Fort Wyvernkill

After a testing battle, the huge Carrion Crawler (no doubt enraged by Tol’s new hat) is slain and the adventurers make their way back to the rendezvous with the Graakhali.

Keeping their end of the bargain, the troglodytes lead the party onwards through their network of underground tunnels and caverns. During this time, rumours are heard of a Red Dragon to the South, Memnon seems to gain a follower of Halav in the form of an interested Gnoll, Switch discovers a crumbly fungus that can be smoked and Kathra receives notice from Duvenstahl: A group of clerics of Vanya, Heldanic missionaries in the Ethengar Khanates, are slain. The Ethengarians deny any knowledge of the event, though rumour has it that the Heldanners bodies were riddled with Ethengarian arrows and lances. Heldann demands an apology and recompense.

15th Felmont
After a week of travel, the time comes for the Graakhali to turn back. The Heroes of Dymrak promise to keep Graakhalia a secret and to return to deal with the Beholder’s portal. The two groups part ways.

Enduring the elements thanks to Ozzy’s magicks, the party makes its way across the desert. Some time later, the party encounters fortifications blocking the way ahead, through a cleft in the ridge. The outpost appears to be manned and approaching, is identified by its guards as Fort Wyvernkill.


Superb diplomacy from Memnon (Natural 20!) sees the party ushered through the Fort for a toll of 10gp each. The human inhabitants are not in the least friendly and Ozzy notes a residual arcane energy. Kathra maps the area as they pass through. Exiting, Ozzy conducts a ritual to find his father and discovers he is located somewhere in the Fort.

Carrying on for a while, the heroes then double back, approaching from on high via goat trails. Switch sneaks into the Fort, almost immediately encountering guard and knocking him out – he turns into a Snakeman! Tol takes up a vantage point elsewhere and the remaining members find themselves under bowfire from nomads on a plateau, who look a little… odd from the waist down.

These Serpent Folk differ from the others met before – they have no legs, only arms. Tol encounters a nest of four of them and proceeds to wipe them out, as Ozzy blinds the ones on the plateau long enough for Memnon and Kathra to take out some before a winged horde finishes the rest.

Switch encounters more foe and engages in full battle. With covering fire from Tol, the rest of the party advances on the Fort and gains access, seeking their hairy-footed companion. The sounds of battle guide them to him and soon the party is pursuing their foe into darkened chambers and a statue to some unknown deity.

By the light of Memnon’s flaming mace and Ozzy’s light spell, combat is joined with a robed Serpent Man priest and his minions. The priest summons lashing purple tentacles, but Kathra’s cleaving (age?), Ozzy’s Hammerfall Step and Memnon’s Divine powers wreak havoc amongst the foe.

The Priest dominates Switch, who attacks Tol before breaking free of his control. Memnon and Kathra bloody the priest enough for Ozzy to try and intimidate him. The Priest refuses to co-operate in any way and Kathra cuts him down. Her sword, Moonclaw, hums with satisfaction and the Dwarf feels she has a better understanding of its powers. Fire rubies are prised from the statue’s eyes (5,200GP in total). An inscription on the statue is to some unknown deity from the Beyond.

Continuing with haste to try and locate Ozzy’s father and any other prisoners before they can be harmed, the heroes moves forwards, the tunnels leading slowly downwards and the air becoming moist. A sharp smell hangs on the air as a guard post is encountered, consisting of bowmen and large snakes. The guard post is soon eliminated, but more guards emerge from other tunnels.


Memnon dashes in pursuit of one, entering a chamber containing several large eggs, held up by metallic frames. He slips, falls (Natural1!) and is immersed by writhing snakes. As Switch and Tol scout in the opposite direction, they encounter more foe.

Ozzy and Kathra come to the Cleric’s aid, a winged horde first ripping into the snakes before Kathra pours oil over the Tiefling, (which is ignited by his flaming mace) and Ozzy’s magic backfire (Natural 1!) blowing the wizard back and onto his ass. With Memnon unharmed by the flames, the snakes begin to burn away and Memnon rises to his feet unleashing a mighty Divine Glow (Natural 20!) that fries most of the snakes and smashes one of the eggs. A naked human form slumps free of the shell and is set upon by the swarm.

Kathra uses her shield to squash the rest of the snakes as Memnon rushes to the human male’s side, finding him greatly aged, pale skinned and quite dead. He wears a ring bearing a heraldic device.

Tol and Switch finish off the Serpent Folk in the immediate vicinity and the party regroups at the egg chamber (Milestone achieved!). Memnon provides some dignity and prayers for the dead human. Ozzy examines the eggs and the sigils on them, understanding them to be some form of shapeshifting ritual. The egg stands are made of platinum, so Switch hacks up he broken one and adds it to party treasure (3000gp).

The device on the dead man’s ring is that of a minor military order from Thyatis – The Sons of the Lion. Memnon identifies the symbol as being replicated on the broken egg shell and determines that each egg also bears a unique symbol. The party hypothesis that each egg contains a different individual from a different organisation and that the eggs are a part of the process of Serpent Folk taking on the form of others and infiltrating organisations. Maybe one of these eggs contains Ozzy’s father..?

If so, he is safe for now, but if not, he may be in danger. Intending to return here, the adventurers set off again. They advance, spiralling slowly downwards, for several hours. The air becomes damper and warmer. No more enemy are encountered, but tracks (some footprints and others; snake trails) are discovered. Firestones light the walls at regular intervals.

Acknowledging they need to rest, the heroes hole up in a dead ended tunnel, setting caltrops and a watch and settle down for an extended rest, so they may be at full power for whatever comes next…

Behold the Portal

Regrouping and recovering Ozzy’s body, the party note the leathery pods amongst the pile of bodies, concluding they are Carrion Crawler eggs.
Strange, tonal noises emit from the Beholder’s tunnel as the surviving heroes advance down it, Tol scouting ahead. The tunnel ends in a large, perfectly spherical open chamber, with round more tunnels , equidistantly placed, coming off from it. The walls of the chamber are honeycombed with holes containing discs of some kind.
Not wanting to stay in so alien an environment, the heroes return to the cavern in which they fought the beholder and follow another tunnel at Kathra’s discretion. The tunnel ends in a boulder chokem, so the group rests there for the night. Something shuffles past the entrance to the tunnel at one point, but there are no incidents.
Much of the following day is spent as Memnon casts the raise dead ritual. Ozzy’s spirit agrees to return (though Memnon hears part of a discussion between the wizard and the veiled lady, something about “an agreement…”) and his corpse, which looks old ahead of its years, grows younger again before vanishing, and reappearing behind the startled party. Ozzy looks older and more cantankerous than before and his mood isn’t improved any by his companion’s description of the beholders’ chamber. the adventurers need to return there to close the portal.
Shortly after, arriving back in the spherical chamber, Ozzy recognises glyphs and symbols that speak of a ritual to control a rift. Small beholders, the size of large pumpkins, appear when a stone is experimentally dropped down one of the tunnels leading from the chamber. However, arrows, daunting light and a winged horde soon deal with them.
Exploring the chamber via rope chain, the discs within the alcoves contain writing. The language appear similar to that of the serpent folk, and casting comprehend languages, Ozzy determines that they appear to be a journal, etched onto the discs by the Beholder’s powers.
Whilst ozzy reads several discs, others explore their strange new environment, finding a network of unnatural tunnels and caverns arranged on a ‘D8’ formation, linked by a thin strand of purple energy which the adventurers are careful not to disturb. The central chamber contains the source of the purplish light – most likely a rift.
In their exploration, the heroes acquire !2,k worth of gems , some 4k worth of odd astrological/magical equipment and some star charts, which display the stars in different constellations to the ones currently known…
Whilst Tol wittles himself a Carrion Crawler hat, Ozzy learns from the journal that the Beholder has created the rift as a weapon, in order to take over this realm! It’s experiments with ways to enlarge the portal/rift/gate are a mindfrak to the Wizard. The Beholder had the ability to create ‘mini rifts’ itself.
Ozzy determines that although his magicks may not work quite as he’d like them to in here, that the rift can be locked down and destroyed in a 9possibly) controlled imp/explosion by damaging a sufficient number of the glyphs dotted about the chambers. Carrying out a ritual, Ozzy locks the rift for a year, giving the adventurers time to proceed with their quest to find his father and the ability to return at a later date to deal with the portal in a more final manner.
The party’s final act in these chambers is to explore a fourth point of egress to the chambers, one more than the Grakhali knew of. Switch is lowered down on a rope, observing a very large underground lake. He hears water lapping against some distant shore and smells fish, but then realises he is cutting at his own rope. Something malignant in the depths almost made him sever his line and the others quickly pull him up, noting the mystery danger for future reference.
With the rift secure for now, the adventurers depart. Near their rendezvous point with the Grakhali, they discover a large pile of twenty to thirty bodies which was not there before. any mystery around this pile is soon eliminated by the enormous carrion crawler that descend s from the cavern ceiling to attack!

Death in the Dark

Ghouls also dart from the shadows and soon the party is engaged in another swirling melee. It soon becomes apparent that the Ghouls and Crawlers are not working together, as Ozzie’s hypnotic pattern draws two Ghouls close to a Crawler and the two begin to fight.

Ambush tricks from Switch, and Memnon’s Divine Glow help to wittle down the foe and as Tl finishes off the last Ghoul, two small beholders emerge from the round tunnel! Yet another Carrion Crawler engages Kathra, as Memnon and Tol destroy the beholders with surprising ease, each vanishing with a wet, purple plop.

Suddenly, Memnon runs, panicked, across the chamber as Tol begins to wither and decay and a furious, full-size Beholder emerges from the tunnel, bellowing in an unholy voice “How dare you invade the realm of Klaktarr!?!”


Switch falls to the ground, put to sleep by the spherical horror, Tol’s splintering shot knocks the beholder back and Ozzie square up to it, addressing it in the terrible tones of Deep Speech and creating a wall of fire around it. . Memnon recovers from the effects of his terror-inducing blast, going diabolic , burning the Beholder with his infernal wrath and consecrating the very ground beneath him. Ozzie’s spells keep pushing it (Klaktarr..?) into the flames and holy ground, as Tol’s arrows thud home.

A furious exchange follows, Blasts from the Beholder sizzle across the chamber as Arcane and DFivine energies fly in return. Kathra slays the Carrion Crawler and turns her attention to the beholder, narrowly missing it with her throwing hammer. Daeth rays coruscate from one of the Beholder’s eye and Ozzie cries out and crumples to the ground.

Memnon dashes to the Wizard’s side and heals him, twin strikes from Tol giving covering fire. Lying prone. Ozzie blasts the Beholder with a prismatic beam as Tiefling and Dwarf charge forwards, engaging the horror in melee. Switch flees in terror as Memnon did minutes ago, before the Beholder controls his actions and makes him attack the Cleric.

Another death ray arcs through the air, striking Ozzie full on (Natural 20!) and blasting him to the ground- stone dead..!

Zapping Kathra with a disintegration beam, the Beholder turns and begins to leave via the unnatural tunnel. Perhaps shocked back to his sense by Ozzie’s death, an angry Switch runs after it, firing with terrific accuracy and exploding the Beholder in a sickly purple flash of light.

Silence falls in the chamber, as the Heroes of Dymrak catch their breath and come to terms with the fact one of their own has fallen…

Tunnels of the Living Dead

2nd Felmont
Three routes are possible. North with undead, East with a possible Basilisk and South with mould and slimes. After what feels like eons of debate, the North route is chosen.

The furry Traldar-slaying scumfraks guide the party for the best part of three days, with some of the journey being made on fungus rafts. The party is told to watch out for unnatural round tunnels – which indicate the activity of the Eye Tyrant.
5th Felmont
The faithless fleabags depart and it’s not long before the adventurer’s senses are assailed by the smell of rotting flesh. A cavern contains a pile of corpses, which a corpse light candles reveals are not all deceased! Ghouls scuttle out from the rotting pile of bodies and down from the cavern roof to attack.


Several members of the party suffer temporary paralysis from the Ghoul’s filthy claws, but two separate waves of the undead are eventually driven off. 250 gp worth of treasure is found an added to the party stash. An enchanted longbow is also discovered, which is taken by Tol (who also gifts cough his Rebounding Shortbow to Switch).

The heroes continue on, coming to a larger cavern with a huge pie of bodies beneath a natural funnel in the low ceiling. There is also an unnaturally round tunnel entrance…

As the party enters the cavern, a Carrion Crawler drops down to attack switch.


Ozzie spies another, which rushes forwards to join the attack. Memnon blesses his companions with a Shield of Faith and battle is joined.

Hard Bargaining

18th Klarmont
The adventurers depart for Gola Keep. En route Annan soaks up information like a sponge; often emulating Ozzie (is there some latent talent there?)

After several days of Monsoon slows the journey, the party arrives at Barat Kand. To make up time, it’s decided to use Celestial Eagles to fly straight to the Firestone Bluffs and Lake Hali, bypassing Gola Keep. One horse is given to Annan along with the payment promised to him and the rest are sold.
22nd Klarmont
At night, glowing stones can be seen – a local phenomenon; Firestones. Several are collected.

On the sixth day the heroes run foul of Sahail – a blue Dragon, who demands payment for their “trespass” into her domain. After some hard bargaining and tense moments, Sahaal is satisfied with tribute of obsidian daggers, Gausite, blue shards, a potion of spirit, several corpse light candles, Ozzie’s old Orb, Memnon’s original Holy Symbol, Tol’s rapid strike bracers and Kara’s bracers of speed.

1st Felmont
During the morning a huge sandstorm hits. The adventurers take shelter in a canyon where they encounter a figure, speaking Elven and wrapped up against the storm. The figure offers shelter in exchange for water – an offer accepted. As the heroes take shelter, it’s revealed their benefactor is a beastman! Fortunately, Memnon doesn’t go Crusader on its flea ridden, diseased, furry ass.

There are in fact several Beastmen (Gnolls) and an Elf named Brak. The first Gnoll encountered is named Shendarion. During the time spent together sheltering against the storm, the adventurers learn that an Eye Tyrant is making life miserable for this odd group of ‘Grakhali’. In time, an offer is made to help the mangy curs out by ridding them of the beholder in return for being shown an underground route to their destination. Memnon is far from sure that the risk is worth the reward, but swayed by the argument that they would be ridding the world of something From Beyond; the party sets out to achieve their task.

Living in Sind

It’s decided a map is needed for scrying and horses and a guide is required to get the group where they need to go. Ozzy’s Comprehend Languages spell helps acquire both of the former, with the latter being found in a young boy named Annand.

The journey to the capital of Sayr Illan takes 13 days. Some strange sights are seen on the way, including huge grey beasts, so big they have tents on their backs. With legs like tree trunks, huge ears and a tentacle-like nose, the locals call them ‘Ellyfants’.

Arriving at the capital on the 15th of the month, Annan seems to be on the level, but it’s decided to test him. Annan is given some silver and told to be ready to depart for Gola Keep on the 17th. Switch (almost magically!) transforms himself into a bent double old lady and follows Annan. Annan does nothing more sinister than buy sow sweets, share them with some street urchins he seems to k now and give them the rest of his silver. Satisfied that it seems Annan can be trusted, The Hinn rejoins his companions.

To Sind!

After getting used to the news, Tol’s companions help pack him off to rehab (he say Noo, Noo, Wayyy) at a temple to Zirchev. Over the course of a week, strong doses of Belladonna cure his condition.

Kathka reveals that since leaving the Feywild, she can no longer shapeshift. She also gets her armour resized to better suit her new form.

Memnon spends time at the Temple of Halav and visiting Tol. Switch gets up to Halav only knows what.

Ozzie studies at the Library and discovers that yes; there is some way of detecting the Serpent People, albeit not what it actually is. It also becomes apparent that there are other copies of the Precepts and that parts of the book(s) have been influenced by even earlier works! Gating to Knosht, Ozzie finds that Riordorn is on sabbatical, the Ice girl is isolated (see what I did there..?) and all is generally well. He retrieves a journal belonging to his father, with letters showing that his Mother was from Alphatia. Two new Guardians have arrived to protect the gate, an elven brother and sister duo of Wizard and warrior. Ozzie then uses his portkey to travel to Galfridius’ estate.

His companions have been stocking up on supplies, arms and equipment (Tol has acquired Decanter of endless Water, useful for the trek in Sind). They all Portkey to Galfridius’ Estate too, meeting their Wizard there.

The estate is modest, a compact villa, some olives and grapes being grown and a few slaves. Under Galfridius’ instruction the ‘Findozzysdad’ ritual reveals his location to be near a lake, just south of mountains in the northwest of Sind. The same mountains that are home to the Monastery whose Abbot may know the location of the Lost Library.

Galfridius sponsors the Heroes to the tune of 50k gold, with each of them taking 10K. The aged Wizard also brings some welcome news – a band of adventurers in Thyatis City have hunted down and slain a huge wolf, claiming it responsible for the recent spate of killings. Perhaps Tol can now rest easy, cured of both affliction and guilt..?

The adventurers prepare for their voyage to Sind.

The Davanian Queen sets sail mid-afternoon on 2nd Yarthmont. The weather stays fine for some time, ideal sailing conditions in fact, as the ship hugs the coastline south along the Isle of Hattias.

Within two days we have reached Grey Bay, where captain Octavius fills the ship’s hold for the voyage, prices being somewhat cheaper than in the capital. He also takes on board a Minrothad pilot, Mothradin, to guide the ship through the Seafoam Reefs.

Conditions worsen slightly but we make Gaamo on Utter Island by the 12th. Mothradin leaves the ‘Queen here, as we are now leaving Minrothadi waters.

We set sail again for Ierendi, arriving in the capital on the 17th . The 15th is a full moon, and we were relieved that Tol shows no signs of behaviour out of the ordinary (for Tol).
At Ierendi captain Octavius re supplies, and we enjoyed some shore leave. The 18th is the festival of Zirchev’s Queen back home in Karameikos, where in rural communities the villagers would select one girl to be the ‘Queen of Zirchev’ for the following year. The girl spends a night in the woods (usually well-guarded), after which she will officiate at village events. Tol, priest of Zirchev that he is, came up with his own version of this rite.

The hedonistic atmosphere of the Ierendi Islands might be appealing, but Sind awaits, so on the 19th we set sail once more.

Rough seas in the Sea of Dread slowed our progress, even with the tides in our favour, and a series of stormy squalls delay us further. While there is no danger to the ship, the captain heaves too for a while, but our arrival in Sind is put back.

Eventually the 28th dawns clear, and the Davanian Queen makes the remaining three days sail with no problem. Indeed the first of the monsoon winds seems to hurry you to your destination, almost as if to make recompense for delaying you earlier.

After the journey, the party are a bit more savvy about Sind’s caste system:

Himayas: the warrior caste, rule
Rashia: effectively clerics, provide spiritual guidance
Jagudiara: the wizards, who know how to detect the Yuan Ti
Progiai: farmers
Kuhlia: slaves

Axetown is Burning

Whilst Tol breaks into a nearby laundry and gets sodden linen and buckets to fight the flames, Memnon strides through the fire and out into the street, marshalling some gawping locals into forming a crude bucket chain up to a nearby fountain.

Inside, Ozzy hammers on Mentarion’s door to wake him and Kara and Switch tie a rope around Valenian, lowering him to just above street level and leaving him dangling. Switch then leaps out of the window and lands gracefully in the street. Kara marshals the building’s residents, dumping a mattress from Valenians’ chambers over the flames at the foot of the stairs and guiding them out.

With Mentarion finally leaving his room, Ozzy shimmies down another rope and into the street. There, a good bucket chain is now going and Tol is having a coughing fit from the smoke (2 Endurance check). Some bystanders have lowered Valenian down and having slipped his gag, he dominates Memnon and Ozzy.

Booted footsteps herald the arrival of Thyatian military, led by a Pearl Islander Wizard. The Wizard freezes the flames with an ice spell, ending the peril. Valenian has slipped away into the night. The general feeling amongst the crowd seems to be that the adventurers were helping to save lives and fight the fire, so the Wizard, Harubin and his soldiers are not hostile towards them. Ozzy, Memnon and Kara talk to the Wizard, warning him about the Snake People infiltration. Switch and Tol hang back amongst the crowd, whilst the others are escorted to the city’s military headquarters; the Zendrolium.

The streets are quiet. Tol and Switch follow their comrades in the shadows, finding vantage spots to rest and wait as Memnon, Ozzy and Switch enter the imposing building. There, the trio are taken to clean chambers, fed and watered. Harubin states that he believes their story. A group will go to the library in the morning and if Valenian is there, he will be arrested. The adventurers will have the chance to speak to his superiors in the morning they are to stay here until then.

Tol and Switch spend an uncomfortable night outside the Zendrolium, with the tang of wood smoke from the riots still in the air. Overnight, the other three have each had a similar nightmare; being taken to a chamber for an audience with the Emperor and having somebody present (different in each dream) turn into a Snake Man and attack.

The trio are met by Harubin and escorted to the School of Magic by a dozen Legionnaires . There, they are taken to a chamber (the same one in their dreams…) where they are taken to meet two senior tutors; Claudia and Juliius.

Tol and Switch see their companions leaving and follow, blending into the busy streets keeping a wary eye out; but not seeing anybody else following. They manage to slip into their companion’s party.
After a tense few moments, the party is reunited and all are escorted by Claudia and Julius to meet with the near-legendary Galfridius, who has come in from his estate (a rare occurrence) to see them. The meeting takes place in a dusty office, scattered with papers, scrolls and stones (Switch’s eyes light up!).

Galfridius casts an anti-scrying spell and the interview begins. The Heroes of Dymrak tell their tale as Galfridius listens and nods. As they finish, he lifts a tome up from under the desk – The Precepts! He confirms his belief in their tale. ‘They’ are everywhere. He has come across them in many lands. They seek to overthrow us all. These Serpent People are the spies for beings that have existed before men, elves and the other mortal races. Beings from beyond that seek to return and claim back what was once theirs.

Galfridius has a ring with the same symbol as Ozzy’s parents’ pendents – that of “The Seekers”. He knew of Ozzy’s father and can teach Ozzy a ritual to find him! Also – high in the peaks of the Black Mountains there is a monastery. The Abbot there may know the location of the Lost Library.

It’s decided to stay at the School of Magic for a few days to allow Ozzy time to read the Precepts. After this the Heroes objectives will be:

- Find Ozzy’s Father
- Find the Lost Library
- Learn rituals to detect the Serpent People

The Heroes belongings and Switch’s slave are sent for. The belongings arrive, but Karulala is nowhere to be found.

There is one more revelation that evening. Discussion about savaged bodies being found in the streets leads to a revelation from Tol. Ever since being savaged by a shifter in the Fey Realm –he has become a Werewolf! And fears that he may be responsible for some of the killings..!

The Shadowhand Attack

Checking the street from the windows, the bodies in the street have been removed…

Securing the Librarian, the party is preparing to spike the front door shut, when there is a knock at it. It’s Mentarion, an elderly Elf, a neighbour of Valenian; concerned for his safety after all the racket he’s heard. He refers to these chambers being owned by a Senator and also the ‘Shadowhand , who will be “after“ the adventurers for what they’ve done.

Kara checks outside, finding sooty handprints on neighbouring properties and a clean patch on Valenian’s… Mentarion soon leaves and with the door spiked shut, the heroes settle down for the night, with Tol on first watch.

First watch passes without incident, but on Kara’s second watch, several thugs storm the stairway and batter the front door of the chambers down. Tol is clobbered by the door, Memnon sleeps through the intrusion but Ozzie’s reflexes are sharp (Natural 20!)and he blasts several thugs back into the hallway with his beguiling strands.

The thugs soon barge back in and more swing in through the window. Memnon finally wakes up and the chambers erupt in general melee. Switch fells one opponent, Memnon another, then a hulking half orc enters the fray, bludgeoning Kara as he enters the room.

Tol pushes one member of the Shadowhand out of the window, Ozzie blast another (who lands on his feet in the street; cat-like! The half-Orc bellow “Do it!!” and seconds later, the adventurers realise other members of the Shadowhand are setting fire to the outside of the building. The Half-Orc is staggered by Kara and stabs himself with a dripping balked, saying no secrets will be taken from him. Ozzie leans out of the window and blasts several Shadowhand away, but the building is alight..!

After Dark in Axe Town

Leaving Karulala at the Inn, the adventurers head into Axe Town for the rendezvous with the Librarian, Valenian. Mood on the street sis subdued. Smoke drifts in the air. Closer to Axe Town, there is an underlying air of menace.

Switch dons Koala’s pendent, taking on his appearance. Both he and Switch can sense eyes constantly observing the party and separate, taking to higher ground. At the address given for the meeting, there is a wine seller opposite. A dozen denizens of Axe Town congregate there.

Whilst Memnon waits outside, guarding the door, Kara and Ozzie enter the dark property. Guided by Ozzie’s light spell, they find their way upstairs and to a study room with sleeping couches and other furniture of a (repaired) good quality. Valenian sits behind a desk, greeting the two heroes and introducing them to his compatriot, Fabio.

Outside, the drinkers call for Memnon to buy them a drink, which he does, returning to his post afterwards. Inside, Valenian quizzes Ozzie about the Precepts, voicing his concern that the knowledge it can grant the reader may destroy him. As the conversation continues, Ozzie slowly realises he is being dominated and wit starting swiftness, Fabio is attacking Kara, shifting form to that of a Snakeman! Valenian bellows and outside, the majority of the drinkers at the wine sellers drop their drinks, draw weapons and charge over the Memnon. Three get past him and upstairs before the Cleric kicks the door shut and starts to fend off the foe.

From their vantage points, switch and Tol open fire. Tol misses, but Switch’s shot strikes home, and the enemy takes on a more serpentine aspect. Switch leaps from the rooftop and joins Memnon in combat as the Cleric shifts into diabolic form and consecrates the ground, laying several fanatics low.

Ozzie turns his beguiling strands on Kara and the three fanatics charge in landing several blows too. Outside, as Tol lands awkwardly in the street, burning his hands on the rope, Memnon and Switch finish off the fanatics and rush into the building. As they arrive at the study, Ozzie shakes off the domination and begins to fight back against Valenian.

The heroes make short work of the three minions (with natural 20s from Kara and Ozzie and two from Memnon) but as Tol makes a spectacular entrance through the study window, Valenian dominates him and begins to seep a noxious yellow gas as he is bloodied. Tol knives Ozzie and twin strikes Switch before shaking off the domination. Kara is healed by Memnon and slays Fabio as Switch grabs hold of Valenian until realising the battle is lost, the Snake Man goes limp.

The adventurers bind and blindfold the Librarian, before searching his rooms. The adjoining room to the study is a shrine of some kind. Ozzie’s spells allow him to comprehend some of the strange symbols on the walls and notes on the desk in the study, although it pains him to try and do so. When quizzed, Valenian only says that the shrine is to “none of your immortals”. Ozzie thinks he determines the name “Yurgh-Thal: He Who Must Not Be Seen…”

Several books from the library are found and stashed in a bag and the desk yields a pouch with five rubies, which switch estimates are worth 2,500 gp each. Each member of the party takes one, before preparing to secure the rooms and spend the night at the study with Valenian as their prisoner.


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