Harken's Heroes

Prince of Undeath
The final showdown

Having destroyed Doresein and his ghouls, the party watched expectantly as Ganassi used his mastery of magic to manipulate the Mirror of Shadows and create a portal to the Shadowfell. As they hurtled toward a castle made of black ice, the group was shunted off course and ended up in a familiar place, the Dead Man’s Cross near Gloomwrought.

Ganassi used his arcane skills to determine that the Raven Queen’s kingdom and Orcus himself were warded against being portal’ed into. The wizard was able to keep the party on the same plane, but they would need to find alternate means of transportation from there to the Queen’s castle.

While they walked through a makeshift tent city, set up near the Dead Man’s Cross, they were surprised when Prince Roland, former ruler of Gloomwrought stumbled out of one of the tents. Angered at the party for enabling his enemies to overthrow him, the Prince ordered his remaining loyal followers to attack. They were joined by the remaining vampire brother from the two they faced in Gloomwrought’s graveyard.

Ganassi opened the fight by casting waves of fire and force that nearly obliterated the few archers the Prince had mustered. Scarab used a horde of poisonous shadow spiders to attack the sword wielding members of the enemy rank. He followed it up by breathing a cloud of poison over them, which angered the berzerkers and caused them to charge the revenant assassin. So great was his ability to dodge their attacks, that he emerged completely unscathed from their flurry of blows.

D’kar charged into the battlefield and levied a divine challenge against the vampire, burning him with radiant energy. The dragonborn followed that up with a deadly charge that nearly killed him. Mot used her radiant power to dust the vampire. Spurred on by the death of his ally, Prince Roland tried to stab D’kar with his rapier and failed miserably. He then forced a minion to attack Ganassi, while also hurting himself. Though successful, the reckless attack nearly killed the minion when it’s bow snapped back and hit it in the face.

Annoyed at their lucky strike, Ganassi burned the group of archers again and teleported them closer to the rest of the party. Scarab bisected one of the blinded berzerkers, causing the rest to fear for their lives. Glurp killed another of the misguided followers, allowing D’kar to easily intimidate Prince Roland into surrendering.

Their adversaries fled, the party explored the camp looking for a way to speed up their journey to the Raven Queen’s kingdom. They quickly discovered a number of undead winged horses that could fly them quickly on their way. Scarab summoned a flying skeletal horse of his own and the group took off and headed onward to the Raven Queen’s kingdom. As they flew over frozen forests and jagged, snow covered mountains, souls of the dead joined them on their journey. They approached a frozen fortress, souls swirling in a maelstrom above its tallest towers. Dead from both sides of a climatic battle littered the road and battlements leading up to Fate’s Palace, the dark and foreboding home of the Raven Queen. Upon landing in a large courtyard littered with the bodies of warriors from both sides of this conflict, the party charged through the shattered doors into the palace proper.

Inside they discovered Orcus standing over the fallen form of the Raven Queen, drawing power from her. Smaller altars on either side provided even more power to the demon lord, drawn from two powerful servants of the Raven Queen pinned to the top of them. The party braced themselves as best they could, before Bospehus rushed toward one of the altars in the hopes of weakening Orcus. Scarab was horrified to discover that the giant demon was immune to his poison and necrotic attacks. Ganassi teleported adjacent to the other altar but failed to weaken the magic on it. He was much more successful targeting Orcus with a bright Prismatic Spray, though he was unprepared for a magical shield protecting the creature and defensive magic damaging him in return.

D’kar prayed for help from Bahamut, before charging at Orcus and striking him with righteous fury. It didn’t do as much damage as the dragonborn hoped, but it allowed Mot to sneak in and weaken the beasts defenses significantly. Enraged, Orcus poured a massive wave of necrotic energy to harm all the heroes, before attempting to lure the cleric to his side. Fortunately, Bosephus’ will was strong enough to resist the call.

While the rest of the party distracted Orcus, Scarab teleported behind him and quickly made his way to dying Raven Queen. He avoided the most damaging part of Orcus opportunity attack, but wasn’t able to assist her. A magical aura between Orcus and the Raven Queen prevented him from physically reaching her. Ganassi used a powerful spell to summon a balor demon to fight against Orcus and his mental powers to partially disable the magic on the altar next to him. D’kar used his holy power to inflict a massive wound on the demon lord, assisted by some of Mot’s magic to make the strike even deeper. Hovering at the gargantuan monster’s eye-level, the dragonborn issued a divine challenge from Bahamut against him.

In retaliation Orcus attempted to use his Touch of Death power to destroy the paladin, but he was thwarted by the power of Mot’s song. D’kar was still severely injured from the attack, but remained alive. Everyone was again damaged by Orcus’ necrotic aura, as the Demon Lord howled in frustration at the interference of the adventurers. Bosephus used his holy powers of healing to nearly free on of the Raven Queen’s servants from a magical altar.

With Scarab ready to leap to the Raven Queen’s aid, Ganassi threw the Mirror of Souls into the magic beam connecting her to Orcus, severing the tie. He followed that up by freeing the servant of the Raven Queen from the altar in front of him.

As Scarab removed the weapon pinning his liege to the ground, it crumbled to dust, never to be used again. “Sara, my liege, I love you.”, he stated, as he plunged his blade into her heart, ending her pain. Her soul leaves her body and hovered near by, saying to him “My assassin, you have done me proud. You have done all that I’ve asked of you and more. Take my power, it is yours. Become the Raven King, should you survive this battle with the demon.” Scarab turned from her and said ,“Orcus, face the new King of Death.”, before leaping at the Orcus and striking him with a massive attack from his blade. This combined with the loss of the power from the Raven Queen was a severe blow to the Demon Lord, driving him into a blind rage. He rampaged through the room and attacked most of the party with his club like skull wand, scattering them and knocking them down.

D’kar, who’s armor prevented the attack, morphed into a massive dragon and hurled fiery breath on the demon, continuing to damage him. Mot used her powers of healing to shore up the eladrin wizard, before distorting Orcus vision and making those that attack him successfully become invisible. Bleeding from numerous wounds, the aura of undeath surrounding the beast became even worse, cutting through even the sturdy defenses of the cleric and paladin. His rage was so great that he wasn’t able to touch D’kar with his Touch of Death attack a second time. While the dragonborn hovered out of the way, he dodged right into a stinging poison attack from the demon’s tail. Surrounded by enemies and wounded, the Demon Prince summoned a small number of ghouls to aid him.

After finally finishing freeing the Raven Queen’s servant from the altar, Bosephus unleashed his superior healing powers to restore D’kar and Scarab to near full health and increased defenses. As the cleric entered the fray, Glurp charged the ghoul nearest Mot, paying homage to Scarab as his liege while doing so. He easily slaughtered the creature, while Ganassi used Oppressive Force to pin the gargantuan demon down. Using a trick of time, the wizard prepared a way to deal extra fire damage to the beast and recovered one of his powers.

Scarab and D’kar hit Orcus with more attacks while the beast was pinned down, further enraging him. Mot used an Epic Bard trick to fully recover her health and powers, before attacking and turning invisible again. Orcus regained his feet and used a sweeping wand attack to damage almost everyone in the party. D’kar sacrificed his ability to resist the necrotic damage to protect his teammates, and Mot used a power to heal up Glurp, who was near death. Orcus roared in rage and spawned another group of ghouls. Before they could get very far, Bosephus used his radiant powers to Turn Undead most of them and then heal Scarab and Glurp. Calling on the power of Pelor, he called on a mighty strike to burn away the flesh of his enemy.

Emboldened by his party (and new health), Glurp launched a vicious strike against Orcus leg, slicing and hacking away. Ganassi sent Orcus on a terrifying journey into an inter-planer space, before clearing out a few of the ghouls. D’kar and Scarab managed to take out another one, while Mot healed the ailing wizard. The party prepared for Orcus’ return and launched flurry of attacks when he reappeared. The cleric hit with a God Strike, Mot once again warped his vision, Glurp got another solid hit on his other leg, and Ganassi stunned the beast before striking him with another volley of magic missiles.

Scarab attacked Orcas with numerous strikes, teleporting in and out of the shadows as he ascended to finally remove the demon’s head.

Having ascended to the throne as the rightful Raven King, the soul of the former Raven Queen waited in judgement of Scarab. “Sara, my love, I grant you access to the Astral Plane, in the hopes that you will wait for me, until I am done serving in your stead.” She smiled and ascended through the mass of souls to her final rest.

Before going their separate ways, the new Raven King promised to make his friends immortal as long as they spread the word of him in their travels across the planes. He also allowed them to travel freely in and out of his kingdom of Latherna.

The party returned to Harken, looking for a quiet place to recuperate. A few days later, D’kar and Bosephus, unable to find their three other companions at breakfast, went searching for them. Ganassi, Mot, and Glurp were standing outside of the inn, regarding a strange blue box with the word “POLICE” written on the side of it. Having poured his command of time and space into it, the wizard, the gnome, and the goblin were planning on exploring together to see what else they could see in their travels.

Bosephus, having completed his mission to keep his party alive, redeem his brother, and vanquish a great evil, accepted the promise of Pelor to ascend to the Astral Plane as one of his saints.

D’kar, after spending some time with his new found family in Phyrexia, ascended to his place beside Bahamut. Reunited with his friend Arwen and his grandfather, Acidarr, the three worked together to send another vessel of Bahamut into the world. The dragonborn looked forward to his eternity at their sides, enjoying the comradarie he missed out on in life, until he met the other Harken’s Heroes.

Kingdom of the Ghouls Part 1 and 2
The End draws near.

After resting the party was greeted by the Son of Skeeter. The warrior led them to Arshaka’s private collection of weapons and armor. Once they gathered the best gear they could find, they met with the crystal being one last time. Arshaka informed them that a secret cult of Orcus was operating out of Sigil’s temple to Sehanine. The cult was guarding a secret portal to Orcus’ home plane. Before sending them on their way, Arshaka provided them with a crystal shard from his own being for when “they needed help the most”.

The adventurers made their way to the temple and after some discussion about which service they wanted to attend, Mot led them inside. A priest was leading a service inside the moonlit temple.

Mot, being used the services of Sehanine, noticed the some of the worshipers weren’t what they appeared. Fortunately followers of the moon goddess had a system in place to warn each other when danger is nearby. With the rallying cry of “pah-kaw, pah-kaw, chica chica chica”, Mot notified her fellow parishioners it was time to flee the temple. The priest leading the service tried to convince them otherwise, but with a resounding battle cry, Mot attacked him.

Ganassi unleashed attacks on a number of the ghoul like members of the congregation, easily destroying them. The Zealot of Doresein, an evil creature disguised as a priest of Sehanine, started attacking the party’s minds.

While they were distracted, they didn’t notice the large moon like light above them was actually a giant flaming skull. It descended into the fray and launched a ball of fire at the group. After they recovered from their initial surprise, the party made quick work of the undead creature.

Turning their attention to the Zealot of Doresein, the adventurers cut him down for the desecration of Sehanine’s temple. Appropriately, Mot landed the final blow.

Ganassi quickly used his arcane powers to discern that using the water in the small cistern at the front of the temple would activate the teleportation circle hidden in a nearby alcove.

Teleporting further into the temple, the heroes encountered a ghostly reaper, requesting them to pay fealty to “Death’s true master”. As the creature waited for an answer, it dealt necrotic damage to most of the party. Unwilling to lie about where their loyalties lay (except Glurp), the party used their skills to break through the wards trapping them in the room.

Coming to a split in the hallway, the party decided to send Glurp and Scarab toward the sounds of prisoners to check on them. After several close calls, the two sneaky characters manage to get close enough to coup de gras two sleeping guards. The party freed the prisoners and herded them into the room they suspected contained a large group of enemies enjoying a party.

Surprised by the sudden appearance of their supposedly secured prisoners, the ghoulish humans didn’t notice Harken’s Heroes preparing to attack. Using the powers of teleportation, the melee fighters of the party ‘bamfed’ in front of the crowd of prisoners and jumped into the fray. Ganassi made short work of the minions and the heroes quickly piled damage on the rest of the ghoulish humans. Mot played a song that allowed all of her allies to sprout cherub wings and fly, allowing them to take tactical advantage against their enemies. Glurp had a difficult fight, until Scarab came to his rescue against one of the toughest fleshgluttons. The rest of the party had little difficulty cleaning up the other enemies.

Once they were healed up, the group descended some stairs into a dimly lit chamber. A portal to Orcus’ realm, the White Kingdom, was defended by more fleshgluttons and some other followers of Doresein. The ranged fighters of the group laid into the heroes while a fleshglutton tried to eat Bosephus. Harken’s Heroes managed to turn the tables, D’kar saving BFG and Ganassi attacking the evil magic user. As the battle went one, one of the decaying angels fled through the portal, promising to warn its master of the approaching adventurers.

After eliminating the final enemies, the group jumped through the portal into a realm of nightmares. Bone dust covered the entire moonlit landscape, and large chasms filled with frenzied ghouls dotted the plain before them. As they looked on in horror, a horn blast from an obsidian castle drew their attention as a massive gate swung open and an army of creatures poured out.

The crystal shard provided by Arshaka began blinking and unsure of how they could proceed without help, D’kar activated it. Suddenly massive portals to other worlds opened and an army of allies entered the fray. The dragonborn barbarians and minotaur fighters of Phyrexia, Bronze Warders from Thunderspire, and archers and wizards from Astrazalian. The mighty Phyrexian airship roared overhead and kept the flying ghouls at bay, while Harken’s Heroes took up positions among the various troops and charged the enemy. All of the good work they had done in their adventures came back at the time they most needed it.

The army of ghouls, Phyrexian constructs, evil mages, and skeletal archers met the army of the heroes around one of the deep feeding chasms, splitting the battle into two fronts.

Alphonse Glimguardian, recovered from his ordeal at the hands of Orcus’ followers, joined the attack with his brother by his side. The dragonborn barbarians and eladrin mages made quick work of the Phyrexian Reavers and Paincrafter mages. The other front had a slower start, but finally managed to break through the enemy lines and take out the deadly skeleton archers. With the enemy routed, the party left the clean up to Alphonse, while they pressed on toward the Obsidian Castle of Doresein.

As they approached a giant bridge made of bone and sinew stretching out over a sea of black blood, a massive knight stepped out to meet them. Scarab’s finger began to glow and the party knew they were facing the Blade of the Exarch. Ganassi used his magical powers to dominate the large creature, before two flying ghouls swooped in to attack. While the rest of the party engaged them, D’kar called upon the power of Bahamut to abjure the deathknight. After the wizard used the massive armored creature to swat one of the ghouls, D’kar continued his attack to knock the beast down. Magical obelisks protecting the bridge fired devastating necrotic beams into the party, but D’kar used his divine power to protect them and absorb most of the damage. The party continued to press their advantage, with Ganassi using the deathknight’s own attacks against it.

Though the massive creature managed to free itself from the wizard’s spell eventually, it was too little too late. Attacks poured out from the party members and Ganassi quickly managed to disable the obelisk’s magic. Once all of their adversaries were defeated, the bridge settled back into place and the party headed across, into the looming entrance of the Obsidian Castle.

The adventurer’s were surprised to find the castle empty and easily traversed it’s halls and horrible rooms of torture. The final door they arrive at was a small wooden door, surprisingly out of place. After talking Glurp into opening it, they discover a large shrine to Orcus, numerous statues ringing the room. Beneath each statue was a door and above each statue was a brightly glowing magic symbol. The statue’s each held a large crystal in slightly different positions. A slightly raised circular platform was in the middle of the room. The party tested various methods of getting out the correct door, taking a little damage along the way. Mot and Bosephus managed to figure things out after some trial and error (and spinning around on the platform) and the party exited out the same door they came in, arriving in a different place. As they were leaving the room, the final name on Scarab’s finger began to glow.

The party approached a massive room, greeted by a chorus of horrible moans and wails. Once they entered it, they discovered that the floor was one massive pit of ghouls, packed in so tightly that they couldn’t move more than their arms and ravenous mouths. Shriveled undead mages were perched on columns around the room, while a massive dais stood in the center. A balor and a ghoul wearing a cloak of human flesh stood waiting for them, before a massive statue of Orcus. The ghoul introduced himself as Doresein, Exarch of Orcus, and promised to end the heroes.

D’kar used the power of Bahamut to teleport the party across the pit of ghouls to the dais and to strengthen the party. Ganassi used a powerful prismatic spray to cause massive damage to Doresein and the balor. D’kar followed it up with several burning attacks on the Ghoul King. Bosephus used the blessings of Pelor to remove Doresein’s curses from some of the party members, before directing radiant damage against the creature. Mot sang songs of triumph to urge her allies to victory, preparing them to do massive damage on their next attacks, before turning invisible to all the enemies.

The Lich vestiges hovering around the edges of the room launched orbs of fire and necrotic power at the majority of the party, but only dealt minimal damage. Ganassi turned his sights to the Balor and used a massive force to pin it to the ground, before using a volley of arcane missiles to destroy a number of liches. Scarab used his poison breath to poison the Balor and Doresein, before D’kar called upon the might of Bahamut to adjure the undead horror. He followed up by charging the creature to draw his attention away from the rest of the party. Doresein used his grotesque staff to nearly knock D’kar into the trench full of ghouls, before teleporting back to his throne.

Bosephus followed up with another devastating divine attack, before the Balor attempted to behead half the party. His try fell short of the party’s epic defenses. In response, Ganassi banished it to an inter-planar space, allowing the party to concentrate their efforts fully on Doresein. After a few more attacks from the party, the Ghoul King attempted to drive D’kar into the raging ghouls again, but came up just short, as the Paladin scrambled to maintain a handhold at the edge of the dais.

Bosephus used his powers of healing to top off the most injured party members, before using turn undead to burn Doresein, his horde of ghoul followers, one of the lich vestiges, and Scarab (but only a little). Ganassi and Scarab combined together to kill Doresein and then the undead assassin shoved him into the pit of ghouls.

As the final name on Scarab’s finger dimmed, he was enveloped in a column of dark light and felt the power of the Raven Queen course through him. As soon as it started he felt a sharp pain and the power was immediately cut off from him. Worried about what was happening to the Goddess of Death, the party quickly looted Doresein’s treasure horde, finally recovering the Mirror of Souls in the process. The fully restored mirror, first discovered in the Keep on the Shadowfell, was magically linked to Orcus. Using his command of time and space, Ganassi was able to open a portal that should lead the party to the demon lord.

What awaits them on the other side? Will they be in time to save the Raven Queen?

Death's Tomb (Part 2 and 3)
The Necromancer finally gets his.

The party opened the massive gate and passed beyond the black ice wall. Beyond it they saw the ruined skull shaped castle of Nerull, former god of death. Being wary not to alert any of the roaming undead on their way, they entered a once hidden temple beneath the fortress. They discovered a large throne room, encircled by altars and imagery of the dying. Six portals lined the walls, but only four of them remained operational. After examining all the portals, D’kar elected to head through the one named “Shrine to Nerull”. He was suprised when he arrived 20 feet above the floor, but quickly unfurled his dragonborn wings to make a soft landing. He examined the shrine to find a large image of a skull carved into the floor and not much else besides a strong magic aura. The Dragonborn teleported back to the other room and reported what he saw.

Bosephus, using his ring of Feather Fall, allowed everyone to arrive safely in the shrine, so that Ganassi could use his arcane powers to learn more about it. As the group teleported away, Scarab used his powers to snatch an Astral Diamond from Nerull’s former throne, taking a bit of damage in the process. He quickly joined the others, only slightly worse for wear.

The Eladrin wizard determined that six crystal keys were needed to open the Tomb of Nerull, and that three of them were already in place. With this new found knowledge, the party returned to the main hall and entered the teleportation arch named “Shrine to Amoth”. Using their knowledge of history and religion, the group knew that Amoth was a former god of justice and mercy that had been slain by Orcus and Demogorgan in ages past.

The party arrived in a cold room, facing large obsidian walls. Using his arcane power, Ganassi sensed a gem they were seeking on the far side of the room. Following their Eladrin mage, the party sees large tapestries depicting the charge of Amoth and his army against the combined army of Demogorgan and Orcus. As they advanced further into the room the tapestries shift and change into a scene depicting the downfall of Amoth at the hands of the demon lords. Ganassi attempted to mage hand the gem, but was repulsed by its arcane power. As he recovered, the tapestries shifted again and aspects of Orcus and Demogorgon emerged to attack the heroes.

After a hard fought battle, the party managed to destroy the two creatures and Ganassi used his arcane magic to attune himself to the crystal key. Once attuned he was able to safely remove it from the shrine.

Following a short rest, the group of adventurers entered the portal to the Archives. There they found shelves and shelves of books and a strange dial like device. The books all contained names starting with the letter ‘A’. After some investigating, they party attempted to find a book referencing Nerull and turned the dial to the symbol for ‘N’. Ganassi determined through his magical senses that a “death close to him” would lead him to the magical crystal he was seeking.

Bosephus found the book that contained Nerull’s entry and Glurp read it out loud. An image showing the demise of the former god of the dead appeared on a platform in the middle of the room. Not finding the crystal, the party searched out a number of other entries, including that of Ganassi’s father, Dkar’s mentor Arwen, Gendar the Drow, and finally Scarab’s former body, Jahnklein. This final image revealed the crystal key the party was seeking. Scarab was able to pick it up, already being attuned to it, and the party left the archives.

The group entered the Shrine to Turen and found a large cavern, the floor of which was littered with bodies, broken weapons, and discarded armor. As the party advanced to the gem key on the far side of the room, the armor formed into massive patchwork creatures that moved in to attack.

The party used spells and melee attacks to advance into the room, when the large piles of ruined weapons formed into massive cyclones that spun and shredded anything in their path.

After weathering the damage from both sources, the party was able to destroy the armor guardians and inflict damage on the whirling weapons. Ganassi then prayed to Turen and invoked the War God’s favor to end the battle, as the party clearly had proven it’s valor. D’kar used his connection with Bahamut to attune himself to the final crystal.

The party returned to the “Shrine to Nerull” and used their various skills to avoid the 20 foot drop to the floor. Ganassi, ever the showman, used magehand to try and place his gem into one of the key slots, not bothering to check if it was the right one. Necrotic energies pulsed through the chamber, damage everyone inside. Learning from the wizard’s mistake, D’kar prayed to Bahamut for guidance and knew which slot to place his key in. Ganassi guessed and failed again, further damaging the party. Glurp, fed up with his idiocy, used his knowledge of gems to deflect the returning key to the correct slot. Scarab, having waited patiently, placed his in the only remaining opening.

The swirling teleportation energy in the skull’s mouth changed to red and black, indicating that the new location was active. After a short rest to regain their strength, the group teleported through. Upon entering the vast chamber, they encountered a massive figure rising from the tomb of the dead god. The necromancer, Kel’thuzad, had converted Nerull’s body into a massive flesh golem, after sending the God slaying weapon on to Orcus.

During the exchange of blows, the necromancer informed the party that he had tried to convert D’kar to his side until his egg was rescued by the paladin’s of Bahamut. With his prize lost, Kel’thuzad used his lackeys (and Bosephus) to get Alphonse Glimguardian converted to his side.

The battle raged on and the parties most damaging attacks peeled the flesh and bone from the golem. With one final flamestrike from Ganassi, the shell exploded and knocked the adventurers backwards. The necromancer emerged floating above the party, to continue the attack. After being pulled to the ground by Ganassi’s teleportation magic, the party piled on the damage. D’kar avenged his mentor, Arwen, by striking the final blow against the evil Necromancer.

Using a scroll the party returned to Arshaka’s chamber in Sigil and reported that the god slaying weapon had eluded their grasp. The crystal being promised to find them a way to Thanatos, Orcus’ kingdom, while they rested after their hard fought victory.

What new horrors await them there?

Death's Tomb (Part 1)
Son of Skeeeeeeeeeeeeeeeeter!

The party says goodbye to Kixie the Gnome and head through the crossing to return to the Feywild. Carrying the injured Alphonse Glimguardian, they travel back to Astrazalian. After finding healers that will care for the injured warrior, the party returns to the Karitas tavern looking for a way to Sigil.

While at the tavern, they learn from Lornleaf that they may be able to find the location of Pluton from the Crystal of Knowledge. Hoping to stop Kel’thuzad from recovering the god slaying weapon that the Raven Queen used to kill Nerull, they quickly head through the portal and enter the city.

Scarab and Mot ask around and get information about a tournament taking place, with the winners getting a chance to use the Crystal of Knowledge. The party enters the tournament just in time and prepare to meet their opponent, after checking out the rest of the competition. As they enter the arena, Mot was surprised to find a foe from her past as their opponent. Brawn pulled out all the stops, summoning creatures from the parties past and delving into the parties minds, before eventually being taken down.

The party is eventually brought back into the arena for their second battle. As the crowd begins to erupt, their opponent is introduced, the Son of Skeeter! After a difficult battle, the half-orc conceded to the Harken’s Heroes.

Skeeter Jr. leads them through the streets to the Clerk’s Ward and into one of the large knowledge brokerage houses. Once they reach the top floor they find that the Crystal of Knowledge isn’t a thing at all, but a nearly all-knowing Shard Mind.

The being tells them that to enter Pluton they will have to travel through one of the Lady’s mazes and search for a portal in the realm beyond. After each finding a unique way of getting the Lady’s attention, they make their way through individual mazes and arrive together on the strange plane of Regulus, home of the Modrons. These strange creatures of logic and reason didn’t seem to be much help at first, but the party eventually figured out a way to communicate with them. It took a trip all the way up to their leader and back, but the party eventually found a working portal to Pluton.

After arriving on the blasted plane the party confronted a group of undead characters blocking their way through a massive black ice wall. Unfortunately for the creatures, the parties radiant attack made short work of them. After opening the gate, the party prepared to advance to the ancient temple of Nerull.

What challenges would await them inside?

Light in the Gloom (Part 3)

After recovering the first three artifacts needed for the Widow of the Walk, the party returned to the Raven’s Aerie to look for a mithril helmet. The tiefling D’kar rescued at the hanging wall turned out to be a member of the Ebony Guard, and let the party into the deeper parts of the temple. There the party met up with Razvahn Mazlay, the shadar-kai leader in Astrazalian. Knowing the party to be noble warriors that honored the Raven Queen, he let the party take the helmet for use in stopping Orcus’ plot.

Next the party followed Scarab to the headquarters of the Ghost Talon, shadar-kai zealots that despise all other races. While D’kar and Bosephus distracted the guards, the stealthy assassin jumped over the fence surrounding their compound. With a little help from Ganassai, Scarab managed to steal the dagger they were looking for, without being detected.

Having found all the relics, the adventurers returned to the Widow of the Walk and presented them to the ghost. Overjoyed at being reunited with her long lost children, the widow told the players about the Deadman’s Cross, and it’s ability to transport creatures to any location in the Shadowfell. With the knowledge that they could sneak into Prince Roland’s castle without having to fight his private army, the adventurers headed back to Kixie’s for a well deserved rest.

Unfortunately they were ambushed by the Ghost Talon on the way, as the sister of the Shardar-Kai that was imprisoned in Astrazalian came to seek her revenge. It didn’t take the party long to wipe her out and send her remaining lackeys fleeing into the night.

Following a well deserved rest, the heroes headed towards the crossroads outside the city. After passing an abandoned mansion and a disappearing inn, they arrived at the Deadman’s Cross without incident. Ganassi used his arcane prowess to open the portal into the Deathless Palace and the party rushed through, in time to see Kel’thuzad escape into a portal of his own. The evil Necromancer left Alphonse Glimguardian behind, in the hopes that he could stop the party once and for all. A vicious fight ensued, one that was quickly joined by an ancient Dracolich. The combined might of the party proved too strong and once Alphonse had been weakened enough, he began to return to his old self. BFG embraced his brother as the party prepared to fend off Prince Roland and his guards.

Fortunately, a group of gargoyles that were not loyal to the prince burst through the windows and carried the party away just in time. The group was deposited on the Isle of Stars, where they were met by Kixie and a halfling that operated a portal into the Feywild. The strange gnome let the group know that she had been visited by a disguised Bahamut and he had warned her that they might need rescuing. After the party told the gnome how they managed to get into the palace, they quickly entered the portal to the Feywild and learned what plans Kel’thuzad had by question Alphonse.

They learned he was looking for the weapon that the Raven Queen used to kill Nerull, former God of Death. To find him they would need to discover a way to enter his forgotten realm, Pluton.

Light in the Gloom (Part 2)
Fetch Quests!

The party followed Mr. Stinky’s lead and headed to the Sunken Isles to find the Widow of the Walk, after stopping for some drinks at a graveyard adjacent bar. This time spent loitering had a negative effect on all the party members except Mot, who was too cheerful to be saddened. At nightfall the group found the ghost crossing a bridge and approached her, asking for her assistance. With a scream, she turned and attacked. The group attempted to subdue her, but she possessed them in turn and had them attack each other. Thinking they were one of her lost children, the party inflicted grievous wounds on each other, before rousing her out of her madness.

In the grieving ghosts few moments of clarity, she told them to recover the items of her lost children. With them she would be free and be able to assist the party in getting to Alphonse Glimguardian. On their way out of the Sunken Isles, the members of the party each had a vision of an artifact that needed to be recovered. BFG told everyone of the large axe he saw in a mausoleum being held by a vampire. He also heard the cries of a young girl in the background of the vision. The party rushed to Graveyard and were met by a floating skull that directed them to the correct tomb. Their the party attacked a par of vampire brothers and their minions. Scarab stole the needed axe and the party rescued the girl and killed most of the vampires. D’kar returned the girl to her parents at the carnival and were rewarded with a protection from Gloomwrought’s depressing climate.

Ganassi Rananalden next lead the party to a guild of shadow mages, looking for a magic staff. At the only door they found on the first floor, the group found a circle of magic runes on the wall. As he examined it, the wizard the the inebriated cleric were pulled inside. Glurp and Mot soon followed, leaving the two dragonborns searching for their own way in.

BFG, Glurp, Mot, and Ganassi found themselves in a trapped room that had slots in the ceiling and floor. As they started to explore around the room necrotic water began pouring in, creating walls they had to find their way through. Outside D’kar used his Paladin powers to break through one of the windows on the third and landed in an apprentice mages room. Scarab sprouted temporary wings and landed lightly next to him, before securing robes to disguise themselves.

Ganassi tried one of the doors in the trapped room and discovered the exit. He entered it, only to be trapped in a never-ending hallway. No matter how far he walked, he could never each the doors at either end! While Glurp and Mot tried to disable the slots of water and dealt with a few drowned zombies, BFG managed to find the off switch and turn off the trap.

Meanwhile D’kar and Scarab avoided the mages that came to investigate the noise of the broken window and headed down through the building searching for the staff. They eventually arrived in a puzzle room the same time the other party members figured out a way to leave the never-ending ending hallway. Together they figured out how to open the trick mirror in the room and finally arrived in the library containing the magical staff. A quick conversation later and they were on their way.

Mot directed everyone to the entrance to the Undercity, where they were let in by the Keeper that Scarab had rescued from the witches hut. After navigating some caverns where Keepers were repairing and reshaping parts of the city, they arrived at a room full of castaway corners of streets, walls, and homes. As they searched it for the necklace, a False Keeper arrived to attack them, creating golemns out of castaway pieces of the city. The partly smartly focused their attacks on him, and once he was down the golemns collapsed as well. With their path clear, the party grabbed the necklace and headed back to the surface, eager to look for the last two artifacts.

Light in the Gloom (Part 1)
This place is weird.

LitG Part 1
Bunior and Clank notify the party that they have calculated the planar shift needed to return them to the Material Plane. After they bid farewell to their new friends (and D’kar’s family) in Phyrexia they board the airship once more.

After an uneventful voyage, they arrive above Thunderspire Mountain, where they hope to find a means through the Shadow Sea. It is hopeful they will be able to pursue Kel’Thuzad and Content Not Found: alphonse-glimguardian there and stop them once and for all.

Clank drops you off at the Minotaur Gate and you travel the Road of Lanterns once again, shortly arriving in the Seven Pillared Hall. Things had changed since the heroes’ last visit and the Hall had become a center of trade once again. The Durranos occupied Gender the Drow’s old shop, the Bloodreavers controlled the Trading Post with the Underdark, and the Mages of Saruun patrolled with their Warders, instead of hiding in their tower.

Ganassi inquired around about any relatives to the fallen Drow and finding none, he made a large anonymous donation to the Halfmoon Inn. The party inquired at the Mages tower and learned that a ship would be leaving for the Shadowfell and that they could have free passage aboard it.

During the crossing through the shadow waters, they were told to find Kixie in the Merchant’s Quarter and warned that worshippers of non-Raven Queen deities was frowned upon in the dark city. D’kar and Bosephus did not seem overly worried, however.

The City of Gloomwrought was a strange sight to the party when they arrived. Ghostly ships, undead dock workers, and parts of the city growing and dying on their own were just some of the weird things they witnessed. They wound their way through the streets until they found Kixie’s shop. This strange gnome agreed to help them as long as they retrieved the soul of a great hero she was tasked to aid. The party agreed to help her and she told them where to find the witch that stole the parcel. She was usually found in the Shattered Isles region of the City, but as it was still early in the day the group decided to explore the city before heading there.

The party explores the Merchant District before heading into the Fettered Ward to see the sights. There D’kar rescued someone from the Hanging Wall, they took in the sights at the Graveyard, and they all watched a performance at the Carnival. After the Carnival, they learned that the daughter of some of the performers had recently gone missing and promised to try and find her.

The group then made their way toward the Ghost Quarter/Shattered Isles and paused to visit the Temple District. There Scarab and D’kar stopped in Dragontown, before entering the Raven’s Aerie, the massive temple to the Raven Queen. While there, Scarab had a number of visions from his past, and remembered that he was once a paladin in her service.

The party eventually travels to the Ghost Quarter, home to Gloomwrought’s poor.

Soon they came across a woman who attempts to trick them into fighting the city guard. Bosephus did not believe her story and once reveled for the hag she is, the creature attacked. She wasn’t alone, however, as a nearby cottage sprouted legs and joined the fray. During the battle Scarab broke into the house and discovered a trapped Keeper within. While the party battled the hag the assassin freed the strange creature, causing the house to settle back to the ground. Shortly thereafter, D’kar removed her head to end the fight.

After Scarab recovered the parcel containing the stolen soul, the group returned to Kixie’s shop. The odd gnome took the party downstairs and used some sort of machine to put the soul into a strange patchwork body of her creation. It turned out to be Glurp, resurrected! After the party reunites with their lost comrade, they headed off to the Graveyard, where Kixie’s contact can be found.

Mot talked them passed a patrol of the Legion of the Risen Blades and they are escorted to a large mausoleum. Inside they find the leader of the undead in this area, a zombie named mr_stinky.jpg. It takes a few tries, but they eventually get some information out of him. He promises to get them some information, if they can free some undead workers under the control of a necromancer down at the docks.

The party decided to sleep at Kixie’s shop before visiting the docks in the morning. Upon arrival they find a number of skeletal and zombie workers carrying cargo around.

Bosephus is shocked to find that one of the massive zombies is all that remains of the ogre Brugg. Scarab crawled under the dock to remain hidden from the undead creatures and make his way toward the building he suspected the necromancer was in. The rest of the party created a distraction by committing to a frontal assault, including Ganassi teleporting two of the largest monsters into the blackened waters. It wasn’t long before they were devoured by beasts lurking below. With all their radiant powers the party made quick work of all of the undead, and took the necromancer prisoner.

They returned with him to Mr. Stinky and learned that Alphonse and Kel’thuzad were hiding in the Deathless Palace, home of Prince Roland. He said that getting in would be very difficult, without help and told them they should seek out the Widow of the Walk for more information.

The party set out to find this ghost and learn what they could…

Return to Phyrexia, Part 3
They got away again!

After Scarab investigated the Phyrexian outpost, the party opened the door and surveyed the scene. Inside they found a number of guard constructs and some old supplies. Ganassi led the attack by igniting some ancient wine barrels, while Scarab snuck in and used his assassin powers to their fullest. The ancient constructs were not much of match for the advanced party, even when two spinning blade traps dropped from the ceiling.

After the fight was over they discovered an ancient train in a cave at the back of the outpost. Using his lightning magic, Ganassi got it moving again. They traveled the rails for a while, before they reached a gap in the track created by some giant burrowing creature.

As they tried to move their train over the missing sections, they were set upon by a massive purple worm. Though he was granted invisibility by Mot, Bosephus was still swallowed by the creature. With their friend in dire straights, the group launched some of their more powerful attacks, until BFG managed to carve his way out from the inside. Scarab and D’kar launched themselves into the fray, standing on the writhing creature, until it finally managed to knock D’kar off. As it’s final desperate act, the worm swallowed D’kar, but Scarab landed a blow that killed it shortly thereafter, freeing the trapped paladin.

Following an uneventful train ride after that, the party ended up at the LifeForge. As they approached a door that had sounds of machinery coming from it, another of Scarab’s Boon began to glow. When the rushed inside, they were surprised to find an ancient Lich trapped in a magical field, it’s necrotic energies being used to power the construct army. Once they freed him from his bonds and his undead curse, the group headed out of the forge to find Alphonse Glimguardian. He was the one massing the undead army and now he was quite angry to find it destroyed.

With a roar, D’kar took the fight to the warrior, driven into a rage at the man who killed his mentor. The rest of the party dealt with the remaining constructs while Bosephus attempted to turn his brother back to the light. Though impaled at one point, D’kar still managed to deliver and number of deadly blows to Alphonse. At the last moment, some ghostly hands pulled him through a portal to the Shadowfell, robbing the party of their victory. Before it snapped shut, they caught a final glimpse of Kel’thuzad, the evil necromancer.

The party searched some nearby tents after the battle, discovering where the two had run off to, and recovered BFGs lost family treasure, the Cask of Liquid Gold.

After securing passage back to the mainland, the group arrived just in time to see the combined force of thri-kreen, dragonborn, and minotaurs wipe out the remaining constructs. As the group rested, their thoughts returned to Thunderspire Mountain and the shadowy lake it contained. Could it provide passage to the Shadowfell? Maybe the Mages of Saruun would be able to help…

Return to Phyrexia, Part 2
I'm Sailing!

The party entered the Creature Containment room, surprised to see that all the strange beasts were still in their cages. It wasn’t long before a trio of machines attacked the party, using teleportation darts to trap them in some of the cages. It wasn’t too long before they got back out and rejoined the fight! Scarab turned the tables on the constructs and used a dart to put it in a cage with a very angry Ettin. They left the two creatures to battle it out and headed to the ship building area.

After a couple false starts the group figured out how to use the ship building machinery and crafted a swift elemental galleon. They began their journey across the Great Sea. Scarab noticed an armada of ships traveling towards Perthburg, but the group decided to continue their mission as planned. As they neared the far shore an ancient Phryexian vessel, manned by undead sailors rose from the deep and attacked them.

Bosephus used his divine powers to drive the undead back, while D’kar used his might to destroy their captain. Mot steered the ship clear just before the undead wreck sunk back beneath the waves.

After beaching their ship and heading to shore, the group made a stealthy advance under the cover of darkness. Scarab and Mot both attacked sleeping harpies perched in the tops of palm trees. Scarab strangled his target, preventing it from using its screeching song to harm his allies. The battle drew the attention of a bulette (landshark), which attempted to devour friend and foe alike. Bosephus and D’kar both jumped onto the back of the great beast, quickly destroying it.

Ahead of them was an overgrown path into the jungle, which would lead them to an ancient Phyrexian outpost.

Return to Phyrexia Part 1

After the party boarded the airship they met with Bunior Spellfall and Clank. The two Phyrexians filled them in on the adventures of The Expendables and D’kar’s Great-Great Grandfather, Acidaar, the Destroyer.

They also learned that their world had become embroiled in a war against necrotically powered constructs built at a LifeForge thought destroyed by The Expendables. Bunior thought that the attacks were being led by a lich named Caludrin Farill, since he created the only known airship in Phyrexia and they had recently been attacked by a fleet of small airships. The party agreed to help in anyway they could, as they jumped into Phyrexia and flew toward Perthburg.

As they approached the town, they noticed a large number of ships were heading toward the beach and unloading an army of constructs. Not long after their ship was surrounded by small airships and the group took to the deck to repel boarders and clear their path to the city. Ganassi used his arcane might to rain fire down on one of the airships, while D’kar leapt aboard one of the airships and used it to smash into the other one and drive them from the skies. The battle on the deck didn’t go as well at first, as Bosephus was severely injured by a dangerous Phryexian Construct. He was saved by the quick thinking of Scarab and Mot.

Once the skies were clear they jumped from the airship and landed in the middle of Perthburg. A massive retreat was underway and the party joined the remaining militia in holding back the attackers as long as they could. Once their positions were overrun, they retreated into the Storm Peak mountains, blowing the entrance shut as they did so.

Beneath the mountain the party was introduced to a council of Phyrexian inhabitants, including minotaurs and Thri-kreen. Bunior convinced most of the council to come to the aid of the sieged mountain fortress, but the dragonborn representative held her position. The party managed to talk her into it, especially when they found out that Khagra was D’kar’s sister.

Once the representatives left to gather their forces, Bunior instructed the party that they would be attempting a sneak attack against the LifeForge itself, in the hopes of crippling the undead constructs. To do this they had to fight their way through some ancient Phryexian ruins and build an elemental galleon to carry them across the Great Sea.

After they made it past the electrical field protecting the entrance door, Scarab noticed one of his Scarab’s Boon glowing. He led the party into battle against an undead beholder named The Shattered Eye. Ganassi used his arcane power to dominate the creature, which worked well until it split into pieces. It did not last much longer, however. They finished it off and then explored a couple more rooms, ignoring the monstrosities located in the Creature Splicing room, before pausing outside of the Creature Containment room.


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