Swordpoints of the Sea Hook

This is a story of four adventurers in a land distant from their homes. Through their unique pasts the heroes' paths crossed. Some were running from their pasts while others were chasing the shadows of the past. This is a campaign run by Jorge Jaramillo. This is a side installment in this Faerunian timeline. This story takes place one year after the end of The Path of the Tome.

Main Characters

 * Baron Mountana: The Barbarianwho never backs down from a challenge; unless that challenge involves books. --Played by Dan Rogers
 * Traim: A Fighter on a holy quest. Vengeance and obsession cloud his mind. --Played by Ignacio Jaramillo
 * David Sevelin: A Fighterlooking to make a fresh start. --Played by David Jaramillo
 * Crest Valeur: A young Sorcerer tasting civilization for the first time in ten years. --Played by Keith Novack
 * Talcoerr Eveningfall: A half-elven Spellthief whose wanderings have taken him this far. --Played by Ryan Neenan

Main Non-Player Characters

 * Nes Grimjaw: Owner and runner of the Seahook's Den.
 * Michael Illent: Paladin of Ilmater who was appointed by Impiltur's Council of Twelve to rule over Hlammach.
 * Dhal Grishamel: Necromancer with ambitions of becoming a powerful and horrible abomination.
 * Senten Zassif: Leader of Red Wizard Enclave of Hlammach
 * Corrin: Charasmatic leader of a group of adventurers searching the Earthfast Mountains for an artifact.

Supporting Non-Player Cast

 * Lothen Alt: Grizzled old man that runs a bounty office in Hlammach.
 * Kelria Sumbril: Leader of a group of thieves in Hlammach.
 * The Skeleton: The semi-animated remains of Dhal Grishamel's former master.
 * Queen Sambryl: Widow of King Imphras IV, she is the beloved queen of the Impiltans.
 * Lizardman: Surkh's greatest warrior, sent out to bring Baron to justice.

The Story
In the western district of Hlammach, near the dock lies the Seahook's Den. The Seahook's Den is one of the largest inns in all of Hlammach. The inn serves many functions. It houses and feeds travellers. The place also serves as a retreat for sailors and dock workers after a long hard day of work. Nes Grimjaw, the owner of the Seahook's Den, didn't stop there, though. Knowing full well that many people looking for work could stop by the inn, Nes posts job listings on the western wall of the dining area offering. The jobs range from the mundane to the very exciting and dangerous. All these, however, hide the true purpose of the inn. Nes Grimjaw uses the inn as a safe house. For the right price or the right cause, Nes will give people safe haven within the Seahook Den's walls. He has protected people ranging from criminals on the run from the law to nobles in political exile.

Session 1: Work and Play
Bright and early one morning there is a crowd surrounding Nes Grimjaw as he's posting up two new job listings. Two jobs far more exciting than the norm are posted up. One job is clear out a gang of hobgoblins terrorizing the main road between Hlammach and the capital of Impiltur, Lyrabar. The second job is a security job. The national mint for Impilter is in Hlammach. A large shipment of money is to be sent to Lyrabar. Extra security is needed.

It is in this setting where Baron Mountana, Crest Valeur, and David Sevelin meet each other. The three decide that they will work together and take the hobgoblin job. Traim decides that he would like to sign up for the security job on his own and heads on out to meet with Michael Illent, the city's head of security and the client for the job. Baron rushes out of the Seahook's Den and speaks with Traim. With some coaxing, Baron convinces Traim to assist the others in dispatching the hobgoblins. The three will also assist Traim in defending the mint.

The four go to the a to a small house labelled as the office of Lothen Alt. Inside they find a small office filled with the trophies of victories past. There they meet Lothan Alt, a grizzled battle-hardened vetran; Lothan and Baron become quick friends. After getting more information on the job the four leave to meet with Michael Illent. The group finds a large crowd signging up for the security job. Eventually the four are individually interviewed my Michael Illent in a room where there were incapable of lying. Once Michael Illent was sure of the trustworhiness of the group, Baron, Traim, David, and Crest were signed on.

The group, however, have a day before they are needed for the security job. They decide to go straight for the hobgoblins. The four go to the commercial district of the city and decide to secure some provisions. After some negotiating between Baron and the stable keeper, they ride out toward Lyrabar in search of the hobgoblins. From out far in the distance Crest and Traim spot the hobgoblins hiding and preparing to spring an ambush on the party. Upon learning about that the hobgoblins are near Baron rushes forth into battle. The battle is fierce, and some of the group nearly fall. In the end, however, the hobgoblins are beaten. Upon searching the tents the party finds some treasure and a letter written in a language that none in the group can read. The party returns to the Hlammach, collected their reward, enjoys a small feast, and gets some well-earned rest. Mission Complete.

The next day the four go to mint and find Michael Illent in explaining the mission to a group of about thirty to fourty people. Word has come that there will be an attempt to take the money before it leaves the city of Hlammach. After several hours of waiting, the would-be thieves make an attempt at the gold. The mint is attacked from multiple directions, and the sounds of battle cound be heard by the party. Instead of waiting to be attacked Baron rushed toward the battle that he could hear. The rest of the party is ambushed by a group of the thieves. They defeat their attackers easily enough and rush inside of the mint to see if everything was ok. Everything is fine; Michael Illent dispatches the remaining thieves himself. After the attack those that remained escort the heavily armored money carriage toward the city gates. On their way towards the gate sounds are heard following them from the rooftops. Baron rushes into the house that he believes the sounds are coming from and heads towards the roof. Michael Illent follows him. They two can't see anyone on the rooftop, but Michael Illent senses something near and points to the corner. Baron goes to investigate, but is nearly doubled over by a blow to the gut from an unseen assailant. The attacker very quickly retreats to the north. The group, however, still has a mission to complete. They escort the carriage to the city limits, and the carriage goes on its way. Mission Complete.

The next morning the group wakes up with no new job postings. Without having anything to do Baron decides to go visit his new friend, Lothen Alt. There he learns of a strange murder that takes place up in the northern districts of town. The victim was torn limb from limb, however there have been no signs of monster activity in the city. Baron gathers the rest of the group and heads towards the north. There the four find a group of children following them. When the children are confronted the party offers them shiny coins for information. However, before any info or shinies can be exchanged, Baron catches one of the children trying to pick his pocket. After a short chase the group is lead to a building. There the find some children. Something in the building horrifies Baron, and he flees. Crest and Traim speak with the children. Some of the children had actually witnessed the murder and are able to give an account of what happened and what the murderer looked like. Upon hearing the description of the killer, Traim demands that the children show him the scene of the crime. The group leaves the building and reunites with Baron. Before heading towards the scene of the crime, though, Crest, hearing for the children's safety tries to move them to safety. The children are defiant, and Crest gives up. Once the party is lead to the scene of the muder the children leave. Exploring the area of the murder yields no new information, and the party decides to explore the area some more.

While searching for more information on the murder the party soon realizes that they are being followed. Baron rushes after the person tailing them and does a quick interrogation. This person was part of the group that attempted the failed heist. He reveals that as a result of the failure a person named Corrin became very angry and killed most of the remaining members of the group. Though he was unwilling, Baron persuaded the man to lead the party to the thieves' hideout.

Session 2: Searching and More Searching
The tied up pursuer leads the group to a building that is being guarded by some dogs. The party's prisoner sees this as an opportunity and starts shouting. Baron quickly knocks him unconcious, but the dogs have already started barking. While trying to subdue the dogs, several people come out of the building. A fierce battle ensues, but before long the party emerges victorious. Once all the foes are subdued the group enters the building. The building's fairly empty except for a desk and a locked treasure chest in the back. Traim searches through the desk and finds the journal of Kelria Sumbril. Baron decides to smash the chest open. While attempting to gather the scattered treasure, the party meets a very unhappy Kelria Sumbril. Having failed a heist, losing most of her men, and finding her hideout in shambles, she is undertandably displeased. However, Kelria's had a rough couple of days and doesn't want to fight. She demands 500 gp from each of the party members, though, for compensation for all that she's recently lost. The party is defiant, but they are also unanxious to confront her in battle. Kelria finds the situation amusing and starts to taunt the group. Baron does not tolerate the taunting and decides to engage her. In seconds Baron and the party realize that they have no chance of winning. Kelria decides to be generous. She only takes 500 gp from the party with the understanding that they owe her a favor. The four begrudgingly agree to the terms and leave the area. They decide to call it a day and return to the Seahook's Den for some rest.

The next morning, the four realize that there's a new job listing at the Seahook's Den. The job listing doesn't give much info other than orcs have been sighted. The adventurers decided to see Michael Illent to learn more about the situation. Michel Illent is concerned. He would like to know how a group of orcs managed to enter the city. He wants the orcs captured alive. During the briefing David mentions the portal that he used to enter the city of Hlammach and suggests that the orcs may have used the same portal. The group goes to the area that David was talking about. At first glance it appears to be a very plain and very small room. Upon closer inspection, however, a door obscured by magic led to a small office. The room is mostly covered in dust. The only dust free area is the desk, which seems to have recently been ransacked. There is also a skeleton sitting in the chair at the desk, however, despite Baron's best efforts the skeleton won't be moved or damaged. Further searching of the room yields no results. As the group leaves the room Traim says goodbye to the skeleton. The skeleton replies. The group learns a lot from the skeleton. In life the skeleton was a member of the Red Wizards of Thay. He was very important and, while in Hlammach, was in regular contact with Szass Tam. The skeleton's apprentice, Dhal Grishamel, was responsible for his death and was the person that recently went through his office. The party asks about the orc presence in the city, but the skeleton can offer no answers. Promising to visit again, the group leaves. They continue to search the northern area of the city when they realize they are being followed. The person following them is Kelria. She doesn't trust the party, so when she spotted them on her turf she decided to follow them. They have a short conversation. Kelria doesn't know anything about orcs, but offers to give up any information that she may come across for a price. After the talk the troupe decides to check another area of town where orcs have also been sighted, the commercial district of the city. The party decides to stop at a tavern in the area, The Krusty Krab, and get some food and information. They learn that the orcs were spotted by the weapon shop. The party also asks about Dhal Grishamel. They find out that Dhal is not in good standing with the Red Wizards and is unwelcome within the enclave in the city. However, he still likes to lurk around there because he has many contacts within the organization. The four decide to visit the Red Wizard Enclave to ask about the orcs and learn more about Dhal, some in the group believe there may be a connection between the two. They speak with a Red Wizard and ask about the orcs. He have nothing to offer on that matter. The party learned little more when they asked about Dhal. During the conversation David brought up the skeleton they found, mentioning that it was Dhal's former master, and giving an approximate location. The Red Wizard seemed very interested and left the conversation immediately. The party then decided to pay the weapon shop a visit. They finally find a lead. The previous night a group of four orcs confronted the shop keeper and left with a majority of the shops weapons. Frustrated, the group wanders around the area searching for orcs and calling for Dhal Grishamel. After speaking with a more Red Wizards, the party gives up for the night and returns to the Seahook's Den.

Their rest is interruped by tremendous crashing noises coming from downstairs. As they exit their bedrooms they are confronted by skeletons. After easily dispatching the skeletons the group rushes downstairs to find the source of the loud crashing noises, an ogre zombie. After quickly beating the ogre zombie, the party rushes out of the Seahook's Den to see a man that matches the skeleton's description of Dhal Grishamel. Baron chases the man and attempts to confront him. However, the man calls forth more of the undead and escapes. The following battle is fierce. Baron loses control of his axe and drops his teammate, David. As Crest goes to aid his dying comrade an ogre zombie knocks him out of the battle. In the end, though, Baron and Traim were able to with a victory. The two take their unconscious allies to a nearby temple of Ilmater. Crest and David are healed and the four spend the rest of the night at the temple. The next day the four go back to the room with the skeleton in hopes of learning more about Dhal Grishamel. Unfortunately, the skeleton is no longer there. They leave in search of Kelria, hoping she may have some information on the whereabouts of the skeleton. Kelria finds them. She lets the party know that a group of Red Wizards came and took the skeleton. Kelria is also very interested in the skeleton and decides to call the party on the favor they owe her. She wants the group to aid her in retrieving the skeleton. She has her own plans for it. The party goes along with her over to the Red Wizard Enclave. However, before any great skeleton hiest can commence, the four are approached by a Red Wizard they met the previous night. He warns them that allies of Dhal are onto them, but he can lead them to where Dhal stays in the city. Baron realizes that this is an obvious lie, but they all follow the man anyway. He leads them to a house and asks them to enter. He promises that they will find info on Dhal inside. Baron decides that he's had enough and tries to leave. The Red Wizards casts a spell on Baron, immobilizes him, and tosses him into the house; where his body disappears. The man, who now reveals his name as Senten, leaves casually warning the rest that while chances are slim of leaving the house alive, Baron has no chance of making it out alone. His companions follow him in. Instead of a normal house the party finds themselves in a strange labyrinth. While dodging traps, solving riddles, and dispatching the undead the party finds some cryptic papers linking Dhal and the hobgoblins. Nothing mentioned is very specific or concrete, but it does seem that whatever they are planning Dhal is approaching the final phases of his plan. Eventually, the party escapes Senten's trap.

Session 3: Michael Illent and Senten Zassif
After escaping Senten's labyrinth, the group's infuriated. They want to find Senten. The party heads toward the Red Wizard Enclave, figuring that's the most likely place to find him. However, when they reach the enclave they find the place abuzz with more activity than normal. It seems that a woman was caught trying to steal something from the Red Wizards. The city's guard is also on the scene. The woman, Kelria Sumbril, is a wanted criminal in the city. Michael Illent wants her handed over to him, but the Red Wizards refuse his request. The party finds a secluded tent guarded by two men. It's in this tent that Kelria is being held. Getting as close as they can, the adventurers can see that Kelria is unconcious, noticibly beaten, and bound obviously magical chains. The group finds another tent also guarded. They learn that the skeleton is being kept there. Baron walks straight to the guards. When the guards ask what he wants Baron answers quite calmly, "I'm here for that," pointing at the skeleton. The guards spring into action, however the fight is very short. After the battle David decides to rush in, grab the skeleton, and run out. As soon as he steps in, an alarm goes off, as does some barking. Unphased by all the noise David rushes towards the skeleton. Even a fierce bite from an invisible dog doesn't slow him down. Once David makes it out of the tent with the skeleton, Baron stuffs it into his bag of holding. Just then a Red Wizard appears on the scene; he knows exactly what's going on and isn't about the let the group get away. The battle is intense. At first it seems as if the party is incapable of even landing a single blow on the wizard. After a long and firey battle, the Red Wizard is taken down. Rather than waste time searching his body for valuables, Baron decides to stick the entire body in the bag of holding. Shortly after Baron is done with the gruesome act Michael Illent arrives on the scene. Illent notices the fallen guards, the burning ground, and the blaring alarm. Before asking questions he urges the party to quickly escape and to follow him to his office.

Once the group finds themselves in the office of Michael Illent, a room where they are incapable of lying, Illent starts to question them. The party tells Michael Illent of what they know of Dhal Grishamel, the hobgoblins, and their connection. Baron takes the skull of the skeleton out of the bag. Illent fails to realize the significance of the skeleton until it speaks. The party ask the skeleton several questions. Here is what the skeleton reveals: After getting all the information they can from the skeleton, Baron decides to leave for Lothen Alt's place; while the rest of the party decide to return to the Seahook's Den.
 * While most of the Red Wizards are in Impiltur for reasons of commerce, there were two items of particular interest to Sazz Tam.
 * Gaining control of the county
 * Finding an artifact that is said to be in the region
 * Dhal Grishamel was believed to have ties with another organization while he was the skeleton's apprentice
 * Dhal probably had his master killed in order to take the information on the artifact for himself
 * It is believed that this artifact is located somewhere in the Earthfast Mountains

Baron goes to Lothen Alt and asks him to keep the skeleton there for a while. Lothen agrees. Meanwhile, David, Crest, and Traim return to the Seahook's Den. The outside of the building still seems damaged from the previous night's attack, however the inside is in pristine condition. For the first time Crest realizes how much powerful magic is contained within the Seahook's Den. The party then hears a woman shouting behind a door that was previously thought to be the door of a closet. Traim decides to try to bash the door only to get nicely cinged. The door then opens and Nes Grimjaw steps out. He speaks with the party. The attack has severely hurt business. A safe house that gets attacked in the middle of the night isn't particularly safe. Matters are further complicated because the queen of Impiltur is supposed to arrive in the city in three days, and she is to stay at the Seahook's Den. Compromised security can pose a real problem. After speaking with Grimjaw, Crest goes off to speak with the woman that was shouting. In fact that woman is Caldnei of Cormyr. It was she that brought Crest to the Seahook's Den. The two go off and have a conversation. After Caladnei leaves, Crest tells David and Traim that members of the Cult of the Dragon may also be in the region. Baron returns to the Seahook's Den shorty after. After being briefed on the situation the party retires for the night.

The next morning the party decides to get the letter they found in the hobgoblin camp five days ago translated. The letter is signed Nefromek the Blood Thirsty. From the letter they learn: After the group studies the letter they head north. They want to settle the orc problem and believe that there may be a link between the orcs and hobgoblins. Not a soul can be seen on the streets of the north anymore, but before long orcish scouts are spotted. After quickly dispatching them, Baron removes their heads. Hoping to lure the remaining orcs out of hiding, Baron starts shouting taunts while waving the heads of the orcs in his hands. His plan works. The party gets confronted by a group of eight orcs. The troupe kills six of the orcs. One orc escapes, and one is knocked unconscious. After Baron decapitates the fallen orcs, the group splits up once again. Baron takes the heads of the orcs to Lothen Alt to collect on the bounty, while David, Crest and Traim take the captured orc to Michael Illent's office. Michael Illent, however, isn't in his office. He went off to meet Queen Sambryl and escort her to Hlammach safely. They hand over the orc to Illent's subordinate and warn him that they feel that the queen is in real danger. However, Illent and the Queen Sambryl are currently unreachable. While it is known that they will arrive from the west, the route that they will take is unknown to all but Illent. Illent's subordinate says that he'll build up the defenses as best as he can on such short notice, but this doesn't instill much confidence in the party. When they reunite with Baron the four decide to leave Hlammach and head out west. Several hours out they find a large encampment of hobgoblins. A cursory evaluation indicates that there are probably 100-200 hobgoblins. Even Baron has second thoughts of engaging this many enemies. Despite their best efforts, though, the group is spotted and a team of hobgoblins is sent out after them. The four easily take care of their hobgoblin pursuers. Upon returning to Hlammach the party heads straight for Illent's office to alert his subordinate that there's a large group of hobgoblins not too far from the city. Unfortunately, it is the middle of the night and noone is at the office. The party decides to rest for the night and to inform him tomorrow.
 * The benefactor has been supplying the hobgoblins with magical items and funding
 * They plan on attacking the queen and the city of Hlammach
 * The attack is going to happen two days from now

The next morning they head straight for Illent's office to speak with his subordinate. They warn him of the hobogoblin army and the impending attack, but it seems as if there isn't too much that Illent's subordinate can do at the moment. However, before much planning can be done, a lot of noise is heard outside the office. A large group of orcs is attacking the administrative buildings. The sheer numbers and ferocity of the orcs proves to be almost too much for the group. In the end, however, Baron, David, Crest, and Traim are victorious. After claiming the heads and cleaning up a bit, the four return to Illent's office only to find the office ransacked and everyone, including Illent's subordinate, dead. However, this wasn't the work of the orcs. Annoyed at the incompetence of the city guard the party takes the heads of the orcs to Lothen Alt to collect the bounty. Shortly afterwards several of the city guards arrive on the scene find the party to see what happened, and to see if everything was alright. A furious Baron starts berating the guards. When Baron suggests that the guards were purposely slow to act, he realizes that the guards start acting uncomfortable. After the guards leave, the group decides to find the guards, pull them aside, and question them. One brief interrogation later and the party learns that Senten Zassif bribed many of the soldiers in the town. The orcs were to create a diversion. This diversion was to last long enough to draw the people loyal to Illent away from the admin building, allowing it to be robbed. Noone was supposed to be hurt. The four adventures are starting to feel backed into a corner. Not knowing who to turn to, the party goes back to the Seahook's Den to speak with Grimjaw. They brief him on the situation. He grasps it all except for the fact that it was Senten who caused Dhal Grishamel to be expelled from the enclave. The topic turns to finding out ways to defend the city. At this point the troupe decides it's time for them to act. They spend the rest of the day finding anyone and everyone willing to defend the city. Then they rest, knowing a big day lies ahead of them.

The adventures managed to assemble a group of close to seventy people, ranging from loyal guards and soldiers to shopkeepers to a half-elf Spellthief named Talcoerr. Throughout the day, the hobgoblin armies amass near the city walls, but make no move. The army is much larger than was originally estimated. Nightfall comes, and the hobgoblins have yet to strike. Far off from the main road and far from the hobgoblin forces David spots a carriage surrounded by several mounted people. Michael Illent is riding out front. He motions for the carriage and the riders to run toward the city as quickly as possible, while he charges straight into the hobgoblin army. Baron takes this as a sign to attack. The Impiltans are outnumbered by nearly six to one, but they fight with everything they have. A champion from within the hobgoblin side emerges, and heads straight toward Michael Illent. The two engage in vicious battle. The hobgoblin seems to heal unnaturally fast as he does massive damage to Illent with each swing of his hideous sword. Illent fights bravely and severely injurs the creature, but in the end he is defeated. The four adventurers rush to Illent and attempt to engage the hobgoblin. Traim rushes in only to be dropped in a single mighty blow. Having sustained serious injurty, that hobgoblin escapes, and the much larger battle continues. As hard as the Impiltans fight, however, they are being pushed back and overtaken by the vastly superior hobgoblin numbers. As defeat is all but certain a large number of large explosious from within the hobgoblin ranks shake the battle field. The Red Wizards, led by Senten Zassif, have appeared on the scene and are aiding the Impiltans. The sudden bombardment of powerful magic proves to be too much for the hobgoblin forces. The Red Wizards along with the people still capable of fighting drive the hobgoblins away. Queen Sambryl is safe as is the city of Hlammach.

Illent failed to prevent the attempt on the queen's life, and he wasn't able to protect her. Upon his return, his office is robbed, and his subordinate is dead. Michael Illent has failed utterly in his duties as steward of the city. The Red Wizards, however, under no obligation of their own, go out in force to defend the queen and the city. All this is very clear to Queen Sambryl and to the majority of the people of Hlammach. The queen strips Michael Illent of his stewardship and grants it to the head of the Red Wizard Enclave, Senten Zassif.

Session 4: Under New Management
Several days after defending Hlammach from the hobgoblin invasion the four adventurers along with their new friend Tal decide the best course is to rescue Kelria from the Red Wizards and to leave the city. They head on over to the Red Wizard Enclave and survey the area where Kelria is being held. They learn that the area is fairly heavily guarded. While discussing the best course of action, a mere fourty feet away from the tent where Kelria is being hidden, a guard walks up to the group and questions them. The group tries to come up with an answer but only succeed in making themselves seem more suspicious. As a result another guard walks up. Getting fed up with the lack of action, Baron decides to draw his weapon and start a fight. A guard, sensing trouble, runs off and gathers reinforcements. The fight is long and hard on the party, but they win. Before anymore trouble comes, Traim decides to enter the tent where Kelria is being held. A loud alarm sounds, the sound of a barking dog can be heard, Traim is covered in a glittering dust, and he is stricken blind. Ignoring all these warnings, Baron follows Traim into the tent. He is not blinded and finds Kelria bound in chains and unconcious in a cage. While being bitten by an unseen dog, Baron decides to start attack the cage with his axe. Tal decides to also enter the tent. Tired of getting bitten by the dog, Baron leaves the tent shortly followed by Traim. Tal uses his thieving skills to open the lock on Kelria's cage. While Tal is inside the tent more guards come. The rest of the group easily dispatch of them while Tal rescues Kelria. The five lose their pursuers and find their way back to the Seahook's Den with Kelria.

The party takes to the unconcious Kelria to a very annoyed Nes and asks for assistance. Nes quickly notices that Kelria is under the influence of a spell of Binding, a powerful spell. Nes explains that even he is unable to dispel the magic, but he can suspend the spell for a period of time; thus allowing the party an opportunity to speak with Kelria. A few minutes later Nes casts a spell from a scroll that suspends the spell and allows the party to speak with her. She explains that she was caught by Senten while trying to steal the skeleton. The group tries to get more information out of her, but she is not cooperative. She refuses to give out any information until she is freed from the Binding spell. The pleading of the party and the threats from Baron do not sway her. After failing to get any information Baron, Crest, David and Traim decide to see if they can get any help from Lothen Alt. Tal keeps Kelria company until she is forced back into the Binding spell.

The four that visit Lothen learn that Illent has left Hlammach for Lyrabar, to discuss the current happenings in Hlammach with the council that, along with the queen, rules Impiltur. After returning back to the Seahook's Den, the party decides that the best course of action is to take Kelria and track down Illent in Lyrabar. Tossing Kelria unto a horse, the five head towards the western gate to exit the city. The guards and Red Wizard manning the gate see Kelria and immediately question the party. Tal lies to them, saying that they are on a mission from Senten, and that impeding their progress will go over very badly with the head of the Enclave. However, as the Red Wizard starts to believe Tal's story Baron blows their cover and blurts that they were responsible for breaking Kelria free. The Red Wizard is alarmed and quickly vanishes. Seconds later Senten Zassif appears before the party. He asks the party to follow him to his office. Feeling threatened and at a disadvantage, the group follows him. At Senten's office, he offers the party a job. A small mining town to the north of Hlammach is in trouble. There are reports of demon attacks. He tells them that the demon attacks are probably related to an old temple of Ludegar, an Evil god of the Gray Dwarves. The adventures are to find out more about the cause and neutralize the threat if possible. Senten had initially intended on offering monetary compensation for the mission. However, since the five were responsible for taking Kelria, Senten decides to change the reward to not having the party executed. The party asks to keep Kelria. Senten at first refuses saying that she is important for his plans. However, the group is stubborn. Senten decides to let them keep the girl and gives them another mission. The second mission is to find and assassinate Michael Illent. Senten will grant Kelria her freedom if they are successful. David and Crest seem horrified at the proposition, but the adventurers reluctantly agree to the terms Senten has given them. They take Kelria, exit the city, and head westward, towards Lyrabar. On their way towards Lyrabar, the group meets a caravan fleeing for their lives. The caravan was being pursued by a band of hobgoblins riding dire wolves. The battle is hard, and Traim is seriously injured. However, the caravan is saved, and the hobgoblins are defeated. The group eventually reaches Lyrabar.

The troupe finds Illent in the hall of the council. Despite his problems, he seems glad to see the party and glad to see Kelria is safe and away from the Red Wizards. He is more than willing to help her. He gives the party a sealed letter to hand over to the head of Lyrabar's Temple to Ilmater. On their way out of the council hall, the guards tell the party that a strange individual, a lizardfolk, was searching for someone that met Baron's description. Baron's usual overconfident attitude quickly changes into one of paranoia and fear. The party then went to a large temple of Ilmater and met with the head of a temple, Malcomn Doprigth. He was given the letter from Michael Illent. Tal was in a position to see the contents of the letter. The letter reveals that Kelria is Queen Sambryl's younger sister. While Malcomn takes Kelria in order to free her from the Binding spell Tal reveals his findings to the rest of the party. Malcomn comes back with Kelria and the five take her to the in that they're staying at. At the inn Tal seems concerned about Senten's words about the importance of Kelria to his plans. Crest is further alarmed, because he believes that Senten must have realized that this was going to happen. Tal questions Kelria, on why she might be important, and of the information that she had obtained before she was captured. As to her importance in Senten's schemes, Kelria knew nothing. She wasn't on very good terms with her sister, so it was unlikely that she was to be used as a bargaining chip. She had some interesting info to offer about the skeleton, though. Before she was captured by Senten, she witnessed Dhal Grishamel speaking with the skeleton. She had caught talk of an artifact that Dhal was looking for. It was also an artifact that the Cult of the Dragon sought. Dhal was also using information from that organization to try to locate and learn about the artifact. Before she could hear more, though, Dhal noticed that Senten was approaching and left the scene. After speaking with Kelria, the party decides they should avoid Hlammach and Senten if at all possible. They are curious about the demon attacks on the mining town, though. Dhal Grishamel and the artifact may be involved.

Session 5: Past and Present
The group, accompanied by Kelria, decide that they will head to the mining town directly north of Hlammach. Baron purchases Kelria some gear, and the troup makes for the exit of the city. Near the eastern exit of Lyrabar, the six spot a large figure in a hooded cloak. The feet and tail are a dead giveaway, however, to the nature of the figure. It is a Lizardfolk, and it walks straight for Baron. The Lizardfolk starts speaking in hisses and growls that only Baron can understand. The Lizardfold draws his weapon and prepares for combat. Kelria starts shouting and causing a scene as the battle begins. The enemy concentrates all of his efforts on Baron. The party, try as they might, are unable to slow down the Lizardfolk. While things are starting to look grim for the party a large group of soldiers led by a paladin arrive on the scene. Upon seeing this Kelria flees into the city. As the soldiers draw near, the Lizardfolk lowers his weapon and stops fighting. The soldiers and paladin do not seem interested in the Lizardfolk. They chase after Kelria. The rest of the party also pursue Kelria. The group catches up with Kelria and after several minutes of running decide to hide. Kelria is exhausted and unable to run any further. The six are eventually cornered by the guards. The paladin speaks saying that he is under orders to keep the queen's sister safe. Kelria reluctantly hands herself over. Unhappy about the situation, the group lets Kelria go off with the paladin, and they exit the city.

The five have a difficult trip to the mining town. They fear the Lizardfolk, simply named Lizardman, that stalks Baron, and at one point have to escape from him during the night. Once they reach the small mining town of Helminnor the troupe finds the town in shambles. Most of the buildings are damaged and completely ransacked. There are no signs of life, except for some scavenging orcs, until Tal spots someone in a mostly boarded up window. In the building they find a mangled Torl Ofrel, the head of the mining town, along with a few other survivors. Torl explains that the trouble began two weeks ago. Deep in the mines a telmpe to Laduger, the evil god of the Gray Dwarves, was found. Nothing was disturbed. However, the next day, demons started attacking. At first the demons were nothing more than weak Dretch. A dangerous nuciance, but mangeable. As time passed the attacks grew more fierce. Three days before the five arrived a massive attack wiped out the town. The party questions Torl and discovers that a man matching Dhal Grishamel's description was also in the area before the demon trouble began. David and Traim lend their horses and tell the survivors to head to Lyrabar if possible. The adventurers then decide to investigate the mines. In the mines the group face several demons. In between battles David spots the an axe embedded in the ground. He pickes it up and is immediately enamored by it. Clutching the axe lovingly David and company enter battle with a Babau. David is filled with a lust for battle and blood and attacks the nearest living creature, Traim! David is disarmed, and Tal picks up the axe to remove it from the area, only to be consumed by the axe's strength and malice. Tal is eventually disarmed, and the party wins the battle. Seeing gold in their eyes, Baron and Tal decide to take the axe to sell at a later time. The troupe descend deeper still into the mines and eventually reach the old temple. In the temple they find a dwarven lich sitting at the alter looking bored. The lich introduces himself as Celtem Deathstone and states that he's uninterested in battle. The party decide to ask about Dhal Grishamel, about the artifact that Dhal seeks, and about the demons. To which the dwarven lich answers: Shortly after answering the five's questions a group of demons break through the portal. Celtem urges the party to leave, and they do. While running out a large explosion occurs and causes a massive cave in. Crest is knocked unconcious by the falling rubble, but Baron carries him to safety. After leaving the mines, the party, tired and minus two horses, reluctantly decide to head over to Hlammach.
 * Yes, the necromancer, Dhal Grishamel, disturbed the Celtem's slumber. He wished for information about an artifact he seeked. Disappointed by what the lich told him, Dhal decided to head westward in the mountains.
 * In his 700 years in the area, the lich had never heard of the artifact that Dhal was searching for.
 * Before the Gray Dwarves built their temple here, there was an ancient and forgotten portal which lead to the Abyss. The building of the temple and the magics involved reactivated the portal. Demons started coming though. However, the young Demon Lord Galthaax was displeased that his subjects escaped his rule. To keep the portal sealed Galthaax made an agreement with the Gray Dwarves. The Duergar would give up one of their great warriors and the Demons would do the same. Celtem, a powerful warmage, was preserved as a lich and offered to rest eternally to maintain the seal on the portal. Dhal disturbed Celtem's slumber which causes the portal to reopen.

Upon entering Hlammach the five decide to sell off some of their spoils. They go to a weapon shop and sell off the axe that they found in the mines. The party gets paid and leave the store. However, as they leave they hear a commotion within the store. When they rush back in the shop keeper is dead and one of the store's attendents is trying to stay away from the other one, who happens to be wielding the axe. The two attendents are knocked out by Baron and Tal. The two then decide to take back the axe they just sold. David, Crest, and Traim disapprove and are disgusted by their actions but do nothing to stop them. Afterwards Baron decides that he wants to meet his old friend Lothen. Unfortunately, the building where he conducts business is closed and boarded up, a bad omen. The party decides to meet up with Senten Zassif and gives him their report. Senten doesn't seem phased by neither the party's failure on assassinating Illent nor their losing of Kelria. However, he does seem concerned about the mining town. Concern turns to silent anger when Senten learns that Dhal Grishamel was behind the demon attack. He quickly regains his composure and offers the party two more jobs. After Senten is done speaking, Baron asks about Lothen Alt. It seems that Lothen Alt was in posession of some of the bones of the skeleton that Senten is looking for. However, Lothen didn't have the skull, nor was he going to tell Senten were it was. Lothen was put through a harsh interrogation that involved brutal torture. While Lothen's loyalty to his friends (or, in Senten's words, stubbornness) proved to be stronger than the torture, his body was not. Lothen Alt did not survive the interrogation. Baron, full with hatred in his eyes, along with the rest of the party leave Senten's office. Traim believes that the man he seeks is responsible for the massacre. He rushes up north. David and Crest run after him. Tal decides to help Baron mourn by going to the weapon shop and stealing some weapons. Traim spots a slender figure with long black hair. Instantly recognizing him, Traim blindly rushes towards him shouting and getting ready for battle. Traim deals a blow but his enemy, Glenneth, seems unphased. Glenneth then begins to speak. He tells him that he will be leaving Hlammach and will be headed towards the Blood Marshes. He doesn't know why he's headed toward the Blood Marshes; he just feels compelled to go there. However, before leaving, Glenneth wanted to make sure that Traim knew where he was going. To get Traim's attention he also felt compelled to murder the children. After telling Traim what he wanted to, Glenneth simply turns around and walks away. Traim refuses to let him get away so easily and charges after him. Glenneth morphs his right arm into a montrous shape and knocks Traim several feet away. He repeats that he is leaving but hopes to see Traim again in the Blood Marshes. David and Crest help Traim back to the Seahook's Den where they eventually meet up with Baron and Tal. The party then rests. The next morning the party wakes up and finds Nes Grimjaw surprised and alarmed. Big news has come out of Lyrabar. Eight of the twelve members of the Council of Imphras have been murdered, supposedly by the queen's sister. Shortly after the murder, Queen Sambryl announced that she will remarry. Her husband to be is Emperor Miklos Selkirk of Sembia. Upon hearing the news the five decide not to waste any time and head directly for Lyrabar.
 * A gruesome act was committed up in the northern district of the city. A group of children were brutally slain, in much the same fashion as the murder was a while ago. Deal with the killer
 * An item of great importance is missing. A skeleton was stolen from the Red Wizard Enclave. Retrieve it

When the group reach Lyrabar they meet up with Michael Illent to learn all they can about the recent events. He confirms that it was Kelria that killed eight members of the council. After the incident the queen took Kelria into her own custody. The queen had mentioned her plans to marry Emperor Miklos Selkirk before, but the majority of the council was against it. The eight members that were killed were the ones that opposed Queen Sambryl. Illent is very concerned for the nation of Impiltur. He is coming up with a plan but asks the party to wait. While the party waits at the inn Illent directs them to, the five decide to have a chat with the skeleton. They ask the skeleton about the conversation that he had with Dhal Grishamel. The skeleton reveals Dhal's ambitions to the party. Dhal plans on merging his soul with that of a dragon, gaining control over the beast, and transforming himself into something greater than a dracolich. Dhal believes that he will need three powerful items to achieve his goals: an artifact of great power to gain control over the dragon's spirit, an item that aligns itself with law and order to calm the raging spirits that were never meant to cohabitate, and an item of evil to balance the aura of good that the previous item contains. Dhal already has the artifact of great evil in his possession. He believes the the one to control the dragon is in the Earthfast Mountains. Dhal then plans to go to the Blood Marshes in order to obtain the sword of a great hero. Dhal believes that this sword is the item that will calm the chaotic spirits that he will force to be together.

The next day Michael Illent meets up with the group at the inn they are staying at. Illent plans on overthrowing the queen. He believes that the queen's plans will only bring ruin to Impiltur. Overthrowing the queen is the best course of action to uphold goodness and maintain order. The five decide to help Illent. Michael Illent will try to convince the remaining council to stop supporting the queen. If he cannot make the council see reason, Illent will dispatch them. The five are to attack the queen's palace. Upon learning that the queen has a love of cats, including tigers, Baron has some second thoughts about assaulting the queen's palace, but the plans are set. The group forces their way into the palace. They don't have much difficulty at first. There are some traps and the there are guards, but it is nothing that the party cannot handle. However, upon reaching the third floor of the palace they are ambushed by a group of Red Wizards and paladins. David is felled by a mortal strike from one of the paladins early into the battle. The battle is hard, but they manage to overcome it, though, David is dead.

Session 6: Death of the Queen and Rise of the Impiltans
After the battle which felled David, the party takes a hair from his head in hopes of resurrecting him at a later time. On this floor are entrances to the palaces two towers, an easter tower and a western tower. The four decide to go up the eastern tower first. The group encounters floor after floor of traps and tigers. Baron's fear of cats, renders him nearly useless. At the top of the tower the party spots a very large cat, a dire tiger, guarding a large amount of treasure. Reason overcame greed, though. With David dead and a high chance of Baron fleeing the battle, the party decided it was best to avoid this battle. After making their way down the tower the four decide to go up the western tower. The party doesn't meet very much resistance until near the top. The group faces several displacer beasts. The battle proves to be more wearisome than actually dangerous. Seeing the chance to obtain some valuable spoils the adventurers spend time obtaining the hides of the beasts. The time spent skinning the beasts, however, proves to be more troublesome than the beasts themselves. A large number of guards along with a pair of paladins come up the tower and engage the troupe. This battle proves to be very difficult. Baron gets surrounded by guards. He fells them with little trouble, but the damage he inflicts to himself is serious. A paladin knocks him down. Crests attempts to aid Baron, but he is also knocked out. After much trouble and injury, though, they win. The group finally reach the queen's chambers. The find the queen holding a strange box and standing next to a bound Kelria. Baron walks towards the queen until she opens the box. This stops Baron dead in his tracks. The queen utters two words: "Turn Around." Baron follows the orders. The remaining three instantly realize what this means, and their fears are realized when she speaks her next three words: "Kill them all." Baron goes on the offensive and quickly drops Traim. Crest targets the queens and breaks her concentration. She drops the box and loses control of Baron. Baron falls unconcious. Tal approaches to try to take the box away from the queen. However, before he is able too, the queen gains control of him. Tal now targets Crest, but before Tal can inflict serious injury on Crest Baron awakens. Tal goes to defend the queen, but it is too late. Baron strikes her and makes her drop the box. Tal is now unconcious. It is now that the queen reveals her true form. She is a doppleganger. Her natural attacks make little difference, though. Crest and Baron prove to be far too much for the fake queen to handle, and she is quickly beaten.

Shortly after the doppleganger is defeated guards enter the room to find the party standing over the remains of the queen. Tal shows that it wasn't the queen lying on the floor, but a doppleganger instead. While the guards are trying to make sense out of what has happened Michael Illent enters. He tells the guards to stand down and to leave the room. Illent explains that he had to dispatch the remaining four members of the Council and tells what else he learned. The doppleganger had been in place for the queen for about a year. It is believed that the Red Wizards had her assassinated and placed the doppleganger in her stead. Most likely, Sembia was in league with the Red Wizards. He also mentions that the box used was an artifact given to the council by Senten Zassif.

David is revived and the party recovers. However, the next few days are hard on Lyrabar. The queen, who had made frequent appearances before her people, had not been seen for some days. At first Illent tells people that the queen is ill. The party, though, convinces him to tell the people the truth, and that they stand behind him. Illent makes a heartfelt and rousing speech to the people. He tells the people that the queen is dead and that Sembia and the Red Wizards are behind her death. He also warns that the future is uncertain, but he believes in the strength of Impiltur's people. Illent's speech and the group's support from within the crowd raises the people's morale. Illent announces plan for a formal funeral for Queen Sambryl. In the days leading up to the funeral Kelria recovers and is shocked and angered to learn the news of her sister. Sembia makes an official announcement. Emperor Selkirk is saddened to learn that his bride to be was assassinated and her thrown usurped by Michael Illent and his group of assassins. Selkirk plans on avenging the loss of his bride-to-be and restoring order to the chaotic Impiltur. When the day of the funeral arrives, the people of Lyrabar nearly riot as Senten and a cabal of Red Wizards arrive at the funeral as well as an envoy from Sembia. Before the funeral begins Senten confronts the party. He seems annoyed. Senten tells the party that this will change nothing in the long run. Sembia will gain control over Impiltur. The only thing that the party The ceremony goes off well until Senten Zassif speaks. He repeats the news of Illent's betrayal and assassination of the queen, and how deeply sorry he is for the passing of the queen. His speech causes the people to question everything they've heard from Illent, and they are confused. An ambassador from Sembia speaks next and further pushes the lies surrounding the queen's death. However, Baron has had enough. He rushes in front of the people and rallies the people. Unfortunately, this incites a riot, and then envoy from Sembia is killed.

The ramifications from the riot are dire. Sembia is outraged over the killing of their envoy. Sembia plans on restoring order to Impiltur, by force if necessary. Hlammach secedes from Impiltur and allies itself with Sembia. However, Corymr and Damara pledge support for Impiltur and declared that any offensive action on Sembia's part will cause both nations to come to Impiltur's support. During the chaos of last few days, the five lost track of Kelria. She left the inn where they were caring for her.

Session 7: The One that Got Away
After learning about Kelria's disappearance the troupe decides to speak with Michael Illent. They are alarmed to hear that she left for Hlammach with the artifact that doppleganger of the queen was using against the party before. Illent allowed her to leave with the artifact. Unhappy with Illent's decision the party sets out to track down Kelria, after a few days of preparing for the journey. Halfway through their trip from Lyrabar to Hlammach the group finds a large encampment of hobgoblins blocking the road. The five get too close and get chased by a number of hobgoblins riding dire wolves. The horses easily outrun their pursuers, however, the close call makes the party decide to walk around the camp. Even though, the detour will make the journey longer, they decide it's better than having to deal with all of the hobgoblins. Despite their efforts, however, the party realizes that they are being followed by hobgoblins. One night, during a watch, Baron believes he spots something, but he is unsure. He believes it to be Lizardman. As he goes to alert his companions of what is going on, Lizardman attacks! The battle is extremely difficult, but, due to Crest's powerful magic, the party manages to drive him off. Crest is annoyed at himself for lacking the power to finish off Lizardman. The five recover and make it to Hlammach without further incident. However, the group meets up a lot of resistance in the city. All the guards are ordered to attack the party on sight. Eventually, though, the adventurers sneak and fight their way to the administration building. The group sneaks into the building and arrive at Senten's office without being seen or heard. What they see shocks them. They find Senten transforming into Kelria. The group asks what's going on, and, in true Senten fashion, they are answered. Kelria attacked Senten in his sleep, and she was able to land a mortal blow. However, before dying, Senten was able to take the artifact from Kelria and used a power of the artifact that was unknown to the party. The box captured Kelria's soul, trapping it in the box. Senten then transferred his soul from his dying body into Kelria's soulless body. Senten plan on reviving his original body and return his soul to it. Sadly, though, he does not know how to do this. He needs to find the artifact's creator, Dhal Grishamel, to learn how to do this. Senten is done talking now. He engages the group. The group don't want to kill Senten, due to the fact that he is inhabiting Kelria's body. Senten unleashes powerful magic quickly. The group fights back, being careful not to harm Kelria's body too much. Realizing that the situation is not in his favor, Senten gets ready to leave. Before Senten gets a chance to leave, however, Baron tells him that he has the skeleton that Senten's been searching for. Senten's eyes burn with fury as he tries finish off Baron with a single Disintegrate spell. The spell fails, and the party manages to subdue Senten by knocking him out.

Once the party loots Senten's office, they take Kelria's body and leave the administation building. Awaiting them outside is a group of wizards and Red Wizards. They demand the return of their leader. However, the adventurers do not feel like giving them back their leader, and battle ensues. The fight is tiring, but the five overcome the wizards. Baron takes Kelria's body and leaves while the others search and loot bodies. Very shortly after Baron leaves so do Crest and Traim. While David and Tal are busy looting more Red Wizards arrive on the scene. Realizing that Tal and David are getting attacked Traim returns to assist them. Tal takes this opportunity to retreat while David decides to fight on. Traim goes to help David, a move that would prove fatal. One of the Red Wizards casts Phantasmal Terror on Traim. The last image in Traim's mind before falling to the ground, lifeless, is the image of Glenneth. The Red Wizards take Traim's body. David and the others meet up with Baron and inform him of the situation. The party tries to spend the night at the Seahook's Den, only to realize that it is no longer where it once was. The remaining four decide to spend the night in a temple of Ilmater. The next day, the four decide to go to the Red Wizard Enclave. Once again they meet up with the Red Wizards, and once again the Red Wizards demand the return of their leader. However, in return for Senten, they will give the party back Traim's body. The troupe agrees to the terms, however, once Baron delivers Kelria's body to the Red Wizard, he strikes! The four are clearly beating the Red Wizards. When defeat looks certain, the last remaining Red Wizard runs over to Kelria's body and leaves via Dimension Door. The troupe is angry for losing Kelria and decide to set the enclave on fire. The Red Wizard Enclave of Hlammach is wiped out.

The party brings Traim's body to the Temple of Ilmater and gets him resurrected. The five assume control of Hlammach and delare the city's allegiance to the nation of Impiltur and its ruler Michael Illent.

Session 8: Into the Mountains
After disposing of the last of the Red Wizards and restoring order and hope to the people of Hlammach, the five decide it's time to track down Senten. The party leaves the clerics of Ilmater in charge of the city while they are gone. Shortly after leaving Hlammach the party spots large plumes of smoke out in the distance. The smoke seems to be coming from the hobgoblin camp. After a bit of time the five come across a horrific scene. The camp has been completely destroyed and the site is littered with the charred remains of many many hobgoblins. Amidst the carnage the party comes across a lone surviving hobgoblin. Crest speaks with the hobgoblin and learns that it a woman came and did this. The attack was swift and brutal. Their leader Nefromek the Bloodthirsty fled as the woman made short work of the hogboglin camp. After learning the information Baron finishes off the hobgoblin, and the group heads towards Lyrabar, in hopes of finding Senten there. However, the five are greeted to another horrible site when they arrive at Lyrabar. The city is in a panic. There was a powerful earthquake that was centered on Illent's base of operations. Much of the center of the city has been destroyed, and Illent is nowhere to be found. The adventurers turn to the head cleric in the temple of Ilmater, Malcomn Doprigth, in hopes of learning something. Doprigth tells them that Illent is indeed alive, but he is not answering his calls. It is believed that during the chaos of the earthquake, Illent left to follow whoever was responsible for this. The five succeed in convincing the cleric in assuming control during Illent's absense and decide to head towards the Earthfast Mountains. Senten mentioned that he needed to find Dhal in order to learn how to return himself into his original body, and Dhal is believed to be searching the mountains for the artifact.

Reaching the mountains proves easy enough. During the night on the way to the mountains, they are ambushed by Lizardman, but, with the aid of a scroll of Hold Monster, the fight proves easy. However once the party reaches the mountains, things change. Travelling through the mountains, however, proves more difficult. There is no known path through the mountains. While stumbling through the mountains, they are greeted to a crossbow bolt being shot in front of their feet. It is there that they meet an odd pair. A priest of Anhur named Lodgekin and a rather unscrupulous looking fellow by the name of Fenrich. The party learns some things, despite Fenrich's taunts. After speaking with them, the troupe continues their search for Senten. While on the mountains they spot a group of ogres preparing to ambush the party. The ogres, led by an ogre mage, attack. The environment proves to make the battle a little troublesome. A wall to one side, a cliff to the other, and a narrow passage lies between the two. The fight proves difficult. The ogre mage takes flight and bombards the party with spells while the ogres attack the other members on the ground. However, the five eventually beat the four ogres, and the ogre mage surrenders. The ogre mage begrudgingly agrees to lead the party to entrance to a passage that used to belong to the Duergar. The ogre mage warns the party that a clan of minotaurs took over the area that the Duergar once lived. However, a necromancer recently came through, and, instead of minotaurs, the passage is full of the undead.
 * Fenrich and Lodgekin belong to a group led by a person named Corrin. They also seek the artifact that Dhal is looking for.
 * The artifact may possibly be with a red dragon that resides on these mountains
 * Yes, they have seen Senten, but Senten does not concern them.
 * Rumors are that there are passages in the mountain left over from the Duergar. The ogres of the these mountains are said to know of their location.
 * Assisting the party in their search is a young man named Ara Youngblood. The mere mention of this name causes Crest's blood to boil.

And the undead is precisely what the group run into. Around every corner they find the udead, but with the help of the Staff of Fire that Crest secured from Senten, the battles aren't too difficult. They find undead and treasure in the passage. David spots a helmet with a crest on it that matches the crest on the axe found in the mines of Helminnor. He takes the helmet and attacks Baron, who still has the axe. David comes back to his senses and the helmet is placed into Baron's bag of holding. While search the passage the group finds something disturbing. The decapitated and charred remains of Michael Illent. Baron scoffs over Illent's body while the others take a moment of silence. Traim takes Illent's finger with hopes of getting a Resurrection for him at a later time. The group descends down a flight of stairs, and to their amazement they find Dhal Grishamel resting. Unfortunately, he is behind a wall of force, and the party is unable to break through it. Unwilling to give up the element of surprise, they leave and find a room with a strange symbol on the floor. As they step on the symbol the find themsleves in a room that looks very similar. As they leave the room the five find themselves emerging from underground and the view is very different than it was before. The northward view seems somewhat familiar to Talcoerr. They are close to Raven's Bluff, a good two hundred or so miles away from Impiltur.

The five adventurers decide to go to Raven's Bluff. It's a common meeting ground for adventurers, and they might be able to find some information on Senten. Information is hard to come by, but Tal runs into a Blue Wizard. The Blue Wizard tells him that an enraged woman was chased out of town. She fought and cast like a Red Wizard of Thay. She seemed slightly mad and attacked the city asking for someone named Dhal Grishamel. She left Raven's Bluff and headed back towards the mountains. The party decides to rest before venturing back into the mountains

Session 9: Lair of the Duergar
After some rest the five return back to the mountains. Before returning to the room where Dhal was spotted, the adventurers decide to do some exploring on the mountains. They find a hard to reach clearing that has been used as a camp but nothing else. They eventually work their way back to the room where they saw Dhal Grishamel. Dhal is nowhere to be found, but the troupe does spot a door on the other side of the room. The door is magically sealed and has a warning on it written in Dwarven. Great danger lies beyond it. Baron decides to go through the door with the help of his Ring of Blinking. After Baron opens the door and lets his companions through, they spot a Mindflayer. Without a moment's hesitation Baron charges it and kills the monster with one powerful blow. The area is full of demons. After slaying a large monster in one room the grouop finds another piece that seems to match the set that Dwarven Waraxe and Helmet belong to, a pair of gauntlets. Tal is unable to resist their call and takes them. Sensing the axe and the helmet nearby the gauntlets compel Tal to attack Baron. Having tasted the glory and power of the axe, David is also compelled to attack. Baron also loses control of himself and attacks Tal. Crest and Traim try to subdue Baron but with no success. Baron and David eventually come to their senses, but Tal is still under the spell of the gauntlets. David retreats so as not to fall under the set's spell again. Baron, on the otherhand, stands his ground and battles Tal. That's when Tal unleashes a terrifying attack from the gauntlets. A large blast of energy shoots from the gauntlets. Baron's Ring of Blinking protects him from the blast; the blast goes right through him. As a result of this, however, David was in the line of fire and takes massive damage. The fight carries on until Tal manages to break the hold that the gauntlets have over his mind. Baron takes the gauntlets and places them in his bag of holding with the axe and helmet.

After recovering from the battle against each other, the party continues exploring the area. They fight a powerful demon that called herself the queen of this area. She demanded that someone be left behind as an offering to her. Of course, Baron would have none of that. She called forth a large number of dretch, and a battle ensued. The group is ill prepared for this battle, and, as a result, the fight is difficult. Eventually they beat the Marilith and continue exploring. While checking out a corridor they are ambushed by a group of mindflayers. Crest, David, Baron, and Traim all fall victim to their powerful Mind Blast. The mind flayers proceed to try to feast on the brains of their enemies. Luckily for the stunned four, Tal decides to play the part of the hero. One by one three mind flayers fall to Talcoerr's Raven. The party is saved. The party, even Baron, thank Tal for the assistance, and they continue on their way. After some searching the area some more a gruesome and scary sight is found. Another group of mind flayers is sitting at a table feasting on brains. They don't seem to pay the troupe any notice, though. A few uneasy seconds pass and Tal suggests to the others that they leave very quickly. The other four do not argue and follow Tal. Running out of places to explore the five come to a dead end with a door on the floor. They hear voices coming from below; voices speaking in Dwarven. They ask the dwarves to let them through the door. The dwarves are untrusting and refuse to open the door. Tal casts Blink on himself and decides to go through the door. He finds a cold reception waiting on the other side. Tal finds himself surrounded by Duergar. Once it is decided that Tal is neither a mind flayer nor a person being controlled by a mind flayer they lower their weapons and let the four in. Even though the party does not seem to be controlled by the mind flayers they grey dwarves are very suspicious. However, before any interrogation can begin, one of the duergar glares at Baron and his bag of holding. He demands that Baron give him the items in the bag, namely the axe, the helmet, and the gauntlets. Baron taunts the dwarf as he willingly surrenders himself to the powerful items. Baron dons the helmet and the gauntlets. He then holds the axe in both of his hands and prepares for battle.

Session 10: Those that Seek the Orb
The crazed Duergar attacks Baron, and he is easily dispatched. The other gray dwarves attack, and a large battle begins. Shorty after the start another Grey Dwarf comes, and he is wearing the rest of the set: the armor, the shield, and the belt. The dwarf wields powers that the party has never encountered before. These powers coupled with the power of the pieces of the set make the battle difficult. Tal and David overcome the set's hold on them and assist Baron. Once the battle is over, Baron collects the remaining pieces of the set as his prize. Once he dons the final piece an immediate change is seen in Baron. While it is clearly Baron wearing all the equipment, he no longer seems like Baron. Why Baron doesn't seem like himself becomes quickly apparent. He reintroduces himself as Demkart Stoneslay. While he admits that the body he's in is strong, he finds it loathesome and disgusting. He demands that a suitable body be found for him and holds Traim hostage. Crest, David and Tal waste no time in searching for a body. They eventually reaize that there is a small city of Duegar here. They find a guard, provoke the guard into chasing them, and lead him back to Demkart. However, Demkart is not pleased with the body and killes the Duegar on sight. He then damages the captive Traim. After searching some more in the city, the three come across a small barracks full of guards. They explain that the set has been reassembled and needs a dwarf to claim it. Three of the guards run, all hoping for the chance that they can claim the set as their own. As they reach Demkart, two are killed by his hands. The last one standing is allowed to remove the set from Baron. Possessing the new body, Demkart seems pleased, and Baron regains control of himself. Using memories that the set has experienced as well as memories of the body Demkart inhabits, he gives the party some information. After giving them the information, he asks them to leave. The four decide not to overstay their welcome. Baron is unhappy about leaving the set behind, but he leaves with the others back to Raven's Bluff.
 * Dhal first appeared in the area close to three years ago. He had asked the gray dwarves of this area about the artifact. They knew nothing. Hidden deep in another area of the mountains, he came across the mind flayers. Dhal led the mind flayers to the Duergar.
 * The artifact is said to control red dragons, specifically. Last he knew, it was being guarded by a red dragon that lives on these mountains.

While trying to decide their next move in the dining area of the inn, two familar faces show up: Fenrich and Lodgekin. Fenrich seems to be in high spirits while Lodgekin seems a little down. After some questioning the party learns from Fenrich that Corrin has met with Dhal Grishamel, and the two have made a deal. If Corrin delivers the artifact that Senten carries as well as the boy, Ara Youngblood, Dhal will forfeit his claim on the artifact that they both seek. Also, a group from Sembia has been asking about the location of a group of people that assassinated the Emporer's Finace. Their description matches that of Baron, Traim, Crest, David and Tal. Fenrich gleefully tells the party that he informed them that the party was staying in this inn. The five seem troubled that Corrin would cooperate with Dhal. It seems that Lodgekin also seems concerned over this, however, once Baron start questioning Corrin's wisdom Lodgekin's fierce loyalty to Corrin returns. After making some preparations, the troupe once again sets out for the mountains in search of the dragon and the artifact it guards. Once at the mountains again, they party decides check out the campsite on top of the uninviting climb. Traim uses his new Winged Boots to fly up to the top and take a quick peak. He is met by two female elves and with an arrow in his chest. The woman that fired the arrow demands to know the identity of the intruder. Traim dances around the subject, providing information about the reasons they are in the are, but does not give a name. This angers the elf and she sends another shot into Traim. Watching this from below, David cannot handle watching Traim get shot full of arrows. David decides to climb the cliff to try to assist Traim. Once he reaches the top, David gets hit by a very large great axe. This causes David to lose his grip on the mountain and fall. Traim, however, reacts quickly and catches David. Not willing to take on anymore damage, Traim answers the elf's question and leaves. Baron, itching for a fight, is furious that he doesn't get the opportunity to battle the elven women. Despite his feeling, however, the five continue on. The party eventually go through the Dwarven Passage and exits on the other side. While retracing their steps on this side of the passage and looking for the dragon's lair the meet up with an old enemy, the ogre mage. This time the ogre mage is accompanied by two stone giants. Baron quickly charges for the ogre mage and deals a large amount of damage. The ogre mage takes flight but is shortly afterwards dispatched by one of Crest's fireballs. The stone giants however, prove harder to handle. Their great strength knocks David unconcious and kills Traim. Tal, Crest, and Baron emerge victorious. David is healed, and Crest teleports the party back to Raven's Bluff to get Traim resurrected. After recovering from the battle, Crest returns the party back to that location with another teleportation spell. The party finds other place to explore on the mountains that eventually widens up to a large area. They find a group of six people standing close to the entrance of a large cave.

Most of the of six people are recognized. Everyone recognizes Lodgekin and Fenrich. David and Traim recognize the two elven women, and Crest recognizes the young man with them as Ara Youngblood. The last person is a man with long, dark hair wearing golden robes that bear a symbol of a platinum dragon on the back. Showing no fear, Baron approaches them. The others follow. The man introduces himself as Corrin. He explains that, with the help of Ara, have located the artifact that they are searching for. It lies in this cave and is guarded by a very old red dragon. Ara, who had had his eyes fixed on Crest turns sharply and glares at Corrin when he explains what the artifact does. The artifact is a magical item which controls red dragons and those with red dragon blood within them. Corrin invites the five to assist his party in attacking the beast. In return for their assistance, Corrin will let the party keep all of the spoils save one item, the artifact. Baron, David, Tal, Crest, and Traim agree to the terms. They discuss a plan of attack, and decide that the best plan of action would be for Baron and Fenrich to lure the dragon out of its lair. Preparations for battle begin.

Session 11: The Dragon's Treasure
The two parties prepare for the coming battle. Once preparations are made, Baron and Fenrich enter the cave. The heat and smell of sulfur are nearly unbearable, but the two venture further into the cave. Much to their horror, the Dragon expects them. The sight of the dragon is too much for the two to bear, and they run. They venture into the cave again, this time taunting the dragon and mentioning the artifact. This angers the dragon and draws him out. Once the dragon gets into position combat begins. The troupe gets to see just how powerful Corrin's party is. The archer sends out a flurry of arrows, causing massive damage to the dragon. Corrin casts, the barbarian swings, while Lodgekin is assisting. Ara, however, is not so helpful. He turns on his teammates with a firey breath attack. David, Tal, Traim, Crest, and Baron assist as best they can, but do not manage to do much to the dragon. The dragon tries to fight back as best as it can and succeeds in dropping Ara to the ground, but Corrin's party proves too much for the dragon to handle. The dragon takes to flight in hopes of getting an advantage and possible escaping, but Lodgekin merely points his finger at the dragon and mutters a word. The monster is slain. Tal, Baron, David, and Traim waste no time in claiming their spoils. Fenrich turns invisible and joins them. Crest, on the otherhand, walks over to the unconcious body of Ara Youngblood. Lodgekin heals Ara and leaves with Corrin into the cave.

In the cave the others find the artifact as well as a mountain of other valuables. While searching through the treasure, Fenrich attempts to slay Baron in a single blow. The attempt fails, and Fenrich flees. Shortly afterwards Corrin and Lodgekin appear on the scene. Corrin promises to deal with Fenrich's treachery and then asks for the artifact. Tal hands it over to Corrin. Corrin and Lodgekin thank them for their assistance and leave them to their treasure. Meanwhile, outside, Crest and Ara Youngblood have a confrontation. Ara blames Crest for being incomplete, and shortly after a battle ensues. They fire spells at each other, but Ara emerges victorious and disintegrates Crest. After Crest is killed Corrin and Lodgekin emerge from the mouth of the cavern. With the power of the artifact, Corrin commands Ara to stop. After stopping, Ara teleports out of the area. Lodgekin revives Crest. Crest thanks the two for reviving him and has a heart-to-heart talk with Corrin. Crest regrets his past actions and believes the rage and ambition that had control over his heart have subsided. Corrin tells Crest that he sent Ara to Dhal to fulfill part of the bargain the two made. After a few hours of gathering and shovelling treasure Traim, David, Tal, and Baron leave the cave. Corrin's party, with the exception of Corrin is enjoying a meal. Baron decides to interrupt this by attacking Fenrich. Fenrich and Baron start fighting, and it seems that Baron has the upper hand. Before the party can end, though, Loril points her bow at Baron and tells him to stop. Baron lowers his weapon and stops his assault. Sensing the mounting tension Crest and Tal decide that it's time to head back to Raven's Bluff. Before leaving, though, David asks Corrin about the heist in Hlammach. The question seems to upset Corrin. Noticing this, Loril readies her bow and points it at David, and she looks to Corrin looking for the order to strike. Corrin shakes his head no, and Loril lowers the bow. The parties say their goodbyes to each other, and Crest teleports his party back to Raven's Bluff.

Upon reaching Raven's Bluff the group spends the rest of the day resting and identifying their treasure. The next day, the five go all across Raven's Bluff selling the items they do not need. The amount of magical items and money to change hands is staggering and draws a large crowd, including some unsavory looking characters. As the troupe finishes selling off their spoils Traim decides to try to resurrect Illent and heads to the temple of Torm. Unfortunately, the cleric is unable to contact the soul of Michal Illent and, as a result, is unable to bring him back to life. After the failed attempt, David decides to write a letter to a collegue and go to sleep. Crest and Traim go to a tavern and enjoy some good drinking. Tal spends his money on women and a good time. Baron decides to walk to the edge of town, hoping to draw some of the unsavory characters that were following the party before. He succeeds marvelously. He is assaulted by fifteen rogues. Baron fights everything he can, but he just cannot overcome their ranged attacks and superior numbers. While Baron manages to defeat some of his attackers, it is not enough. There are too many enemies and Baron has taken too much damage. He decides to retreat and seeks refuge in the city's temple to Tempus.

Session 12: Disaster at Dhal's
After reaching the Temple of Tempus, Baron decides spend the night there. The thieves that attacked Baron stopped seeking him for the time being. They regrouped and decided to rob the rest of the party. Baron and Tal wake up during the attempted robberies and dispatch the thieves. Traim, David and Crest, however stay asleep. Traim loses little of value, but David and Crest lose a great deal. The following morning, the five meet up again. They decide that the time to finish Dhal has come. Crest teleports the group to the top of the staircase that descends to the room where Dhal is known to stay. As they step onto the first step of the staircase an alarm goes off. A large undead monster comes out through the doors. Crest creates a Wall of Fire in front and drives the monster back. Spell casting can be heard from the other side of the door. Crest dismisses the wall, and the five approach the door. Tal takes a peak through the door and sees Senten Zassif, Ara Youngblood, and Dhal Grishamel on the other side. Baron, anxious for battle, tries to go through the door using his Ring of Blinking. The attempt fails and a trap is sprung. A Symbol of Death is activated and David falls victim to the powerful magic. The four remaining adventurers battle on. However, the powerful magic of Dhal, Senten, and Ara prove far too much for the party to handle. Baron and Traim are quickly stopped by a Mass Hold Monster spell cast by Dhal. Senten then makes escape very difficult by putting a Dimensional Lock on the area; this also traps Baron in the Ethereal Plane. Ara keeps attacking while Dhal creates and sends the undead toward the party. During the battle Dhal slays Talcoerr with a Power Word Kill. Realizing that the battle is lost, Crest grabs the imobilized body of Traim and teleports away, leaving Baron. Baron eventually breaks free and takes advantage of his being stuck in the Ethereal Plane to aid in his escape.

Crest brings himself and Traim back to Raven's Bluff. Traim goes to the temple of Torm and has his companions resurrected. Tal is infuriated by the party's recent failure and blames Baron for it. Tal, hoping, that Dhal, Senten, and Ara are pursuing Baron, plans to sneak into the area the battle took place and reclaim his valuable gear. He asks Crest to give him the use of some Teleport spells. Crest agrees. Tal suggests that David does the same, but David declines the offer. Tal teleports to where the disaterous battle took place and sees a disturbing sight: the undead bodies of himself and David patrolling the area. While the zombies aren't very strong, they are armed with very powerful gear. This made the battle more difficult than it needed to be. However, Tal defeats his reanimated corpse. Before being able to loot the corpse, however, Senten appears on the scene. Sented destroys the zombie David, but, strangely enough, spares Tal and even allows him to reclaim some of his gear. Talcoerr takes advantage of this opportunity and leaves. Talcoerr eventually meets up with the other three. Shortly after Baron also returns back to the group, who is surprised to see him still alive. They mope over their defeat and try to decide on what their next move should be.

Session 12.5: Discussions
While the party tries to decide on their next move Traim is contacted by Senten Zassif. Senten feels that Dhal will not help him back into his original body, and will eventually kill him. He proposes an alliance with the group. As a show of good faith he says that he will have Michael Illent's soul freed from the artifact that Dhal created. As a sign of the party's good faith, Senten wants the Skull and, if possible, Corrin's location. After Traim's communications with Senten cease, he leaves to see if Illent can now be resurrected. Illent can be resurrected, and Traim has the cleric's of Tyr perform the ritual. Several minutes later, Illent is returned to the world of the living and is very gratful for Traim's selfless actions. Illent and Traim meet up with the rest of the party. Traim discusses the talks that he and Senten had. The others are skeptical and do not trust Senten. Baron is unwilling to part with the skull, and when the idea is brought up Baron gets angry and leaves. The other four decide that it may be best to speak with Senten but on their terms.

Baron, frustrated by his comrades, seeks a way to get in contact with Corrin. It takes Baron some time, but he finds a cleric in the city's Temple to Tymora that has met Lodgekin. Baron seeks guidance and hopes to join Corrin's group. Corrin says not to trust Senten, to keep the skull away from him, and, if possible, take the artifact that he already has. Corrin is pleased by Baron's enthusiasm and focus, and extends an invitation over to his group if he is successful in defeating Dhal. Baron happily accepts the terms.

Session 13: Meeting on the Rooftop
The rest of the group, realizing that Baron will not cooperate with them when it comes to the Skull, decide to seek out inoformation of Corrin's current location. Sadly, other than learning that the group was last known to be going into the Earthfast mountains, they learn nothing. During their search they find Baron at the temple of Tymora. The five meet up and try to decide on their next move. During that night Tal decides to go searching for the party's missing goods by locating David's belt. Tal soon finds himself underground. After avoiding some traps, Tal discovers the den of the thieves responsible for the thefts. He eventually finds himself to a well guarded door. Upon approaching the door an alarm goes off and several guards rush toward the room. Tal takes this as his cue to leave.

Tal meets back with the rest of the party at the Temple of Tempus. He tells them about his discovery. David and Crest seem eager to go reclaim their lost goods. Baron, however, isn't as eager; he feels it is a waste of time. The others break down Baron's resistance and the group goes underground to the thieves' den. Thanks to a teleport spell from the party finds themself in the room outside the chamber holding David's belt. Once again an alarm goes off as the door is approached. The five are attacked by a number of invisible assailants. While the invisiblity doesn't last very long, the thieves do their damage. One thief in particular proves very dangerous. He uses powerful magic while invisible and knocks David unconcious. Once the staff he was using was out of charges, the thief attacks. The invisible foe kills Traim. However, while all this is happening the other thieves are being killed off one by one. When the invisible thief realizes that he is alone, he retreats. Baron runs after him, but the rogue escapes. David is healed and the remaining four claim the thieves' wealth as their own. David finds his belt and says out loud that it belongs to him. Baron however takes the belt, and noone stops him. After gathering the treasure, the group leaves the thieves' den and resurrects Traim.

After some rest Traim is contacted by Senten again. After some discussion it is decided that early the next morning Senten will meet the group in Raven's Bluff on top of a building at the party's descretion. There they will give Senten what he wants as a show of their good faith. Of course the party means to double-cross Senten Zassif. The party prepares for what they expect will finally be their chance to kill Senten. Early the next morning they set up watch around the building where the meeting will happen. Before long some Red Wizards show up. They are lead to the rooftop. On the rooftop the wizards drop some twigs. Moments later four people show up. Three of of them bear royal crest of Sembia. The four person is Senten. Senten gives the party some information. Having explained Dhal's plans to the party, Senten asks for the skull. The party stalls and asks why it is important. Senten doesn't answer and seems anxious to get it quickly. The party soon learns why. Senten changes into another person before their eyes. The party has not been speaking with Senten at all. Angered Baron says that he not only has the skull, but he knows Corrin's whereabouts. Baron's four companions are shocked and some are angered that he learned this information and didn't share it. Moments later the real Senten Zassif shows up with the artifact Dhal made. Senten demands both the location of Corrin and the skull. Baron, of course, does not cooperate. However, before much talk can happen Talcoerr fires Disintegrate at Senten.
 * Ara Youngblood was an attempt of Cult of the Dragon to forcibly bring a powerful red dragon back from the Dragonspire. The ritual, however, was disturbed and something went wrong. Majority of the dragon's spirit went into the yet unborn Ara Youngblood. However, a small portion somehow found its way into the infant Crest.
 * Dhal plans to use the artifact that he made to capture the soul of this dragon. While having the soul under at his mercy isn't the same as complete control, Dhal is gambling on this revision of his original plan to work.

Session 14: The Blood Marshes
The discussion between Baron and Senten is abrubtly halted by Talcoerr. The disintegrate he fires hits Senten, but Senten survives. A maassive battle begins. Unfortunately, the battle proves far too much for the five to handle. Traim rushes in but is quickly taken down by the Sembian Duskblade. Senten blasts Baron with a massive Polar Ray that was augmented through Greater Circle Magic. Baron is knocked down in one hit. The Sembian Knight calls out to David, issuing a challenge. He seems to know an awful lot about him. David ends up killing himself due to the powers contained within the knight's amulet. Tal fires another disintegrate at Senten but, once again, fails to kill Senten with the spell. Seeing certain victory Senten walks over to Baron and attempts to take the Skull. However, before Senten can take what he wants Dhal Grishamel appears with Ara Youngblood. Dhal tells Senten that his conspiring with Alinard ends now; Dhal then kills Senten with Power Word Kill. He takes the artifact from Senten's corpse, and turns to Ara, whose eyes are fixed on a cowering Crest. Dhal opens the box, and Youngblood's lifeless body crumples to the floor. The Sembians are too stunned by the events to act. Dhal then turns his gaze towards Crest. Crest, realizing what is about to happen, leaps off the rooftop. The fall renders Crest unconcious. Tal takes Crest's body and flees. Dhal decides not to pursue them and leaves. Shortly after the Sembians leave as well. Tal and Crest return to the rooftop and aid the unconcious Baron and Traim. Before healing Baron, however, they give David back his belt.

After resurrecting David the party discusses what happened and realizes that Dhal is nearly done with his plans. All he needs to do is to go to the Blood Marshes and claim the last artifact. The five decide that the time to finish off Dhal and to put an end to his scheming is at hand. They look for a means to the Blood Marshes. While they are unable to find a way directly to the Blood Marshes, they do find somone willing to take them to Phlan, a city closeby. After arriving in Phlan, the five waste no time and start on their way to the Blood Marshes. On their way toward the Blood Marshes the five notice tents and small shrines to Kelemvor and Velsharoon. The number of pilgrims of the two dieties increases as they approach. Eventually, the group passes a temple to Kelemvor. They enter the temple and speak with the clerics there. Both the church of Kelemvor and the church of Velsharoon believe they have claim on the Blood Marshes as holy ground. There was much fighting between the two churches. The two churches eventually settled in an uneasy truce to avoid destroying each other. While no overt confict exists, both churches would like to see the other fail. When the party speaks about their mission to stop Dhal Grishamel, the clerics take interest. He's fairly well known to them as a devout follower of Velsharoon. An attempt to hurt him and possible the church of Velsharoon is more than welcome. They would like to help, but, due to the truce, are unable to do more than to give the group some equipment that could prove useful against the undead. After an additional day of travelling the troupe make it to the edge of the Blood Marshes. It is guarded by a follower of Kelemvor and a follower of Velsharoon. The party is not being allowed entry. The five explain to the guards that Traim is a follower of the Triad and wishes to pay his respects to the fallen. The follower of Kelemvor accepts this, but the Blackguard of Velsharoon decides it is best to take Traim to the nearby temple of Velsharoon so that he could speak with one of the clerics there. Traim meets the cleric right inside the temple doors in a roomed lined with skeletons. Traim explains to the cleric his real reason for wanting to go into the Blood Marshes, to complete a mission bestowed upon him by Tyr: Kill Glenneth Averon. Traim warns that the Glenneth poses a threat to the world, but the cleric seems delighted by this. He refuses to allow Traim and his companions to enter. Traim refuses to accept this and attacks the cleric. The cleric, however, is not prepared for combat and commands the skeletons around the room to attack. Traim enters combat against the skeltons and the cleric. Tal, wonders what is taking Traim so long and approaches the temple. He hears combat. However, before he and the others can assist Traim, Traim exits the temple. He easily took care of the skeletons and forced the cleric to retreat. Traim hastily exits and says that he got permission to enter. Before the Blackguard can verify Traim's words, the party work their way into the Blood Marshes.

Eerily calm with a strong smell of death and rust, the Blood Marshes are not an inviting place. The group, however, is undaunted and travels throught the marshes. After travelling for sometime the group finds a toppled tower and a lot of rubble. A strange feeling of calm, peace, and goodness surrounds the area. Believing that this feeling could only come from the artifact that Dhal seeks, the party enters the fallen tower. As they step inside they find themselves in a room that clearly wasn't part of the orignal tower. Despite the fact that the tower is on its side and badly damaged, the group sees a room in perfect condition that is not on its side. In the room are three large stone gargoyles with a large stone tile in front of each one. To the side of the room lies a very large and obviously enchanted stone slab. There is a message on the large stone slab that says the path will open when they have the gaze of all three gargoyles. Talcoerr takes the initiative and steps onto the panel in front of the middle gargolye. The others are unable to follow. Talcoerr is in a long narrow halway. The hallway only goes forward. At the end of the hallway is another stone gargolye and another panel. A voice comes from the unmoving gargoyle "Your wealth or your life." Tal decides to put some gold on the panel in front of the gargoyle. As he expected, the gold disappears. The statue tells him that the offering was insufficient. Tal puts a fairly large pile of gold onto the panel. That also disappears. The gargoyle repeats that the offering was insufficient. Tal frustrated and unwilling to give up more decides to wait and do nothing. After some time passes the back wall of the hallway starts to move towards him. Tal, decides that giving up his very valuable Mantle of Spell Resistance is better than giving up his life. The wall stops moving, and the gargoyle tells Tal that this offering was sufficient. In the room where the others are waiting the eyes of the center gargoyle light up. Tal is still not seen, though. Baron decides that he'll step on the panel on the left. Traim follows suit and goes to the panel on the right. Baron also finds himself in a hallway. However, this hallway, is has a fourty foot wide chasm in it. In this chasm is a pool of acid. The stone gargoyle speaks to Baron "Come to me." Baron, wishing he hadn't gotten rid of his Great Axe of Throwing and Returning, ties his rope to another of his axes, throws it across the chasm, and gets it secure around the statue. Baron takes the rope and makes an amazing leap over the chasm. During the jump Baron realizes that his magical items aren't working. Luckily, though, Baron made the jump, barely. Traim finds himself in a large round room. Towards the back of the room he sees a mirror with the reflection of a stone gargoyle in it. The reflection speaks "Defeat what you see in the mirror." Shortly after Traim's reflection steps out and engages Traim in combat. The reflection taunts him and calls him a failure. It tells him how he will never be able to defeat Glenneth. Traim battles on, and it is a difficult battle. Traim feels some of the damage that he inflicts on his double. In the end, though, Traim is victorious. Several things happen. The eyes in the remaining two gargoyles in the main room light up; and Talcoerr, Baron, and Traim return as well. Finally, the large stone slab moves revealing a staircase leading down.

Down the stairs in an area that seems to have been excavated, the adventurers find Dhal working on something with a great sword, and they find someone they haven't seen in some time, the Hobgoblin Vampire, Nefromek. Dhal stops what he's doing, and combat ensues. Baron rushes towards Dhal and keeps him occupied. The others confront Nefromek. Nefromek is frightfully powerful, but the party is prepared to battle him. Tal severely damages him with his Circlet of Blasting and Crest finishes him off with a Disintegrate. Dhal is unable to effectively battle with Baron right next to him. Baron causes major damage, but Dhal manages to distract him with the undead. Baron breaks through the undead and continues for Dhal. After finishing Nefromek, Crest kills the wounded Dhal with a Scorching Ray. Dhal's death causes the artifact he created to react violently, and it seems as if it will self-destruct. Tal grabs the great sword and goes back to Crest. Baron rushes over to Dhal's body, grabs it, and uses a teleport spell that Crest had cast into his Ring of Spell storing to leave. Crest himself uses a Teleport to transport the rest of the party back to Lyrabar.

Epilogue
Traim, Crest, Talcoerr, and David appear in Lyrabar in front of Illent. He is dillegently at work trying to rebuild and stablize the city. Illent is happy and surprised to see the party. This happiness turns into utter amazement when he spots the sword that Talcoerr is holding. It is the sword that once belonged to Nassim Lord of the Light; it is the Sword of the Triad. Talcoerr tries to downplay the situation and puts the Sword into his Bag of Holding. High Priest Malcomm Doprigth then appears on the scene. Illent, excited about the recovery of the Sword, mentions the news of the Sword to the High Priest. He asks Talcoerr to let him see it. Talcoerr gives a sly smile and asks for compensation. The mere thought of selling a holy artifact such as the Sword of the Triad disgusts and infuriates the High Priest. While Talcoerr's words were misinterpreted, Talcoerr wasn't given the time to clarify what he meant. The High Priest called upon Ilmater to punish Talcoerr. The Hands of Ilmater raise from the ground. The Right Hand of Ilmater grabs Talcoerr and forces him to feel the suffering of Ilmater and his worshipers. The mental and physical agony of this nearly destroys Talcoerr. The Left Hand of Ilmater strips Talcoerr of every worldly possession that he has. Once stipped away from Tal, all the items, including the Sword of the Triad, disappear. Once the deed is done, a naked and nearly broken Talcoerr is on the ground. A horrified Illent tells the High Priest that he went too far. Doprigth, however, is unmoved by Illent's words. Talcoerr with some effort manages to pull himself up to his feet. He speaks angrily to the High Priest and leaves. The High Priest remains unmoved.

After these events the members of the Seahook Convoy went their separate ways.
 * Baron Mountana after taking Dhal's body returns to Raven's Bluff. Baron soon finds a way to Silverymoon to meet up with Corrin. In Silverymoon Baron waits at the first tavern he finds, confident that Corrin will find him. While telling anyone who will listen of his exploits, Corrin and Lodgekin appear at the tavern. They are happy to see Baron and ask him many questions of what happened during his travels. Baron eagerly answers their questions. Corrin and Lodgekin welcome Baron into their group, and the three enjoy themselves with food and drink before retiring for the night. A long journey lies ahead of Baron, and he eagerly walks the path set before him.
 * Traim, after a night of sleep, asks Crest to bring him back to the Blood Marshes. He has unfinished business there. He must bring Glenneth Averon to justice. Crest drops off Traim close to where the final battle with Dhal took place. They exchange some words and Crest leaves him. A strong holy feeling still resonates within the area. Traim takes some time to pray before searching for his enemy. His prayer is interrupted, though. It is Glenneth that finds Traim. Glenneth starts speaking to Traim, but his speech becomes disjointed. By the end of his speech he sounds more like a scared child than a harbinger of doom. He quickly regains his composure, though, and continues to taunt Traim. An angered Traim can take no more of the talk and gives Glenneth a nice wound accross his chest. Glenneth is unwilling to battle Traim on holy ground and tells Traim to follow him onto the marshes. Traim follows. Shortly after three people appear: Lodgekin, Fenrich, and Baron. They were sent to the Blood Marshes by Corrin to verify the destruction of Dhal's artifact. Lodgekin hears the sounds of battle in the distance, and the three go to investigate. They find Traim engaged in battle with a young man they've never seen before. Immediately, Lodgekin realizes that something is wrong with the boy, and that he is very dangerous. Traim is very surprised to see Baron again, but he eagerly accepts his assistance. Glenneth transforms himself into a large Devil. He unleashes devastating magic and is physically very powerful. Baron injurs Glenneth greatly, but Glenneth returns the pain and has Baron in his clutches. Traim rushes in and deals a powerful strike. Lodgekin, sensing that the end is near, slays Glenneth with Power Word Kill. Glenneth reverts back to his human form and falls to the ground. A look of dread and confusion is on the face of the dead youth. Traim descends and decapitates his enemy. Baron and Fenrich celebrate their victory by insulting each other. Lodgekin feels pity for the dead Glenneth. Traim also realizes that there may have been away to save him and feels remorse for what he's done to Glenneth. Traim and Lodgekin give Glenneth a proper burial. Baron also suggests that Lodgekin try to heal Traim's arm. Lodgekin decides to try, and he succeeds in regenerating Traim's arm. It is not as good as it once was, but it is functional. Fenrich decides leaves to complete the mission given to him by Corrin. After some final words to Traim, Baron and Lodgkin leave as well. Traim, curious with their actions decides to follow. While following the others Traim receives a message from Michael Illent. Traim tells Illent what has happened. However, Fenrich interrupts their conversation. In order to stop Traim from spying on them, Fenrich kills Traim. Traim does not know what hit him. Some time later, Illent, along with some clerics and paladins find Traim. Illent and a cleric of Torm named Nithrolis. The cleric resurrects Traim. During the resurrection, three items materialize. One appears in the hands of Traim; another in the hands of Illent, and the last in the hands of Nithrolis. Nithrolis realizes that these are the items that make up the Sword of the Triad. The three have no idea how to recreate the Sword of the Triad. The fact that these items appeared has made Illent excited and happy. He has a plan, and he asks Nithrolis and Traim to stay with him a bit longer. They agree.
 * David Sevelin decids to stop running and to confront his past. He finds a Teleport to Suzail. He notices that not much has changed since his last time in the capital of Cormyr. However, there does seem to be a heightened state of security in the city. Sembia's renewed sense of imperialism and expansionism makes the people of the city uneasy. David hope to help his homeland by offering his services once again to the military. David decides to face his former commander, referred to only as Olmrik. He asks a guard at one of the barracks to allow him to speak with Olmrik. After a few minutes David finds himself surrounded by armed guards. He is disarmed and led to two more people. One of them teleports the three to what seems like an under ground compound. David gets to speak with his commander, hoping to set things right. This, however isn't the case. David sees his commander as a dishonorable person guilty of various crimes. He turns his back on his former commander and demands justice. Sadly, these demands would never be met. David Sevelin meets his end at the hands of Olmrik.
 * Crest Valeur decides to retrieve the dead body of Ara Youngblood from the rooftop in Raven's Bluff. He returns to Lyrabar with Ara's body and seeks out Michael Illent. Young Crest has a request of Illent. He wants to give Ara Youngblood a proper burial. Illent grants Crest his wish, and Ara is placed in a small but grand cemetary generally reserved for heroes of the nation. A small ceremony is held. Afterwards Crest retires for the day. The next day he brings Traim to the Blood Marshes. On his return he once again meets up with Illent. Crest is determined to help protect people from what Crest sees as inevetable: the portion of the dragon within Ara continuing to seek out Crest in order to complete itself. He asks for Illent for assistance in removing the the portion of the dragon's soul that is fused with his own. Illent has no idea how to even attempt something like that. He suggests that Crest go and ask the High Priest Malcomm Doprigth for assistance. The High priest warns that the process will irreversibly change him, and it might even kill him. Crest, however, is determined to see this through. While Doprigth is successful in separating the fused souls of Crest and the dragon Crest, sadly, does not survive the process.
 * Talcoerr Eveningfall, after securing some new clothes and supplies, gets himself a Teleport to the outside of Hlammach's gates. Upon approaching the gates, Tal learns that a new government has already been established in Hlammach. All seems to be well. Tal enters the city and decides to see if can find the Seahook's Den. The inn is there and bustling with business. He enters and finds Nes behind the counter. Nes brings himself and Tal to a room that Tal's never been in before. A small feast is on the table in the room, and the two discuss what has happened on Tal's jouneys and what has happened in Hlammach. During Illent's absense, the church of Ilmater tried to stablize and control the city of Lyrabar. They failed miserably. The church became defiant and even aggressive towards Sembia. This lack of faith in the church as well as rumored Red Wizard activity destablized Lyrabar even more. Hlammach and the rest of the city states of Impiltur secede from Lyrabar. While nothing official has happened, it is believed that the city states will form a new nation with Hlammach as the capital. Currently, though, the city is run by a group of merchants and clerics. At the head of this council is a man named Balwix Tefnen. Tal thanks Nes for the information and decides to meet with the clerics of Ilmater who were running the city until the new government was established. Tal speaks with the cleric left in charge of Hlammach and inquires about Tefnen. The cleric doesn't like the man, due to his greedy nature, but he does respect him. He believes that Tefnen does have Hlammach's best interests in mind. He does have doubts, though, because of his former ties with Thay. After the discussion with the help of the clerics Tal communicates with his mentor and asks for information on Red Wizard activity in Lyrabar and for confimation that he delived the letter sent to him. His master replies that Tal's letter did reach The Simbul. Unfortunately, his mentor does not know anymore of Red Wizard activity in Lyrabar than Talcoerr knows. He does tell him that the Red runs deep within Sembia. After speaking with his mentor Tal decides that it's time he meets this Balwix Tefnen. Tal heads to the administration building, which is far busier than Tal ever remembers seeing it. He is forced to wait until Tefnen is done with his meetings for the day. On his way out of the office, Tefnen is approached by Tal, and the two have a chat. Tal asks for information on the current situation of the nation. He basically repeats what Tal has heard before, but he brings up a piece of information that disturbs Tal. The Red Wizards may have infiltrated the Church of Ilmater in Lyrabar. Tal decides to be blunt and questions him on possible Red Wizard influence within the city of Hlammach. Tefnen admits that there is still a Thayan presence in the city, but with Senten's disappearance as well as the destruction of the Enclave, there is no Red Wizard influence on the city. Tal is satisfied with this answer. Before parting ways, Tefnen gives Tal a card that will allow Tal to communicate with Tefnen. It is getting late in the day, but Tal decides to pay one final visit to the clerics of Ilmater. Tal tells them what he learned from Tefnen, that the church in Lyrabar has been infiltrated by the Red Wizards. The head cleric is disappointed and insulted by the accusation. He admits that he doesn't see eye to eye with High Priest Doprigth, but doesn't believe that means he's in league with the Red Wizards. After the discussion, the cleric secures a teleport for Tal back to Lyrabar. Upon his return to Lyrabar, Talcoerr seeks out Illent just to learn that he missed Illent by just a few moments. Illent seemed distressed. He gathered a group of men and went to the Blood Marshes. Tal decides to wait for Illent to return. In the meantime he looks for information on his comrades and watches the Temple closely. He is interested in the High Priest's actions. High Priest Doprigth for a period of four days does not once leave the temple. David was last heard looking for a way back to Cormyr. Crest was last seen entering the temple. Rumors suggest that Crest died within the temple, but Tal dismisses the rumors. There is no news on Traim. On the fourth day, Illent returns with a host of clerics and paladins. Also accompanying them is Traim and a young girl. Tal is surprised to see that Traim has two arms. After talking with Traim for a little bit, Tal speaks with Illent in private. He tells him about his suspicions about Malcomm Doprigth's alliance with the Red Wizards. He also pledges his support in the defense of Lyrabar. While skeptical of his claims against Malcomm Doprigth, Illent is eagerly accepts Talcoerr's help in defending the city.

Themes
Jorge Jaramillo The majority of the player characters were strongly tied to their pasts. So much so that it heavily influenced their actions in the present. It was, in fact, their dealings with their pasts that brought each of the original four characters (Baron, Crest, Traim, and David) to Hlammach.

Seeing that the past in large part controlled the players' characters, I had planned on making dealing with the past a theme in the campaign. This idea of the past controlling actions in the present was introduced in the story. Sadly, the connections between NPC actions and their pasts would never come out during play. Due to the way the campaign played out, not much was ever learned about the pasts of some important characters. Senten's, Kelria's, and even Dhal's actions were largely influenced by their pasts.

Criticisms
Jorge Jaramillo: I hate Armor of Healing.

Dan Rogers: Putting a limit on my Ring of Blinking just because Barbarians are broken than making me pay extra to get the made up limit removed, not cool.

Keith Novack: (Jorge putting in Keith's criticism.) Keith was hoping for a bigger ending. He was hoping to battle the Dracolich Dhal side by side with Corrin's group, and he was disappointed by the easy final battle.

Unanswered Questions
Answer: See Vindication of the Merchant Nation. Answer: See Shrouded Wings
 * What will become of Lyrabar and the nation of Impiltur as a whole? Will Sembia crush and conquer, or will Selkirk's ambitions of conquest be stopped?
 * What of the demons that are slowly pouring out of the portal in the Earthfast mountains?
 * What will the Duergar Warlord, Demkart Stoneslay, do now that he once again has a body?
 * What are the Ithilids conspiring? Why did they help Dhal Grishamel? Why were they peacefully living with Demons?
 * Will the Sword of Triad be reforged?
 * Just who or what is Corrin? What are his plans?