my friends fight the drow and the lamia. It was a long a difficult fight, but my new friends were strong and the freed the paladin friend and we started moving along another exit to the room. I sighed heavily when I noticed that they did not follow the formorian. I did not want to have to say goodbye to my new friends so quickly. They left one drow alive and questioned him about what had happened. He mentioned a beast called a sharn and said the names of several guards under my master.

My friends have more or less completed the mission, and it was time to go. While leaving through the other exit, they heard more voices. These voices sounded like eladrin. Could they be the traitors? We moved very silently and saw them. They heard us and came to stop us. My friends lured most of them to the staircase and threw them down the middle of the staircase. They left one alive to question him. The formorians did terrible things and he seemed brainwashed. He spoke of an upcoming Spellplague and his words were covered with his fear. The man with two swords killed him.

We left out the other entrance. That entrance had many traps, but we came from the inside making it very easy to deal with. We left and made sure to avoid the holes right out of this exit. We came back to the castle and were greeted with more respect as we returned.

Deondell was happy to see us return, and he had several of his high ranking advisers with him to help open the portal. Deondell thanked my new friends and gave them some extra treasure like the man with two swords asked for. Deondell told them that this portal would bring them to the top of the castle back in the material plane. I said my goodbyes as my friends seemed happy to go back to their homes. My master told them that he was not truly ungrateful and that he does care about the material plane. He traveled with several of the Eladrin in Myth Drannor that left during the time when the Plague Plague hit. The one in robes, the one who seemed the most angry even gave his respect at the end when he bowed to my master. Deondell bowed back and I said my last goodbyes when they traveled through the portal.

''These were the text of a little Fey Dragon giving a detailed story to his master. ''

Tale 7, Order and Chaos
Ches 8th, still

The same day they left, they returned. The adventurer's guard of Derlusk have returned back to the material plane. Their time in the Fey Wild was short. The wizard, Innis prepares a ritual to teleport back to Derlusk, while Volante and Alvaraz come down to the room where Darin Blacksteed prepared the ritual to open the portal to the Fey Wild. Lorelle is with the group as you wished. Arimov excepts the circumstances of your desires and agrees not to give her any sendings to have her change directions to the true holder of the Cyrinishad. I am in their view and this will be my chance to get a word with the Adventurers Guard. Much to my pleasure, Volante is one of the people there. Kaos did say that he was the most agreeable of members in the group.

The two are apprehensive at first. My appearance might not seem completely humanoid, but it should prove good enough not start an immediate conflict. Volante and Alvaraz enter the room to see a single figure (me) looking at them. They see a person of mid height and slumped shoulders wearing a mask in very loose baggy robes. My conversation with the two is brief but friendly. There was little information to offer them about the situation that they did not already know. The two seemed the most interested in the whereabouts of their missing companion Nor'Kus rather than the whereabouts of their enemies. All that I could offer was that their friend and none of the other people used for the ritual were killed. I revealed myself as an enemy of the Order of the Blue Fire. This meeting was the what I needed to get the kind of exposure necessary to follow the adventurers wherever they went. The first contact was a success. This should help stop the plans of your enemies.

After both Volante and Alvaraz returned back to the rest of the party, they mentioned that little was changed, but the meeting with me remained a secret. The group teleported back to Derlusk. Upon their arrival, the accidental bait had already been sent. Burlon the Burly the Third had sent an invitation to the Adventurer's Guard of Derlusk to come to Theymarsh to question you. The Adventurer's guard was hesitant to accept the invitation, but thought that this would result in a situation that they must deal with. Because of that circumstance, it will be necessary to follow the other part of your request. I will meet them on their travels to attempt to stop them from reaching Theymarsh. And as you promised, I will try my hardest not to kill them. Morthyr, the leader of town had given them all clearance to go to Theymarsh, and it seems that the Adventurer's Mercenary, Noreaga Magellan will also be going to Theymarsh.

The group had gone to the Rythemore estate to prepare for their travels the next day. Later the same day, a new person that you have not been introduced to returns to the group. The word returns simply implies that the other members seem to be familiar with this individual. It is a bit of an interesting situation since he does not seem to be familiar with them. Never the less, it is a peaceful meeting and the rejoice upon new company. Early in the morning, Magnus leaves the house for personal reasons. There was a strange glow in his hand. I no explanation of the phenomenas involving his hand. The rest of the group wakes up and engages in expected activities before telling their leader that they are about to leave.

When the group is about to leave the gates, Innis, Volante and Lorelle all see drow from the Underdark close by. A group discussion leads to a delay of their plans. The group looks for Nol Sefaris, the lead scout in Derlusk and son Alonis Sefaris, high priestess of Lolth. The group gets in contact with Nol and tells him of the situation. Nol acts immediately and moves to the center to see his leader. The group then actively searches for the drow. They find them quickly. After closer inspection, the leader of the group sent is Melonis Sefaris, Nol's younger brother. He has been a useful bridge for the alliance between the Formorians and the Order of the Blue Fire. It seems that Melonis has met the Adventurer's guard before in battle. The situation is tense, but neither party is particularly willing to engage in combat. The drow are apprehended as several members go to retrieve Nol. Nol denies their wishes and the drow are carefully lead outside the city. The drow or the Order of the Blue Fire had ambitions that likely failed as a result of this intervention. The group has just left the west gate of Derlusk.

Ches 9th-13th Five days pass with no note worthy events.

Ches 14th-15th When the group starts traveling, is when we make second contact. The group is apprehensive towards me in general. Lorelle makes no sign. I simply make my request, but it is denied. I tell them that the trap is not for them and that this is a battle between enemies, but they do not correspond to your wishes. As you said, I make mention of the fact that Daren hopes for their arrival to limit kill the people that knew of his plans. The Adventurer's Guard of Derlusk seems to believe that they can deal with the upcoming attack in Theymarsh. I offer them a large hall of powerful magical items and treasure, but they cannot be bought either. You had given me no course of action if all else fails. Just for the situation, I had prepared summoning rituals for mind controlled beasts to stop them. This is the time where Innis warns you of your impending danger. Innis will tell you that the traitor is Gastav. While setting up my portal ritual, I noticed that Innis was preparing a sending for you. A small brand gives me complete control over their actions. If they defeat the deterrence, then maybe they will be able to stop the horrors that may befall Theymarsh. If not, then they will be knocked unconscious and drug back to Derlusk. After summoning my last form of deterrence, I made my leave. Payment for this mission will require everything you said and a new mask. At the time of leaving, the barbarian threw a rock and chipped my mask.

The battle does not look simple, but the Adventuring Guard seem to have a handle on the situation. They were able to win the battle without too much trouble. They are a good deal stronger than when you last saw them. Perhaps they can stop Daren.

The next day. There is one note worthy discovery before they reach the gates of Theymarsh. The armies of undead and groups of Sharn following your group are still in the area. There is a chance that they are waiting for Daren to give him the next order. The group arrives at Theymarsh at the gates. Noreaga is there as well. It seems that he arrived sooner... somehow. The Adventurer's Guard has a talk with Noreaga and introduces themselves to the guards of Theymarsh. It is still predicted that Darin is still some traveling distance from Theymarsh. The guards of Theymarsh lead the Adventurers Guard right in your direction.

Nameless Larva Mage report for investigation to Kaos

They soon entered the room to see that there were several civilians there with many others. Burlon the Burly the Third was there with his Burlonators, and long side of them was Robert Dominic and Gastav Landenburg. While looking there were two unexpected visitors there at the table. The group was hesitant to believe anything Robert said, but as time continued, it became likely that he was telling the truth. Robert never sent the team to kill them, that was a simply a diversionary tactic of Daren to make to try and make the Adventurers Guard move west towards the Lake of Steam. Dominic said that they were planning on killing him and sacrificing a good amount of the people in Theymarsh to recreate his ritual.

The finer details of the were avoided by Innis's eagerness to deal with the issue. Robert talked trying to reveal the situation in the room without trying to make it obvious by making very light gestures to the Adventuring Guard of Derlusk. Volante was the only one to catch this. Innis attempted to speak with Burlon to divert the attention of Order by setting up the battle outside. Burlon believed that his formation to trap and surround the group inside the city would lead to the highest chance of destroying the group. Innis tried to value the lives of the innocent versus the ability to trap mobility. Dominic agreed with Innis. Innis had a particular dislike of Dominic and believed that using him as a bargaining tool outside the city would make for the best results. Burlon agreed and he set up a line of archers at the ready if they approached the city.

Dominic, Gastav, the Accordants moved outside the gates with Burlon and the Burlonators. The group waited as they saw five figures approach slowly. The one in the middle was dressed in red robes and had black hair. He looked as if he had worn armor under his robes. Daren had arrived and his first strategy was to try to make Dominic look like a liar and appear the be the reasonable one. That strategy might have worked if the Adventurers Guard of Derlusk did not already know that he tried to infect the Fey Wild. He spoke several lies about his plans and tried to make it seem like Dominic was all they were after. A battle was ready to erupt at any time, but it was Gastav's actions that brought the group into combat.

Darin's forces were greatly outnumbered and out powered in the fight. The battle seemed almost too easy, but there were still other issues to consider. Robert noticed Gastav's markings when he was completed since he was able to set the ritual earlier during the meal. Gastav had set it so that he could activate it with a few actions after originally setting it up, or it would be activated at the time of his death. Dominic warned everyone not to kill Gastav.

Victory was assured, but Dominic still had to wonder how Ienagar knew his moves so well. Dominic had gone through a great deal of effort keeping Gastav close to him to make sure he was not casting any sending rituals. Dominic knew that Gastav could not attack him, there was a blood pact ritual trying him to a word of loyalty towards him. When his hair changed, he had known the reason. Ienagar had put a window into his consciousness. Gastav was like a living puppet for Ienagar to cast a ritual. Dominic soon found his arms and legs bound by dragon's heads and drug down into a portal sending him into the smoldering fiery pit in the elemental chaos. Dominic was stunned and for the first time angry cursing the Ienagar before he was trapped in the plane.

Mental Depiction of what had occurred by Kaos

The battle was almost won when Blades Magellen knocked Gastav out. He was the last opponent. The two accordants with Gastav were loyal to their group leader, not the Order of the Blue Fire. They had become his loyalists and were set free after much grief dealing with the Adventurers Guard. Gastav's ritual markings were changed to disrupt the ritual. Burlon thanked them for their help. Innis had asked for the unconscious body of Gastav while Burlon took the deceased body of Daren Blacksteed. One has to wonder if there is any truth to Darin's dying words that he would in fact be back. Innis asked for a teleportation circle to Theymarsh if it were ever necessary to return in crisis. Soon after that, the whole group left back for Derlusk.

Tale 8, The Order's Gambit
The group arrives safely in Derlusk and Blades says he will take care of putting Gustav in jail. A bit of a conversation happens and the group decides to head back to the Rythemor estate and to meet with Morthyr in the morning to discuss the outcome of the mission. Walter Chapman is there waiting with food prepared, having been preparing food every night so that his master Volante could eat whenever he should return. The group discusses the events of the previous days and tries to figure out just what was going on and if it indeed has anything to do with Derlusk. They eventually decide to further question Gastav in the morning.

Ches 16th

Everyone gathers for breakfast when Walter tells Volante he received a letter. Walter Chapman looks very concerned as Volante reads the parchment. He claims it is junk mail and puts it away into his pocket. Innis is the only one who doesn't believe this but decides to question him on it later. The group heads off to make their report. The group arrives and after a series of unsavory interrogations with Gastav and some conversations with Morthyr and Blades they learn the following;

-Gastav was going to be used as a sacrifice to the Sharn, though this is a priviledge... he was going to take the whole town of Theymarsh with him in a radical new experiment. Gastav also says he will be rescued and that he is Ienegar's eyes and ears and that he can act through him.

-Robert Dominic has some special power that Ienegar and Darin feared, something that made him unique and able to complete the ritual to infect the Feywild.

-Darin wanted Dominic out of the way for possibly these reasons and it should be noted that he may indeed come back as he warned.

-Ienegar is going to be performing another ritual in the Chondalwood in the elven ruins of Magedoom.

-Basil is hired by some outside benefactor to make sure that the benefactors orders are followed, the destruction of the feywild. He also should be feared for the power of his voice and not just with the bad singing.

-Theymarsh was just an area nearby to try the Sharn Empowerment Experiment, Derlusk will be next warns Gastav.

The group leaves Gastav alive, fearing his death may still spark the experiment or that he may still let contain information vital to them. They decide to put better watch on him and secure him further due to the possibility of Ienegar using him again. After the first conversation with Morthyr, Alvaraz leaves to speak with Nol about something but not much is told about that meeting. After all the talks are over, Morthyr is concerned by this new information and decides it is time to launch an offensive against the Order. He wants to learn more about his enemy. There is a major Order of Blue Fire stronghold up north in Ormpetarr and he decides to send the Adventuring Guard there to learn what it can. No more chances can be taken anymore, it is time to figure out just what is going on since it was decided that this now threatens Derlusk. Blades and other mercenaries will stay behind and make sure the ritual for Derlusk's sacrifice to the Sharn goes unsuccessful.

The group gathers their things and set off immediately. They plot a course that will go around the Plaguewrought lands and between the Ankh and Winterwoods. On the 2nd night of the trip, the group runs into some people fleeing from their life. They offer them shelter for the night and learn that these people lost some of their companions to bandits that look similar to Lorelle. Innis calls Volante out on his letter from before and the group learns that his Brother Forzando believes Volante has been messing in his families true business. The group hears a tale from Volante about his history with the spellplague and how part of his family blames this on the Elves. Everyone speculates that maybe he has some involvement with the Order but Innis reminds everyone it is just speculation at this point.

Ches 18th

The next evening proves quite difficult for the party. They are ambushed by the bandits and demand to have all their belongings. Everyone naturally refuses and a fight erupts between the Guard and Bandits. The bandits prove themselves to be similar to Lorelle and reveal their Vampire nature. It is a fierce battle, The vampires are cunning and soak the fire in water to make the surroundings black but Fred ignites a Sun rod and becomes a target of their slaughter. Innis takes to the skies and one vampire climbed a tree to get at him but not much came of the attack and Innis was left alone. Lorelle was bewitched by her semi-brethren and turned on the party for what seemed like an eternity. After Lorelle broke free of the hold, it was around this time when Fred fell and Norab was turned and killed Alvaraz in one blow. Things looked bad, Norab was turned, Lorelle and Volante were the only ones left alive on the ground. Innis was preparing to flee with Volante when he attempted a last ditch save attempt and it true Innis fashion, it worked. Sleep befell one of the vampires and that was enough to turn the tides of the battle, even if it was for a short time. The group slain one of the vampires and the other fled, claiming that Innis will be damned by Saestra, their leader.

The group decides that they need to revive their friends they almost lost to being turned into vampires. Volante's hometown of Ankhapur is nearby and this is also where Forzando lives. They set out in the morning much to Volante's dismay.

Tale 9, The Hunters and the Prey
Ches 19th

At the dawn of the next day the party arrives at the gates of Ankhapur where they are greeted by the local guard, who immediately recognize Volante. Without any resistance they are granted entrance to the beautiful interior of the city. The first stop was to the temple of Torm to bring back their fallen comrades. The remaining four, exhausted from a night of travel decided to take up lodging at the closest inn, "The Shackled Pig". Volante, Innis and Lorelle decided to rest but Norab decided to gorge on food and then play with Griffith only to fall asleep in the middle of the street much to the dismay of passing onlookers.

After eight hours had passed, the four join back up with their reborn allies, Fred and Alvaraz. Volante wanted to check out his old house for any information he could get. The five agreed and they went to the Rythemor Manor; a beautiful house that glowed brilliantly in the dusky sky. Volante, upon first entry was unrecognized by the new butler stationed, but upon hearing the familiar voice Volante’s younger brother Morendo entered the room. After a very happy meeting and introduction to the party, Morendo was sent away by Forzando who wanted to talk to his estranged brother and party.

After being confronted with the issue of Blue Fire, Forzando stated he had nothing to do with the letter that was written but confirmed he was in league with the Blue Fire as a business partner. Between his brothers “lack of manners” and Norab’s primitive behavior, Forzando dismissed the party from the house. Before he left he learned an unsettling truth that it was actually Morendo who wrote the letter, stating it was written to keep him out of trouble. This earned him a scolding from both Volante and Alvaraz. Volante knew well enough he couldn’t lay a hand on his brother, since in this town he was regarded as a great man; giving to charities and church. In any case, the party stayed the night in town and headed out the next morning.

Ches 20th

Mage Doom was four days travel away but Ormpetarr was only two days away. Innis suggested stopping by and collecting any information they could, the party agreed as it could only help. That night, during watch Volante heard a blood-curdling scream from the distance. After waking the others, expecting the worst they ran to find two dead vampire bodies, and several worms on them. It was suspected the work of the masked larva mage, Horus. With the unsettling feeling of being stalked the watches were even more intensive. The night passed without any other incident.

Ches 22th

After two days of travel, the party arrives at Ormpetarr. The party went forward with the detour without fear of exposing their intentions, they entered the city. Ormpitarr was a bustling city with a combination of fanatics ready to make the pilgrimage into the Plague Rot Lands, as well as many Blue Fire members discussing various topics. Conversations varied from the philosophical to the extreme in regards to the punishment Lord Ienagar was planning for Robert Dominic. While Lorelle was trying to keep Norab out of trouble Alvaraz went out to seek some information regarding Gastav and Dominic, however it came off as insulting to the one accordant in particular when it was mentioned he is no longer a member along with other circumstances. To prevent Norab from starting a scene and with suspicions and tones rising Alvaraz withdraws with Lorlle, Volante, Fred and Norab. Innis, who managed to stay clear from being distinguished with the group, approached the same man as well as some people from research and development. Innis picked up some information mostly regarding the history of the Spell Plague; nothing too relative or already known but did notice one man, the one who Alvaraz had angered talking to one of his cohorts.

After collecting very little useful information the party leaves the city to make their way towards Mage Doom. That night during a watch, Volante sees someone off in the distance stumbling miserably to be stealthy. As Volante and Fred ran to warn the others it was apparent that this was the man associated to the one Alvaraz had angered. After very little resistance he succumbs to his punishment and stated he was stalking them under orders. Without much else said, he is slain and becomes a meal for Griffith to remove the evidence.

Ches 24th

The party arrives at the Chandalwood at around mid-day. Searching for the ritual inside Mage Doom, Lorelles’ instincts are put to good use as the path seems fairly straight forward. The party arrives in Mage Doom at dusk. The once glorious city is in absolute disaster. This is when the party gets their first hint of their previous warnings regarding this horrible place as several ghosts, hungry for magic, strike towards Innis, Fred and Alvaraz. However this battle poses little problem towards the party who proceed to find the entrance to the Blue Fire’s sanctum.

The party enters into the once forgotten catacombs to find their lost comrade Nor’Kus and to stop the ritual they find a ravaged Blue Fire body, attacked by the same type of ghosts as before. He is holding a key which the party takes. As they progress deeper into the structure, they hear a familiar voice. Volante’s determination turns to anger, as he sees his younger brother Forzando and three Blue Fire soldiers by his side. After very little conversation, Innis decides he’s had enough and attacks the group. The battle ends fairly quickly in a decisive victory on the party’s behalf. Forzando is tied up and interrogated. It turns out that Ienagar is not overseeing this operation at all, which at first puts some concerns to rest until he mentions that it is Volantes elder brother, Ruvido who is in charge. Painful memories are awakened in Volante’s mind at the mention of his elder brother. As the interrogation continues a little of Alvaraz’s background is revealed in regards to slavery which proves to be upsetting to Norab(see Norab’s past), but Innis and Lorelle keep the focus of interrogation on Forzando. As Forzando appears to be nothing more than fanatical, Volante disposes of his once younger brother by putting him in the back room and carving his families insignia in front of him. Innis keeps the problem between Alvaraz and Norab from erupting which ends in an apology from Alvaraz.

The party continues on as they come to a split. Going down one path reveals the sound of an army being rallied; their intentions unclear, but without wanting to risk going into an unneeded fight, the party decides to go the other way. Following the other path brings them to a door containing two key holes. The one key they acquired before fits the one slot and Innis uses his ritual to open the other. The large magical door opens with a violent creek and the party is brought to a room with a giant hole in it, presumably going into the Underdark. Using their ropes they descend into the chasm. At the bottom, Volante, Innis, Lorelle and Fred see a familiar sight: a structure sinking into the draining Sea of Falling Stars.

With a little help of an Innis ritual, the party rode across the sea to the music hall; preparing to foil Ienagar once again. As the party proceeded into the structure, they came into a room with a poker table. From past memories this was the room of the two dragon guards, however neither of them we’re there. What was left was a mess of poker chips and some littered gold. Judging by the imprints in the carpet, one of the dragons ran down with a sense of urgency. As they continued down its twisting corridors they came to a series of large iron doors which Norab opened with the aid of some extra muscle.

After two doors, they came into a grand hall. On the opposite side was a door which emanated strong magic. To the left of the door, there was a large empty square and a lever. To the walls surrounding them, they saw spike traps. Above the door, Norab notices the words “Mind your P’s and Q’s”, unfortunately Norab could hardly read so he had to gain the attention of his colleagues to translate. Without much hesitation, Alvaraz pulls the switch and a puzzle descends into the empty canvas. The puzzle, cryptic to most was a logic based puzzle, however as they thought of the answers the spiked walls moved closer. Not wanting to risk the doors potential magical effects, the party tries to solve them. With every successful puzzle, the door got a little weaker, but the spikes we’re coming closer. With the spikes almost on top of them, Innis succeeds in solving the last logic riddle solved, narrowly avoiding getting impaled.

The party can sense they are approaching the ritual; the halls become more brilliant and eventually they lead to a large room. To the surprise of everyone, this is not what they expected to see; the ritual was in shambles. On the floor they noticed the bodies of one dead purple dragon, one dead cleric, several dead Blue Fire members and 6 dead ritual members, one of them being a Dragonborn. Unfortunately, upon inspection this is not the body of their intended destination, Nor’Kus. As the party thinks about their next action, the summoning portal activates. Norab, at the ready, gets into a position for an ambush. As the creature emerges it turns out to be Whiskett, but the over-excited Norab strikes at the innocent creature, critically wounding it. In shock the party runs to Whiskett’s side while Fred heals him. The portal opens and outcome 3 Fey Warriors. They said they were sent by Deodell to destroy this ritual, instead of taking another defensive, giving proper respect to Innis’s final words. Everyone notices another door heading down a low lit hallway. Volante’s rage boils over; he knows this is where his brother, Ruvido is. The others chase after him as they are brought into what appears to be the reminants of the theater.

The floor is littered with skeletons and the seats are removed, from the balcony everyone hears the sound of a slow clap. From the shadows, Ruvido reveals himself. As he begins, he tells the adventurers that he is NOT a member of Blue Fire, and the only purpose for his temporary alliance was to gain the energy from the ritual. He explains also about Nor’Kus, that he is a soulless experiment for a much larger plan. As the curtain rises on stage, the party sees 5 figures, and the one in the middle is a deranged and enraged Nor’Kus, eyes glowing yellow. As Ruvido takes a seat to watch the show, the party prepares for battle. The battle winds down as Ruvido’s group begins to fall. Norab knocks out Nor’Kus which gets the attention of Ruvido, who was cheering for victory on Volante’s side for the whole fight. The party, with the help of their fey allies, dispenses with the remainder of the group. At that point Ruvido fires a black wave into the chest of Nor’Kus, killing him on contact. Looking up at his brother with shock, the body of Nor’Kus rises into a black cloud. When it reemerges, the body has grown 3 times the size it was; also it had become twisted and malformed, barely resembling its original form. As the creature descends, Ruvido looks on at awe at his creation, the Plague Born. With one violent swing, it sends Alvaraz flying. The party now begins the second battle with their former friend.

The beast is ruthless, the party takes a considerable beating, and its screeching roar knocks one of the Fey warriors out. After a long struggle, the creature succumbs to the onslaught, dropping dead on the floor. Ruvido appears disheartened by the loss of his experiment, but he realizes that there can be more hosts. When the mention of Volante’s fiancée comes in, Volante bursts out with aggression. But Ruvido’s power is still too strong, and insists the party must die for surviving the fight. Ready to slay them all, a cry of valor hits the ears of everyone in the room. It is Arioso; making a brilliant entrance to stop Ruvido. The fight doesn’t last long, however, as Arioso puts an impressive gash into the shoulder of Ruvido. Ruvido counters with a blinding spell and vanishes into the shadows. When he recovers, Arioso greets the party, reassuring them that he will stay on his hunt for Ruvido. The Fey warrior party goes back through the portal, reassuring the others they will return after giving Deodell the news. The group gets out of the Underdark, out of the halls of Mage Doom and teleport themselves back to Derlusk.

Upon return, the party meets up with Morthyr to tell him of the trip. As a group they decide to execute Gastav, out of fear of a counter-attack by Blue Fire due to two foiled empowering attempts. Several minutes later, at the barracks, the blindfolded and gagged Gastav is executed by Morthyr. The party returns to Volante’s house, ready for the break that they sorely deserved. Walter, as usual, has food prepared for them which Norab falls face first in from exhaustion. The weathered Volante, with the words of Ruvido echoing through his mind, goes to bed hoping that the next day will be better; everyone else soon follows. That night, everyone is awakened to the sounds of battle. There is a knocking on Volante’s door, an injured guard tells them that there is an attack, and that Blue Fire is responsible. The wounded guard drops from his infected wounds. The parties fears have come to fruition; they ready themselves for battle.

Tale 10, Dance of Puppets
Ches 22nd - 23rd, 1479 DR

One by one, the Adventurer's Guard exits the Rythemor Estate and heads towards the barracks where the attack is taking place. They lose sight of Norab, but continue on, realizing that there is no time to waste. Outside the barracks they find several dead people, as well as those responsible: drow and a sharn. A battle quickly erupts. Innis and Lorelle deal with the drow, while the others confront the sharn. The drow are defeated easily, but the sharn proves to be far more resilient. Volante, Alvarez, and Fred are having a difficult time keeping up with the monster. Lorelle soons joins in the battle against the sharn, followed shortly by Innis, abandoning the last surviving drow. Despite the sharn's resistance to Innis's magic, it succumbs to the sleep spell, however, not before the sharn fires a barrage of arcane energy at Innis, causing him to fall. The last remaining drow sees the unconscious sharn and runs inside the barracks. The group's relief is short-lived, though. The sharn awakens and takes to the air. With the exception of Innis, the Adventurer's Guard is ill prepared to battle the monster. They do not have ranged weaponry to reach the sharn. They cannot take to the air to engage the sharn. The cold truth is that they cannot win against the sharn.

The sharn cannot help but notice the despair in its opponents' faces and sees an opportunity. Rather than killing its adversaries, the sharn makes a asks a question and makes a request. The question is one that it already knows the answer to, but the sharn asks anyway. "Where is Gastav?" Of course, the party replies that Gastav is dead. The sharn is unphased and makes a request. The group is to go into the barracks and retrieve Gastav's corpse so that the sharn may see the body for itself. The sharn warns the Adventurer's Guard that there more vermin within the barracks. There is also one final condition. If the five of them take over twenty minutes in retrieving the body, the sharn will unleash its fury on Derlusk. Seeing no other choice, the party agrees to the sharn's terms and enters the barracks.

No sooner than entering the barracks, though, they are attacked by the drow and their cohorts. The battle is taxing on the group thanks to the arachnomancer's magic and their demonic ally's fierce attacks. However, before long, the Adventurer's Guard emerges victorious. After the battle they rush into Morthyr's office. While unconscious and slightly injured, Morthyr doesn't seem to be in any danger. His wounds are promptly treated, and the five, realizing that time is of the essence, quickly ask what happened. Morthyr explains as best he can. While working a late night, as he often does, there was a commotion from the Teleportation Circle. That is where the drow most likely initiated their attack from. The drow quickly spread out. Nol, who was meeting with Morthyr at the time of the attack rushed out of the room quickly when the commotion began. Morthyr, however, wasn't so lucky. He was subdued by the drow's poison. Morthyr really can't tell the group anymore. He is also unsure as to what is going on.

Their curiosity satisfied for the time being, the Adventure's Guard move on. They still have to go into the dungeon and find the recently executed body of Gastav. They are quickly interrupted by a pair of drow with a cyclops. The dual-wielding drow is one that the group has met before. Without a moment's hesitation, the battle commences. Innis distracts the cyclops while the others attack the drow, though, for Innis, it is a losing battle. Thankfully Lorelle comes to Innis's aid. This proves to be a costly mistake for Lorelle, though. She is no match for the cyclops in close quarters combat and is easily dropped. Fred, Volante, and Alvarez, though, are faring much better against the drow. While a few short weeks ago the drow blademaster was more than a match for the entire party, time has evened up the score. Both drow, realizing that they are losing attempt to retreat. The blademaster is killed while attempting to escape. Shortly after, the cyclops falls to the combined might of Lorelle's sword and Innis's magic, but not before Lorelle is felled a second time. The second drow warrior, though, goes for one final gambit. He rushes to Lorelle's body and demands that they let him escape. Volante and Alvarez lower their weapons. In a final act of cruelty, the deceitful drow plunges his sword deep into Lorelle's chest, ending her life. Enraged, Volante kills the treacherous drow and takes the body of his fallen comrade. Despite their loss and pain, though, they must continue. The sharn will not wait nor will it accept any excuses. The Adventurer's Guard head downstairs towards the dungeon. The faint sound of a flute can be heard.

Alvarez, Fred, Innis and Volante work their way toward the dungeon. Soon the sweet melody of the flute is overshadowed by the sounds of battle. At the bottom of the staircase, they see what exactly is going on. A group of Cyclopes and a drow priestess are watching Nol and Noreaga battle. The two seem to be bewitched. Before either side can act, a familiar voice echoes in the halls of the dungeon. It is Basil. The voice tells the Adventurer’s Guard to let the show go on. This battle was a long time in the making and Nol and Noreaga have some issues to sort out. Infuriated by Basil’s arrogance, Alvarez charges at a Cyclops, killing the giant in one mighty blow. Another battle begins, one that holds the lives of Nol and Noreaga in the balance. The Cyclopes are easily beaten by the group, however, the drow priestess also had an umber hulk with her. The confusing gaze of the umber hulk throws the party into disarray, and Volante takes a terrible beating. During the assault, the priestess expresses her anger. She blames Derlusk and its Adventurer’s Guard for the failure of spreading the Spellplague into the Feywild. Derlusk, she exclaims, will never be safe. However, despite the setbacks the four heroes are winning. The drow priestess, very aware of the situation commands Basil to do something. Once again a flute is heard, and the two duelists stop battling each other. They turn their blades on the Adventurer’s Guard. Unwilling to harm their comrades, the four try their best to battle their adversaries while protecting themselves from Nol and Noreaga. Nol, already injured greatly from his battle with Noreaga is ineffective against the group. The drow priestess, realizing this calls upon the Wrath of Lolth and utterly destroys Nol, showering her opponents in spectral spiders. Using Nol’s death and the umber hulk as distractions, the drow priestess escapes from the battle. As much as they would like to pursue the priestess, Volante is still in danger, and the umber hulk’s gaze disorients the party. They cannot follow the drow.

The battle against umber hulk rages on as Basil leisurely walks into view. Seconds later the umber hulk is felled, and the party confronts Basil. He appears to be his usual jovial self, and is in the mood for talking. However, all attempts at civil discourse are interrupted by insults and threats. Basil does manage to tell the four that he brought the drow to Derlusk, and that all he's personally interested in is locating Gastav's body and confirming his death. Ienagar, Basil continues, has lost interest in the plan for the time being. The drow, on the other hand, have taken the failure quite personally. He seems as though he wants to disclose much more, admitting that he does like the sound of his own voice. Basil, however, knows where he's not wanted. The Adventurer's Guard, though, is blocking his exit. His hands are clean, and Basil wishes to keep them that way. He takes out his flute and plays a haunting tune. The group is dazed, and Basil strolls toward the staircase. Alvarez cannot accept this. He cannot allow Basil to escape and charges. Effortlessly, Basil dogdes the genasi's sword and proceeds up the staircase. As much as the Adventurer's Guard would like to confront Basil, there is a pressing matter at hand. Gastav's body must be taken to the sharn.

The group, with Gastav's, body in tow, rushes back to the sharn. Few words are exchanged, and the sharn with Basil riding atop it, fly away from Derlusk into the night sky. Moments later the four are greeted by Morthyr and some guards. With Norab's help, they managed to capture the drow priestess before she could flee the city. Plans to interrogate the priestess are quickly dashed when Morthyr learns of Nol's fate. Stricken with grief he exacts his vengeance on the weakened and bound drow, killing her in one strike. The battle is done, and Derlusk is safe for the time being. Innis, Volante, Alvarez, and Fred return to the Rythemor Estate for a well-earned rest.

Early the next morning Walter Chapman answers a knock on the front door. Morthyr has come himself to speak with the group. Information from an unlikely source has surfaced. The Adventurer's Guard meet with this person in a tavern. It is SunRa accompanied by Justin Langston. Basil and SunRa spoke for a time during the attack. Basil took a liking to the eccentric warlord and set him free. SunRa, being the peace loving man that he is, knew that he needed to tell the Adventurer's Guard what he knew. They would never listen to him, though. He sought out someone they knew and trusted, Justin Langston. SunRa is his usual boisterous self and, once again, invites the party to a feast. When it's time for SunRa to finally tell what he learned, Justin Langston interrupts him. He's had enough of SunRa's mouth and reiterates what SunRa told him earlier.

Basil revealed to SunRa that the Order of Blue Fire is done with Derlusk for now. Thanks to the actions of Robert Dominic as well as the plan to bring the Spellplague to the Feywild, the Order's reputation is in jeopardy. This attack on Derlusk was orchestrated by Ienagar as a ploy to place the blame of recent events on the drow. The attack will be viewed as a drow attack on Derlusk, and Dominic has already been labeled as a rogue member of the Order. Morthyr confirms that this plan is already working. Earlier in the morning, the other members of the ruling council of Derlusk performed sendings with the leaders of the other city-states of the Border Kingdom. They reported the recent attack and asked for aid against Ormpetarr. Sadly, the other kingdoms are unwilling to committing themselves against The Order. This recent attack, they said will be viewed as a drow attack. The Order of Blue Fire is still viewed across the continent as a benevolent organization. They will not attack it.

Derlusk is alone in the face of the Order of Blue Fire. However, if Basil's words to SunRa are to be believed, Derlusk should be safe from the Order for the time being. An attack on Derlusk would be a foolish move for an organization trying to lay low after Robert Dominic's actions and two failed attempts of spreading the Spellplague into the Feywild. The Adventurer's Guard is unsure what action it should take. Can SunRa's words be trusted, or is Basil merely using him to feed false information? Before they can reach a consensus, SunRa gives them one last piece of information to consider. Basil said that he worked for House of Rythemor, a house completely built on lies.

Tale 11, Hell on Faerun
Shortly before the meeting was adjourned, Morthyr said for the party go either after Basil or the Blue Fire. He said they would inform the group if anything came up. The party left the barracks and decided to do their rounds and that is when they noticed a large crowd in the distance. Innis asked one of the people and that person answered that the crowd was forming around a traveling magician performing parlor tricks. This impressed only Norab in the group. The magician only then performed more advanced tricks. The party decided to stay and watch the parlor tricks. The magician asked for a volunteer and picked Norab. The magician performed an impressive levitation trick by lifting Norab above the Magician's head with is own cane and Norab vanished. The party quickly grew impatient as to find the whereabouts of Norab. The magician then pointed to the barrel where Norab was and there was Norab rising from the Barrel. The party then tried to leave the scene but the magician wanted to talk to them. He made idle chit chat and told the party about a man that flew on an ugly creature. This of course grabbed the attention of Innis and company. The magician said that the only thing in the direction he was flying at would be the ruins of Innarlith. The group read the message and it was written from Horrace. The message said "Go to Innarlith to smash the Blue Fire." The party became alert of the idea. He introduced himself as Zenedrake. Zenedrake said there were Blue Fire members over at Innarlith. This of course only further grew suspicion of the traveling performer because how would he know? He said he was "traveling" through Innarlith. It was at that point where the party decided to steer clear of Zenedrake.

At first the party decided to leave the Blue Fire and Basil alone to their own demise being that Innarlith was no place for any man but then Innis expressed his concern that the Blue Fire was up to something and Basil being in Innarlith would make things worse. Innis remembered that both Hailey and Roger were both in Innarlith looking for treasure. The party then decided to look for the treasure hunting duo and found Roger. Roger greeted the company and extended his thanks to Fred for saving his life earlier. The party asked Roger what he and Hailey were doing in Innarlith exactly. Roger just replied that he was just looking for riches. The party found no real useful information and decided to ask Roger where Hailey was located. Roger said she was over at the Shackled Pig Express, just like a regular Shackled Pig establishment but only with another floor. The party then decided to head towards the establishment and saw Hailey at the bar on the second floor. The party confronts Hailey and would like to request information about their expedition in Innarlith. Hailey says that she remembers things better with a beer in hand. Norab, like a true gentleman that he is, buys a dangerous amount of alcohol and gives it to Hailey. Hailey becomes ecstatic and begins to tell the party about the treasure hunt. She goes more into detail than Roger did; the duo were looking for: money, magic items, the massively sized gold statues that remained in the castle of Innarlith, and the Cyrinishad. When she mentioned the Cyrinishad, that caught Innis's attention and then asked what would she use it for. Hailey just wanted to sell it for a vast amount of wealth. The party decided that little bit of information would be very useful for Lorelle to hear and so they decide to go to the temple they left Lorelle in for her resurrection. Lorelle was up and alive and the party updated her with the information she missed out on since she missed out on since her death such as: Basil's betrayal and connection with the Rythemor Family, a very shady magician by the name of Zenedrake; knowing Lorelle's connection with Horrace, Innis asks Lorelle if she knew Zenedrake and Lorelle replied no; and finally the Cyrinishad. Just hearing the name of the wretched tome made her alert and wanted to know where it was. The party replied that the book was located in Innarlith. Innis assumes that The Blue Fire is looking for the Cyrinishad for their own diabolical plots. The party accepts the assumption and they all decided to get to Innarlith to foil The Blue Fire's plot. The party decided to talk to Morthyr about the Blue Fire's plot and the party's intention to go to Innarlith. Innis and Alvaraz mentioned their concern about the town and the drow invasion. Morthyr dismissed their concern by saying it would take a good while to gather up a force that massive again to attack Derlusk. Innis agrees with his logic on that. Morthyr also said he could take out some drow despite his age. He gave the party his consent to go foil the Blue Fire and to hunt down Basil. The party then go to Rythemor Manor where they are once again greeted by Walter Chapman. They are greeted with a feast fit for gods. During the meal Walter Chapman asks the party their plans as of now. Volante replies that they were going to Innarlith. Walter then expresses his concern to be very careful that it is a very dangerous place and tells Volante his own experience as an adventurer back in his day. Volant takes his butler's words of wisdom to heart and says he would be careful. Norab falls asleep on his meal and Walter carries him up his room.

The next day approaches and Norab was scared since he does not know how he ended up on a bed. The party gears up and Walter greets them with a breakfast worthy of champions, the party eats up and Walter has gone through the burden of setting up their horses and rations for their travel. The party leaves Rythemor Manor and head on their way to Innarlith. The first day was uneventful unless you count Alvaraz breaking into Innis's tent, horribly annoying Innis having him reply, "Get out of my tent!" The day in the afternoon, the party notices the eerie silence of death for not even nature was making a sound. Innis notices brutally eviscerated bodies of wild life and a member of the Blue Fire. The party became quite alert and tried to survey the death around them. Eventually further towards Innarlith more dead animals and gore scattered throughout the forest. On the night watches the party heard screams not far from them. They gear up and head towards the shrieks of agony. The shrieks came from Blue Fire members. Alvaraz's arms start to hurt and react to the members of the Blue Fire. They were coughing up blood vomiting up some organs crying for help from the party. They were in excrutiating pain as they continue to vomit and cough up blood until they eventually the members' flesh rapidly decay and their appearance was abominable. The misshaped creatures start to attack the members. The arcane members of the party know that the members somehow became abyssal ghouls. After the encounter, the party wonders how that could have happen. Innis finds a ring on one of the members and wears it on his finger. The party then finishes up the night watches. The next day comes up and the party continues to venture further on the path ahead covered in death.

Eventually after a few more days, they reach Innarlith. It is a wasteland. There is no sign of civilized life anywhere and monsters run freely killing other monsters. Upon exploration the party sees a small camp. The camp shares an emblem of the Blue Fire. The camp is fairly well guarded. Norab sees the camp and it enrages him and charges at the camp and one of the Blue Fire members gets ready to defend himself. The party eventually stops him but the aggression angers the wizard. Innis attempts to calm down the wizard; while he is not angry but he is annoyed. The wizard then asks what the part was doing here. Innis said that they were adventurers and lied about their quest and said it was for treasure. The wizard fell for it like a desperate consumer wanting to spend money on the shiniest and most expensive toy. Norab asks about the "bad book" (aka the Cyrinishad) and Innis clarifies the question Norab asked. The wizard denies any connection between their expedition and the Cyrinishad. Innis was then curious and ask if the Blue Fire was not planning on looking for the Cyrinishad then WHAT WERE THEY DOING? The wizard then talked about the research of the spell plague. The wizard mentions that their research led them to Innarlith under the leadership of a scholar named Maximilian Bozenki. Another wizards walksalks to whispersInnis asks them where is Maxamilian and he replied that he is by the castle. The wizard mentions that he is a little on the odd side.

The party headed out towards the castle for it stood very high in a distant hill. The castle loomed over the destroyed city like a god loomed over his followers. When the party reached the castle there was a bunch of Blue Fire wizards on one man with brown semi-long hair with glasses standing on a monument before the castle taking notes. The wizards and the man ignored the party when they stood silent then Norab spoke out to the wizards and caught some of their attention. This set of wizards unlike the wizard guarding the camp, had a condescending demeanor. Norab introduced himself to the wizards but the wizards were far from interested and told him that they were busy. Innis then spoke after Norab requesting an audience with Maxamilian Bozenki. The same wizard said he that was busy helping the Blue Fire harnessing the spell plague. It was then that Innis asked that why study the spell plague here where it actually happened elsewhere? The wizard replied that the spell plagued creatures are compelled to this area for some reason. Innis found out that the wizard was hiding something and he mentioned "You mean like the other Blue Fire members that died while fleeing Innarlith?" That smart remark caught the man's attention and he turned to look at Innis. Another wizard was mumbling something then all the other wizards were casting spells on the man. The man then walks towards the party as he adjusts his glasses. He was about twenty feet away from the party. He apologizes for the vague information his colleague gave him. He refered the dead members as people who did not think the same way he did, which was the reason they ran away. He also introduces himself as Maxamilian Bozenki. He explained his study in greater depth by saying the creatures infected by the spell plague are compelled to come to Innarlith and the statue that the he and the wizards are studying is absorbing the spell plague. Innis was intrigued by the concept then remembered that the statue was that of the image of Graham Bakura Mandalax also known as the God King of Innarlith and he was a Cyricite fanatic with great influence. He along with many Cyricites believed that he was guided by Cyric's providence. Innis asked how this was possible but Maxamilian could not answer Innis's question. Maximilian expressed his interests in the Blue Fire's ideals in harnessing the spell plague to evolve mankind and also says how it related to his study in physically enhancing the body through surgical means. He then noticed Alvaraz's spell scars and mentions how he would appreciate his research. Innis then decided to conclude the conversation and Maxamilian said he would like to talk with Innis again. The party then tries to enter the castle when Maxamilian says the party should not go inside the castle for it consists of some of his failed experiments. The party ignored the warning and continued into the castle.

The castle is in ruin and it reeks of death from both fresh and completely rotten corpses and organs. The blood has stained the hard marble floor. Within a few steps inside the castle, Innis spotted some undead. An encounter ensued shortly after. After the encounter the wizards from just outside the castle entered the building now telling the party to leave the castle. Alvaraz not being phased by the threat told them that his group would not waver to them. The wizards then expressed their disappointment then four out of the eight wizards drank some vial and shouted, "For the evolution of the spell plague!". The wizards that drank the vial began scream in pain and grow in large transform into some sort of demons. At this point Alvaraz's spell scars start to flare up again. Just as the fight began the demons turned on everyone whether it would be the party or the former allies. The party found out that these demons were barlgura. The majority of the barlgura turned on the wizards while one of them went after the party. The party pushed it back before running down a set of spiral stairs. Norab jumped down the middle of the spiral staircase going down. The party though ran right into a skeleton in plate mail. Once Innis learned that it was a Death Knight it unleashed a massive unholy fire burst which crippled the party. The barlgura that they ran away from caught up to the party and they ended up fighting the demon until it dropped. Innis then heard the wailings of a wight and it eventually ran into the party only prolonging the encounter.

After the encounter, Alvaraz and Volante heard a scream of the young boy Morendo. Volante ran straight towards the sound of the scream. As they ran closer to the sound of the screams, the castle walls are decorated with corpses both fresh and rotten. The screams have lead the party to the treasure room where the party saw Morendo in chains. Volante tells his that he is going to rescue him. Morendo however told him that it was too late for him for he had been tainted he had no control over his body and wanted him to end his suffering. Volante hesitated and it took Alvaraz to convince him that killing Morendo will end his pain. Volante then dealt a blow onto his own brother. Afterwards Morendo had let out a loud scream that no longer sounded human and he grew up to become a huge demon. Innis learned that Morendo became a Goristro. The encounter was a pretty violent one but it ended in Morendo dying in his demon form. Volante looked onto Morendo for anything of his that resembled his family name. He found Morendo's amulet and wore it around his neck. Volante swore vengeance on Basil for this heinous and unforgivable act.

Norab then decided to explore a door he just passed and saw a small praying center of Cyric and by his side are two beaten gods. Norab grew angry and destroyed the Cyric's statue. The party went back upstairs to the same floor they fought the death knight and they went another way they have not gone before. They see another Cyric stature only this time he is about to wail his mace on an already defeated Tyr. Norab once again had beaten down on another Cyric statue. The party saw a long stairway going down and they go down this stairway. The party walked downstairs for a couple minutes and they eventually heard an eerie tune played on a lute and they came across a door. They opened the door. The party goes through the door and what they see before them is a long throne room and statues of fallen gods and at the end of room is two statues of Cyric and sitting casually on the Supreme Throne was Basil playing music and drinking wine. The music stops and he looks at the party. He rolls his eyes and looks annoyed to see them. Basil calls them persistent cockroaches and he makes mention that they must have met Morendo since the pathetic wailings of a child stopped. His mention of Morendo only angered Volante. Maxamilian then walked out from the corner and explained that Morendo was a donation to Maxamilian and how he ended up to be his greatest work. His words further enraged Volante and angered Norab. Norab was walking towards Maxamilian to attack him but Maxamilian shot Norab with some projectile and Norab combusted into flames for a short period of time and thus began the party's encounter with two mad men. Maxamilian proved to have a large arsenal of tricks from strangling rope to concocting acid storms in an instant. Basil's demonic tunes proved at first to be too powerful for party until Innis cast a sleep spell on Basil. Sometime during the battle, a loud explosion came from outside the castle. The encounter was a violent one which ended up costing Maxamilian's life; his corpse dropped the Cyrinishad. Basil escaped the losing battle with ease.

The party decided to rest up for a little while; that was until Rivudo walked into the throne room and scurried through took the notes. He taunted Maxamilian's intelligence and mentioned how his master would appreciate the notes. Innis then asked Rivudo about his master. All Rivudo said on the subject that he will change the world into a hellish cesspool for the undead to rule the new world and that he was on his way here. Shortly after a portal opened up in the throne room. The portal was a swirling vortex; souls wailing in despair trying to reach out into the material plane. Out of the vortex came a bald man in black robes and black tattoos. A large undead creature was also present but it could not leave the vortex. Rivudo kneeled before the man and presented to him the notes. The man took the notes and he nodded to the giant monster in the vortex. The monster than grabbed Rivudo and was crushing him. The party members looked in terror and Volante's brother is being crushed by its massive grip. The man then whispered in Rivudo's ear and Alvaraz picked up what was said, "You'll serve me in death better than you could ever in life." Rivudo screamed in horror as the monster brought him into the swirling vortex. The man then looked at Volante and said, "Don't hate your brother too much. Offering your brother was my idea." He smiled at him and walked back into his portal and it closes.

After trying to regain some composure, Lorelle saw the Cyrinishad by Maxamilian's corpse and reached for the book then Innis said for her to drop that book for it is dangerous. Lorelle said that this was her quest and to destroy it so she continue to pick up the book. Alvaraz said that Innis was right about its dangers and to stash it in a backpack. Lorelle did comply and stashed it in her backpack. Innis wanted to make a teleport ritual back to Derlusk but forgot that he destroyed the ritual circle in the Derlusk barracks. Innis also remembered that there was an explosion from outside the castle. Alvaraz, Fred, and Lorelle decided to go check it out, while Innis is making a portal ritual. When the three headed outside, they see the statue destroyed. By the monument was a large man standing by the broken statue and standing by his side were two angels. He had long dirty blond hair and a full beard. He was in black and brown robes. Alvaraz and Fred noticed that the man shares a small resemblance to that of the statue of Graham Bakura Mandalax and heard him talking to himself. Those two have heard Graham say, "May the heavens howl in despair for I have returned." He then walked inside the castle ignoring everyone and the castle doors closed behind him and the angels. Alvaraz never looked as frightened as he did now. The party ran into the castle door, darting past Graham and his angels right into the throne room. Alvaraz gave Innis the news that the God King of Innarlith has returned and is on his way to the throne. Innis then paniced and thinks about what if Graham wanted the Cyrinishad back in his possession. Norab then pulled the Cyrinishad from Lorelle's hands; Lorelle then demanded that he gave back the book to her. Norab explained that he did not want Lorelle to get hurt over the book. Lorelle however still wanted the book and said she was willing to martyr herself for the books destruction. Innis then stopped the argument. Norab said he would give back the book once they made it out. Innis decided to forget the ritual and to run like hell. The party ran past Graham again and just hoped he did not kill the party. They ran out without incident and Innis looked for his griffin Griffith. He still lied on top of the castle but it was clear that even he felt immense fear. When the party left Innarlith they ran past the town and found all the Blue Fire members that were exploring Innarlith brutally murdered. One could only think that they died for defiling his homeland.

Eventually they made it back to Derlust and Lorelle got back the Cyrinishad from Norab. Lorelle mentioned that she got a sending message from Horrace. Innis immediately became skeptical as soon as he heard Horrace's name. Lorelle said that it was about the Cyrinishad and she said that she had it so she was ready to be on her way. The party was concerned about Lorelle handing over the Cyrinishad over to anyone's hands. She claimed that everything would be fine and said her goodbyes to her members. Norab in particular was sad to see her off. The rest of the party members went into the barracks to meet Morthyr. Innis mentioned about Maxamilian Bozenki in Innarlith. Morthyr claimed that must have been impossible for he has been dead for a hundred years. The party was confused when he said this. Morthyr clarified that he was executed in Ordulan for his barbaric practices. Then Innis said that the God King of Innarlith has returned. Morthyr's face grew pale and was hoping that Innis was kidding. Sadly, Innis was not. Morthyr went into a panic since Derlusk was in direct path of Innarlith. Morthyr had no idea what to do. Innis then gave an idea to alert EVERYONE that the God King of Innarlith has returned. Morthyr knew that Innis was right. He mentioned that he was going to talk to the council and have them give sendings to everyone warning them of what is to come.