Investigating Voryn Askello
Breaking and entering the home of a Grand Wizard

26-30th days of Pelor, 816

      The heroes were glad to be home in Greystone after over a month and a half of traveling. They wasted no time, however, in continuing on with the clues gleaned from Chasselbury. Krolok, Melancthon and Calvin went to see old comrades Sherlock Gnomes and Watson, while Monitus went to report with what he had found to Reyd Eichenteld.
      Sherlock Gnomes and Watson had never heard of anything related to the Red Hand, nor could he find any connection to the mysterious playing card left by whoever stole the mysterious orb. Voryn Askello however, the sorcerer believed to be leader of the Red Hand, he did have information on. Mr. Askello was supposed to be investigated by the judges, to find any general wrong-doing. Strangely, the request for this investigation came directly from Aten Delrod, leader of the Circle of Magi and Voryn Askello’s superior. The group then left Gnomes to meet back up with Monitus.
      Reyd Eichenteld was happy that Monitus had ended up in Chasselbury and had been able to gather some information on the Red Hand. He confirmed that the books Monitus had taken from the laboratory underneath the library were indeed accessible only to the seven Grand Wizards of the Circle, of which the suspected leader Voryn was of course a member. It was decided that Eichenteld would ask for an audience with Askello and that Monitus and his companions would use this opportunity to sneak into his house to look for damning evidence. Monitus, Krolok, Melancthon and Calvin staked out Voryn’s home and waited for nightfall.
      When Askello left, Krolok of course took the direct approach and smashed in one of his windows. This unfortunately drew the attention of two guards, but they were easily dealt with by a couple of Suggestions from Melancthon. There was nothing of note to be found in Voryn’s private library, but a secret passage was found in his room, leading underneath his garden. While Krolok and Monitus examined this, Melancthon decided for some inscrutable reason to sink Askello’s fountain down into the secret room. A the only door down there radiated magic, so the cautious crew dispelled whatever spell was in place and proceeded.
      Inside what was undoubtedly the secret lair of Voryn Askello, the group was attacked by its guardian, a large dragon skeleton! However, Krolok had already worked himself into a massive rage to break down the door, and the undead beast did not last long against his fury. The usual post-battle searching and looting was cut short when Grand Wizard Askello himself teleported in. There was a bit of confusion when he accused the party of being members of the Red Hand, and this was compounded when a trio of Herzou demons (the same type the group had fought in Chasselbury) teleported in as well. A retreat back up the stairs was made, with Voryn in tow, who used powerful magic to force the demons back to their home plane.
      With that business out of the way, it was time to discuss what was going on and who was on whose side. It turned out that Voryn was not a member of the Red Hand and had in fact, been working against them all along. He had just returned from a covert mission similar to the party’s, except that he had sneaked into the secret sanctuary of the Archwizard, Aten Delrod. There he had found the other half of the teleportation circle from Chasselbury and other incriminating evidence before he was chased off by the group of demons that Delrod had summoned. He welcomed our heroes as new allies in the fight, but warned against an open confrontation at this time. He advised them to lay low for a while, possibly even out of the city, while he would gather strength for the coming conflict against Aten Delrod and the Red Hand.
      It was at this point that Lord Melancthon brought up the quest he had asked for assistance with when he first joined the group and produced a map and directions in the form of a strange rhyme. This seemed like a good time to help out their new friend, so the adventurers set off for the closest landmark, the village of Lonsalindel, hometown of Ampersand.

A Visit to Chasselbury
Monitus reveals a possible plot to take over Greystone

13-25th days of Pelor, 816

      Much of these two weeks were spent sailing, but a few notable events occurred. After leaving the Island of Leor, the group ended up in the city of Chasselbury, where they stopped for a couple days to finish the repairs to the ship. While exploring the city, Monitus revealed that he had been warned about a secret evil organization called the Red Hand who have been trying to overthrow the government of Greystone. Their alleged leader is the Grand Wizard Voryn Askello, a charismatic and powerful leader with a less than stellar reputation. Since Monitus’s information indicated that the Red Hand were somehow working with Chasselbury, this seemed like a good opportunity to do some investigation and try and find evidence of Askello’s involvement.
      Firstly, Master Juba put his dubious flirting/information gathering skills to the test talking to some women in a tavern. He learned that the Red Hand were a legendary group of Chasselbury knights from fairy tales and that more information could possibly be found in the Royal Library. Unfortunately, this library was located within the walled-off noble quarter of the city, but the party decided they would go and get into the library one way or another.
      Luckily, there were only two guards standing at the gate, and a couple Suggestions from Melancthon quickly gained the group access to the inner grounds and the library. Surprisingly, the library’s architecture was very reminiscent of the ancient temple they had explored a week ago. Juba decided to magically detect secret doors, while Monitus and the others scanned the shelves for any information on the Red Hand. Juba’s spell paid off, there was indeed a magically sealed door in the floor and Monitus found the command words in a book of fairy tales that were embossed with the image of a red hand.
      Inside the secret passage was an alchemist’s lab, guarded by a powerful demon called a Herzou. This type of demon is resistant to non-blessed physical attacks, as well as most forms of elemental magic. Monitus ended up doing a good portion of the damage with non-elemental magic missiles and by summoning a Celestial Lion, but the attacks of Master Juba, Aravis and Nirinjan in the form of a tiger helped as well. Melancthon and Calvin went to get assistance from the guards, but they provided little help.
      Eventually the fell beast was defeated, and searching the room revealed a few clues. First of all, the shelves of the workshop contained books from The Library of Greystone, specifically from the forbidden section that only a Grand Wizard could have accessed. Secondly, there was a mysterious teleportation circle set into one of the walls which could not be activated. With the trail at a dead end for the time being, the adventurers returned to their ship.
      Back on board, they checked with Krolok, who had been holding onto the mysterious orb, only to find that it had been stolen! In its place was left a stone of similar size and shape along with a playing card. Krolok could offer no explanation as to how it had been stolen from him, and with a lack of evidence to pursue, the group left to return to their journey back to Greystone.

The Lost Island Pt. 3
The party finish exploring the ancient temple and leave the island

8-12th days of Pelor, 816

      Having spent a fitful night’s rest in the strange pyramid on the mysterious island, the group awoke ready to finish exploring this place and then go home. Juba, Krolok and Ampersand decided to guard the rear, while Monitus, Nirinjan, Melancthon and Calvin climbed the stairs leading up. They found themselves in a large room, possibly the last chamber in the temple. The decaying tapestries showed that this was once richly decorated and a pedestal at the far end held a crystal ball on a golden stand. Unfortunately, there was also a large stone statue, who stood up and began to move towards the intruders.
      Monitus, knowledgeable in many fields, identified the construct as a Stone Golem, unfortunately immune to magic. This was not good news for the group consisting of Wizard, Sorcerer, Druid and Cleric. They decided to play defensively, using summoned creatures of Nirnjan and Monitus to keep the brute at bay, while Calvin and Melancthon used magic to weaken the floor underneath him, dropping down into a combination of mud, webbing and grease. While this bought them some time, they examined the orb, and found that it cast some sort of anti-magic field. This would have been rather unfortunate for the spellcasters, had it not then have been found to temporarily nullify the golem’s power as well.
      This only left the natural cavern found at the bottom of the pit trap from the first section of the pyramid. The party followed a slightly unstable passage to an underground beach, littered with the corpses of whales and other large sea creatures. However, the shoreline was littered with gold and other precious items. Unbeknown to our heroes, this was the lair of the Kraken who caused their shipwreck in the first place, and who had survived Melancthon’s followers’ attack. Luckily, they cautiously used magic to scoop up the treasure and then absconded with it.
      After returning up the stairs to retrieve the orb, the entire group left the temple (with the Golem following angrily behind them). They quickly boarded the boat, said farewell to the strange island and headed north towards civilization.

The Lost Island Pt. 2
Exploring the ancient temple

1-7th day of Pelor, 816

     After spending several days repairing the ship and guarding their camp from any more Dinosaur or Neanderthal attacks, the group was ready to leave. However, the strange pyramid shaped structure at the center of the island seemed too tempting to pass up, so our heroes decided to investigate its interior.
     The strange dungeon was filled with several tricks and traps, as well a few monstrous guardians. The very first room they came to featured not only a deadly Naga who attacked them with Lightning Bolts, but also a false room that triggered a collapsing ceiling. Luckily, this trap was triggered by an unseen servant, then investigated further after Krolok had torn the door off its hinges and Juba had used his immovable rod as a safety mechanism. There was also a dead-end room filled with statues. The party worried they might be animated guardians waiting to attack, but instead the room was found to contain the Naga’s treasure.
     Leaving that area, they found a sort of shrine-room, with runes written on the floor. Unfortunately, Monitus was unable to decipher them. As they advanced down the hallway leading to a flight of stairs, Nirinjan and Balthasar fell down a trap door that opened into a 70 foot pit but Melancthon was ready with a Feather Fall spell to save them. The pit opened up into a natural cavern, but the group decided to investigate the upper passages first.
     Next, our heroes came upon a very large room with a 60 foot high ceiling and a large Air Elemental in it. In what turned out to be a lucky move, they ended up fighting it in the hallway outside the room. This came in handy once they realized that gravity in the room reversed itself every minute, leading to some close calls with people almost “falling” up and crushing themselves on the ceiling.
     Things calmed down for a while after the reverse gravity room. A long, snaking passage inexplicably filled with crushed bones gradually worked its way up through the pyramid, leading to an abandoned dining room. In the hallway outside the banquet hall, another trap was narrowly avoided as Master Juba and Krolok jumped out of the way of being boxed into a small compartment, which then began filling with water. Lord Melancthon’s follower Calvin used a stone shaping spell and drained the water as well as making a passage they could continue through.
     This passage led to a long abandoned alchemy lab. It seemed empty at first, but then the party began to be attacked by a pair of invisible assailants. The battle was frustrating, as the heroes were growing tired and it was difficult to defeat enemies that could not be seen. In the end however, the prevailed and decided to hole up in the lab and rest before continuing on.

The Lost Island Pt. 1
Exploring a dangerous island

31st day of Fharlanghn, 816

      With supplies beginning to run low and their ship in need of serious repairs, our heroes decided to explore the island in search of food and fresh water. Through wild shaping into an eagle, Nirinjan was able to scout out most of the island, finding an old pyramid in the middle, in front of which a village of savage Neanderthals had been built. After returning to camp to report this, Krolok and Balthasar decided to go hunting; Monitus, Juba and Tales the hedgehog went on foot to the temple, Nirinjan flew back to spy on the village some more while the others stayed at camp to help set up for their survival.
      Unfortunately for them, Monitus and Juba were ambushed by six of the Neanderthals on the way. Greatly outnumbered, things did not look so good, with Monitus getting clubbed and knocked out early on and Master Juba coming close to being defeated as well. The true hero of the battle was little Tales, who clawed and bit the faces of the Neanderthals in a wild rage until they were all defeated. They decided to cut the expedition short and return to camp for the night, where the hunters had returned with a feast of wild boar.
      During the night, while Ampersand and Juba were guarding the camp, a group of large bipedal reptiles attacked. During the battle, the ship was sustained minor fire damage, which had to be put out by a Water Elemental Nirinjan summoned. The monsters were eventually slain and the rest of the night passed without incident. Now the group is debating whether to risk investigating this curious pyramid or to simply fix their boat and leave this inhospitable island as soon as possible.

On A Boat
The group sails in search of Ahgul Slar

16-30th days of Fharlanghn, 816

      Master Juba and his companions now had both a map leading them to Ahgul Slar, and the means to get there. However, before they could reach the boat, they had a strange encounter. The party was stopped in the street by a strange sight: 7 robed men, the apparent leader of whom had hair that appeared to be turning into leaves and skin like bark. A squirrel hopped down from his shoulder with a scroll introducing himself as Lord Melancthon. He offered to help the party with their adventure if in return they would help him on his journey when the time was right. The heroes decided that they would take his offer, at least temporarily.
      After two weeks at sea with Captain William Husker, things were looking grim. One stormy evening, Aravis, spotted a ship in the distance flying Slar’s flag while on watch in the crow’s nest. Their quarry’s ship was faster, but Melancthon summoned a magical wind to help catch them. While closing on Slar, he and his minions began firing ballista bolts at the party, damaging their ship. Monitus responded by casting Fly on Krolok, who worked himself into a rage while hurtling through the sky towards the ship and Nirinjan transformed into a great sea hawk to call lightning down upon them. The Gnoll marines and sailors aboard Slar’s ship put up little resistance against these powerful adventurers, until Ahgul Slar himself came up from below the deck. He challenged Juba to one on one combat, and they began to duel on the stairs of the ship.
      Almost all the Gnolls were defeated and everyone except for Master Juba began to rest on their laurels, when out of nowhere a gargantuan tentacle rose out of the water and knocked Aravis out with a single blow. A Kraken had joined the fray and began tearing into both ships’ hulls, as well as lashing out on anyone standing on deck. Juba threatened Slar into a temporary truce for as long as the great sea monster was our destroying everything in sight. Slar accepted and boldly jumped into the water to slash it with his sword. Melancthon, on the other hand, had a different idea. He called five of his devoted followers up and ordered them to jump into the water with the giant squid. They each unrolled a scroll, and then there was a great explosion, followed by a cloud of steam and raining chunks of kraken meat. When the air cleared, there was no sign left of either the kraken or Ahgul Slar.
      It was a victory for our team, but both ships had been badly damaged by the battle. Fate was kind however, and Captain Husker spotted land. Some of the Gnoll crewmen were taken on board as prisoners, and everyone soon found themselves crash landed on a strange island, thick with jungle. Could this be where Ahgul Slar was originally headed?

The Angry Wife
Aravis leads the group on a quest for justice

15th day of Fharlanghn, 816

     Krolok, Ampersand and Monitus were enjoying some time off with Master Juba at his estate when a Half-Elf woman came calling. She introduced herself as Aravis, a former member of the Teeth of Slar gang. Aravis had originally been in it for the gold, but balked when Ahgul Slar began killing innocents unnecessarily. Master Juba’s parents were among those that Slar had personally killed and she offered to help avenge their deaths.
     The party was skeptical of this stranger, but they decided to check out her story by going with her to the Angry Wife, Slar’s tavern. They found an Ogre wearing a top-hat standing outside, clearly the bouncer. Since he would undoubtedly recognize Aravis, it was decided that Monitus and Ampersand would attempt to go inside while Krolok kept an eye on the newcomer. Juba was, as usual, hiding on the rooftop.
     Biff the Ogre told them that it was a private party and they weren’t allowed in, but Monitus cleverly told him that Ampersand was the night’s entertainment. After a stirring demonstration of her vocal ability, Biff begrudgingly let them in and told them to talk to Gruzz, the bartender.
     Inside, they found about a dozen gang members, mostly Humans and Half-Orcs, as well as a dirty Halfling playing the piano. Monitus convinced Gruzz to let Ampersand sing, (Gruzz threw a bottle at the Halfling, knocking him out) but this proved to be somewhat of a mistake. Once she began singing, Gruzz recognized her as one of the famous adventurers and associate of Master Juba. Monitus gave him a piece of paper with Exploding Runes on it and sent his cat out to get the others. The bartender (and several thugs near him) were engulfed in flame and shrapnel, but the others in the bar were so entranced with Ampersand’s magical song that they didn’t notice or care. Ampersand even took a couple out with her whip mid-song.
     Meanwhile, the group waiting outside saw the cat run out the door and under Biff’s legs and lept into action. Master Juba jumped down onto the Ogre with a sneak attack, gravely injuring him. Then Krolok and Aravis joined the battle with axe and arrows. Though the Ogre was large and powerful, he could not last long against the three seasoned warriors. The remainder of the gang inside offered little resistance against the entire group.
     After the battle, Juba revived Twindle “Twittpuff” Pyfey the Halfling in order to get some information out of him. The small bard took an instant… err… liking to Krolok and was more than happy to help. He led them downstairs, where there was a secret door to Slar’s private study. Inside the room they found what appeared to be a powerful monk, but turned out to be just a weak sorcerer named Dink Butterman with an illusion cast on himself. He turned invisible and offered to give information in exchange for his life.
     As it turned out, Slar had recently left on his ship, the Uza Slar, to some mysterious island. Dink could not say why his boss was going there, but he did have a map to the island, as well as a chest with 5,000 gold pieces to buy his freedom. The heroes were merciful and let Dink sneak off, but decided that their next course of actions should be to get on Master Juba’s ship and try and catch up to Ahgul Slar.

What happened to our heroes after defeating Zultan

1-14th days of Fharlanghn, 816


Having helped defeat the evil Lich Zultan, & is more famous than ever as a singer. She no longer has to work as a serving wench thanks to the money she has acquired while adventuring and the fact that every night there is a crowd of people waiting to hear her sing.


Drolok has finished his quest to recover Brolok’s body and avenge his death. With the ruins of Kanatir habitable again, he has decided to travel back to his nomadic tribe and try to convince them to attempt to reestablish a thriving permanent Dwarven community.


Like Drolok, Krolok is happy to have killed Koldun and defeated Zultan and it is a special honor to have recovered the axe that has been passed down in his family for a thousand years. He is now free to decide whether to settle at Kanatir with his brother and tribe, to set off on his own or to continue to prove his strength as a warrior with his new companions.

Master Juba

After returning to Greystone, Master Juba found a judge waiting for him with a recently discovered secret will left by his parents. He is now the proud owner of a palatial estate in the heart of Greystone, as well as a large ship moored in the Ceberry River.


Owing to his vast improvement in magical power, the Circle of Magi has decided to declare Monitus an apprentice wizard no more. He has been awarded the full status of a Mage, and access to almost all of the magical research materials the Library of Greystone has to offer.

Nirinjan and Balthasar

Nirinjan has quickly advanced from a simple initiate running errands for the Druid High Priestess of Nagara to the point that she has now been awarded the rank of High Priestess herself. However, since she has proved so effective at combating evil on her travels that she is not required to settle down and train other Druids, instead it is just asked of her that she continue to destroy the enemies of the natural order wherever they may be found.

Sherlock Gnomes and Watson

While personally disappointed that Zultan was not officially brought to justice, the City of Greystone on the other hand could not be happier with Sherlock Gnomes’s performance. They wish to award him (in addition to a large cash bounty) the honor of becoming a Judge so that he may carry real legal power during his investigations into the crime of the city and surrounding area.

Thom Fhranks

Thom has never been very charismatic, which made him seem a relatively poor choice for leadership in the City Guard. However, his bravery in the events of the past few weeks have earned him the respect of both the enlisted men and his superiors. He is now a First Lieutenant with the authority to command a thousand soldiers in time of war.

Evil Eliminated
Zultan is found and banished

30th day of Olidammara, 816

Some of the party was tired or low on spells, but it was decided that there wasn’t a moment to lose; every passing minute could mean another innocent villager sacrificed to the Infernal Powers. Our heroes quickly began the long trek to Kanatir.
Upon arriving, they found that a skirmish had already taken place. Several cultists were dead on the ground, and standing over them was a small squad of guardsmen led by none other than Thom Fhranks. News of what had happened to Northledge quickly reached Greystone and Thom decided that the best course of action would be to head to Kanatir.
Inside, they found a horrifying amount of dead bodies, each with their throat ritualistically slit, as well as a large group of villagers still bound and awaiting their grizzly fate. Sherlock and Watson decided to free the prisoners and get them out, while the rest of the group descended further into the ruins.
As the old Dwarven elevator groaned to a stop on the bottom floor, the group saw that the entire area was lit by an eerie red glow. Turning the corner, they saw Zultan Kanatir standing in the chamber they had theorized was used for blood sacrifice, and was now indeed stained red with the blood of over a hundred peasants. He boasted that already his powers were returning, and indeed, black tendrils of smoke-like energy were emanating from a small glowing portal in the wall and wrapping themselves around the lich’s body. To make matters worse, some of the undead Dwarves from below began to run towards the party, their eyes glowing red and clearly no longer docile.
Drolok, Thom and the guardsmen charged the Dwarves; Krolok and Balthasar attacked Zultan; and Nirinjan, Master Juba and Ampersand provided ranged support. The Dwarves proved to be not much of a challenge, but Zultan on the other hand was heavily armored and hard to injure. To make matters worse, as the portal grew in size, evil Lemures began to pour into the room. Nirinjan successfully targeted Zultan with her trademark lightning bolts, but it didn’t look like it would be enough to kill him before he fully powered up and easily took out the party. Luckily, Ampersand caught him off guard with a Blindness spell, which gave Krolok the edge he needed to use the Rolokxe’s special ability to knock Zultan back through the portal and into the plane of Devils. As the portal began to close, Master Juba ran up and put his Immovable Rod over, the portal, preventing Zultan from passing back through. With a howl of rage, Zultan blasted Krolok with one last magical curse before the portal sealed up over his arm. That smoking, armored husk is all that would remain of Zultan Kanatir on this plane of existence. The underpowered and unlikely forces of justice had prevailed over their ancient foe.
Nightmare for Northledge
The adventures of Leibowitz

29-30th days of Olidammara, 816

     Having left the burning house of Koldun, the group stopped off at the nearby village of Haugsmeed to stay the night and get information on how to get to Northledge. The innkeeper was offended when Sherlock accused Koldun of being evil, so most of the group ended up sleeping outside, while Sherlock and Krolok stayed in the “Bridal Sweet” (the stables).
     The next morning, Sherlock went to the local guard house to ask for assistance with the protection of Northledge. They were given Sgt. Leibowitz and Private Jones to take along.
     Upon reaching the outskirts of the town, it was decided that the group should split up. Nirinjan, Ampersand, Drolok and Jones circled around to the other side, while Sherlock and Watson, Krolok, Monitus, Master Juba and Leibowitz would enter from the South side of the city. No sooner had they entered than a rock came hurtling above their heads. A Stone Giant named Andre stepped out from behind a building and told them to leave. Monitus tried to stall for time by talking to Andre, so that Sherlock could disguise Krolok as Koldun, but Andre responded by throwing another rock, this time seriously injuring Monitus. The group then leaped into action, attacking the giant.
     It was a hard battle, but the group eventually got the upper hand thanks to a combination of Monitus’s “Belt-Be-Gone” spell, Watson’s tripping ability and Master Juba’s Immovable Rod. After he fell unconscious, Sherlock dressed his wounds and manacled him.
     In the center of the village, the heroes found a group of Zultan cultists loading peasants into a wagon, guarded by a Cleric and two Zombies. Leibowitz and Krolok easily took out the cultists, and the Cleric and Zombie soon followed. Midway through the fight, Nirinjan showed up to check on the other group, and after the battle Master Juba left to join the other group. Monitus went to free the peasants, and they told him that Koldun’s men had been taking villagers somewhere to the East, and that he was holed up in the guardhouse with a large Zombie, as well as the rest of the townsfolk. Leibowitz used the cart to take the unconscious and manacled priest and giant back to Haugsmeed, while the rest of the party went to settle the score with Koldun.
     Krolok kicked down the door to reveal the wizard and his guardian, a large undead creature made of many different bodies stitched together. Koldun was knocked out without too much trouble, although he did put a curse on Watson, and a mind control spell on Krolok. The creature proved much harder to fight. Monitus identified it as a Flesh Golem, but not before Nirinjan had healed it with some electric attacks. Monitus also used a Color Spray to stun Krolok, who was attacking his teammates, and Sherlock as usual arrested him. Even after the enchantment wore off, Sherlock wasn’t convinced that it was safe to let Krolok out of his manacles, but the Dwarf was so driven towards revenge that he ran over to Koldun’s unconscious body and strangled him with his manacles, popping his head off. While Sherlock and Krolok debated the morality of this action, the Golem went berserk, lumbering around the room smashing walls and was eventually destroyed.
     Several of the villagers were saved, but many more had been already been carted off, almost definitely to Kanatir. They face being sacrificed to the Infernal Powers if someone doesn’t save them soon…


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