Krys Runs: The Emerald Spire

20th of Erastus -> 31st of Erastus (Session 31) The Spire Axis -> The Magma Vault

After talking with the nephilim Jherao, the party decided that the bastard son of Ragathiel wasn’t going to flip out and hurt them so they mercifully let him out of his cage. Quite grateful to the party for freeing him and for closing at least a few of his many, many wounds, Jherao was happy to offer his assistance in battle to the party. Of course with the party being massively bad-ass, they didn’t really feel they needed his help and let him stay back as they continued to explore the level.

The Mistress of Thorn’s small cache of treasure was quickly snatched up and the party found themselves two Spire Transport Tokens richer. In addition, they snatched up her precious Western Star Ioun Stone, which the party found absolutely identical to the one they found in Klarkosh’s stash and not just “the same magic properties” sort of identical, but each was carved to match so perfectly that even a jewelcrafter would have a hard time telling them apart.

With that curiosity aside, the party pulled open the final door and found the rampaging flesh golem the Mistress had talked about and dispatched it almost effortlessly with its tough construction unable to stand up to their adamantine blades. With it dead, they finished up looting the hallway, amused by the threatening warning the devil had left for anyone who touched her treasure, and left the spire for the moment to return to Fort Inevitable to help Jherao heal and to be ready for freakin’ swarms. Eleven days was spent in the Fort in quiet, non-lethal work and while Jherao was willing to assist them in entering the spire, the party declined, feeling his giant bulk would have trouble navigating the typically small corridors of the spire.

On the way to the spire, the party heard some distant screams and found a woodcutter being accosted by a pair of giant stag beetles. Of course, the party dispatched them nigh-effortlessly and continued on to the spire. As was becoming typical at this point, they returned to the last level with the tokens and descended from floor nine. Oddly enough,the caverns meandered a shockingly long way and the party was forced to endure a two mile hike down natural caverns until they reached a section of the caves that was turning downright hot. Hot enough for Remnus to bless the party with protection from the harsh elements.

No sooner did they enter the caverns however, then they found the aged remains of four hellknights all covered in crystal remains and a leather bound journal. The journal revealed that Signifer Chaid DiViri and his expedition pushed into this level… and by the look of the bodies, it looks like the expedition ended poorly. As they read the journal a tiny augur kyton floated by and slew a tiny chrysmal (a beast-like earth elemental) and immediately retreated deeper into the caverns as the party made moves to approach. While odd, Avarita insisted on scouting ahead again. She found another cavern with foul fumes and a separate cavern with the bodies of more hellknights… one who had her family crest hanging off his armor. She quickly relayed that news to Invidia who took off towards the cavern in a big hurry, ignoring the sulfuric fumes and heat. With out even a pause to look at the augur kyton who had written “Help” on the wall, Invidia started to search the set of armor with her family crest… only to have the helmet fall off to reveal the suit to be empty…

What strange mystery has the party stumbled onto? Find out next time.

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20th of Erastus (Session 30) The Spire Axis

After being briefly interrupted by a sudden slam on the door which was explained as some kind of wild, violent flesh golem, the party decided that they were FOR SOME REASON, reluctant to make a deal with a devil and left the Mistress of Thorns without trading with her. Though told not to invade her chambers or steal her tribute, the party was allowed to move on. And move on they did.

With Avarita invisibly scouting the way, the party found a statue to Abraxas, the demon lord, which had fallen into a heavy state of disrepair. Peculiar, to be sure, but ultimately just a distraction. More pressing were a band of morlocks living next to a couple of pits of food and filth. Able to smell Avarita, the morlock followed her scent… right into the waiting blades of the party. Chaaz and Invidia made very short work of the creatures and they soon confronted the rest of the morlocks. Oddly enough, four of them seemed to be rather young morlocks and hid on the ceiling as soon as the party entered the room and slew the rest that were willing to fight them. The smaller morlocks hissed and clawed through the air at them but were clearly too afraid to engage the party directly. But whether it was the stench or the fact that morlocks are evil, Chaaz decided to fire an arrow at them, prompting the little buggers to launch a vigorous but doomed offensive.

With the band of morlocks deader than disco, Avarita pressed on to find two sleeping, drunken morlocks and a wooden lever that was connected to a non-obvious trap. In a hilarious bit of tomfoolery, the invisible sorceress taunted the morlock who woke, drunkenly ambled forward and was instantly slain by the trap. The remaining morlock, freaked out of his mind, shouted at shadows and swung at the air until Chaaz ended its life with a few quick strikes. Little left was left to explore, apart from Avarita happening upon a small hidden cache of alcohol and medicine, both of which could come in handy.

After doubling back, the Avarita was quick to spot a hidden tunnel buried beneath a pile of rubble. A small check revealed the sounds of morlocks at the end of the tunnel and the party clamored into the tunnel and sent the undead in first to fight. Lucky they did, because as soon as one of them approached the rock barricade, an enraged, terrifyingly buff looking morlock leaped from its hiding spot and caved a fairly sizable chunk out of it with its greatclub. The fight, as it tends to be with barbarians, was quick and brutal. The morlock was felled, though not before landing some powerful blows on the party. With its rage being the only thing sustaining it through otherwise fatal injuries, the morlock dropped dead as soon as it was unable to fight.

With what HAD to be the last of the morlocks slain, the party went through the door they were barricading against to find yet another devious pit trap. Avarita easily jammed it shut and flung open the final door… only to meet the Mistress of Thorns face to face. Without so much as a “hello”, the devil slashed the flat-footed Avarita across the chest and the sorceress fell to the ground in a heap and her two morlock creepers leaped from the shadows to descend on the party. The morlocks were felled somewhat easily as they threw themselves at the brick wall that is Invidia, but the mistress of thorns proved a rather much tougher customer. Invidia, enraged at seeing her sister fall, incapacitated herself on the mistress’ thorny body and Chaaz found himself inches away from bloody collapse and in the devil’s thorny grasp. Fortunate for him, Remnus managed to get a lucky Sound Burst right in the devil’s ears. The sound loud enough to stun her and make her drop the bleeding magus. Having bought a precious few seconds, Quesh was able to throw what was truly a miracle hex of sleep on the devil. Even though the devil had powerful will, the burst had apparently let her mental defenses down and she passed out into slumber.

Saved from the jaws of death, the party healed up… well nearly everyone and Zombtaur took his massive battleaxe and decapitated the Mistress of Thorns, ending whatever clearly evil schemes she had for this level. Wounds licked, the party decided that hey, now that she’s dead, let’s loot her stuff. They went to her sanctum to find a large nephilim (the child of a demi-god) trapped in what could only be described as a torture cage. Who is this giant of a man and what is he doing here? Will the party continue downwards after such a close brush with death? Find out next week.

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19th of Erastus -> 20th of Erastus (Session 29) The Pleasure Gardens -> The Spire Axis

Realizing the swarm was not full of regular wasps but actually full of terrifying, tough, semi-intelligent hell-wasps, Quesh informed the group that their lack of ability to handle swarms combined with the supernatural might of these infernal insects would spell doom for them.

Then she summoned a sleet storm.

With the cover of snow and a tricky illusion wall from Avarita, the party managed to make a hasty retreat back into the caverns and seal up the wall behind them, preventing the wasps from chasing after them. Deciding they’ll come back to this level when they’re better prepared, the party made the long, long 3 1/2 mile trudge back up the caverns. After such a long, taxing climb, the party wasn’t big on continuing, so they teleported back up to splinterden to take another rest inside the spire behind the locked doors of the den.

When they awoke, refreshed and ready, they teleported back down to level 8 and descended the actual stairs to level 9. Much to Zombtaur’s dismay, the corridors in this level became horribly narrow and the party was forced to squeeze though several small holes. Though the rooms they arrived in were clearly impressively built at one point, most of the level had collapsed in on itself and the hallways were filled with rubble. Worse yet, the entire level was steeped in darkness.. which was a problem when Avarita stumbled on several morlocks hanging from the ceiling waiting to ambush her.

Though they got the drop on the sorceress, the morlocks were pitiful compared to the party and they were swiftly cut down. One cheeky one tried to lead the party into a trap-lined hallway but the trip wires were spotted and the morlock was cut down. As the party explore further, they came upon a pile of rocks with even MORE morlocks hiding in a hole in the rocks. Though they scrambled out to murder the party, they couldn’t match their might and soon the tunnel was clogged with their bodies.

Seeing no other way to progress apart from crawling through tiny morlock tunnels, the party decided to nope on off to fuckthatville and stone shaped a hallway clear, giving them easy access to what would normally be a difficult to reach section of the level. No sooner had they walked down this hallway then they found the emerald spire and a creepily congenial devil calling herself the Mistress of Thorns.

Rather than trying to immediately murder them though, the devil greeted them warmly and explained that the morlocks were her guards and that she was studying strange, ancient magics locked deep in the spire on this particular level. In order to study these magics though, she needed spire transport tokens and offered to trade her precious ioun stone for one and sigils for the lower levels of the spire for others. She explained that the set of stones were specifically carved as a set and that the party should think long and hard before walking away from her deal. She also helpfully explained that the levels below had more to do with the crowned skull the party had been searching for, though she didn’t know specifically what it was about.

The party will have to decide if they’re willing to deal with this devil. NEXT TIME.

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12th of Erastus -> 19th of Erastus (Session 28) Fort Inevitable -> The Pleasure Gardens

Having learned that a phantom set of armor was attacking each of the town’s gates, the party hurried off to handle things at the south gate where they were lacking leadership. While the animated set of armor managed to land a powerful lance blow on one of the hellknights, a hasted, long-armed Chaaz made extremely quick work of the armored spirit, to the point where the party decided to run along the wall and help the fight at the east gate. Though a combination of spells and arrows, the phantom lancer was felled quickly as well and Quesh managed to save the life of a grievously injured hellknight while Ividia went home to sulk about flying enemies being bullshit.

With the town saved, the party received a small payment for their help and they went back to magic item creation, though Chaaz took a small break to commission a few additions to his tower…

Finally, it was time to return to the emerald spire. The trip through the woods was quiet, again and the party bypassed the dangerous glade of planar instability by entering though the splinterden passage. When they returned to level eight, the explored the cavern they had previously left untouched. Several hundred feet deep into the cavern, the party found a message written in Alko and Undercommon stating that a town named Harrowspire was thirty miles down this tunnel. With Quesh realizing this passage could lead straight to the darklands, the party turned back and explored the small off-shoot cave.

Surprisingly, the cave was designed to appear to be caved in just thirty feet below the mouth of the cave entrance… but only from one side. Apparently, the serpentfolk didn’t like anyone coming up from this tunnel. Deciding a bit if spelunking wouldn’t be too hard, the party descended down the tunnel for what must have been miles until they finally came to an opening.

Strangely enough, the opening lead to a smaller cavern filled with strange plants, a ceiling with an illusion of stars on it and an enclosure of transparent crystal… with a basilisk in it. Able to narrowly avoid its gaze, the party ducked out of line of sight and discussed how much they would like to not be turned to stone today. As they talked, they realized that Remnus’ undead minions were immune to the creature’s gaze and Zombtaur just walked up, smashed the crystal and soloed the little piss-ant lizard like a boss.

With the creature beheaded and its severed head turned towards the wall, the party looked closer at the strange cavernous garden. Peculiarly, they noticed to drow corpses slumped on the ground… and one was twitching and swelling like it would pop. Naturally curious, Remnus tried to take control of it to find it wasn’t an undead at all! It was just a corpse. Figuring they may as well smash it, Zombtaur cut the creature into three separate pieces… and a swarm of diminutive wasps burst out of the corpse….

With the party’s just… STELLAR history with swarms, how will they cope? Find out next week.

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12th of Sarenith -> 12th of Erastus (Session 27) The Circle of Vissk-Thar -> Fort Inevitable

The serpentfolk didn’t last very long under the party’s assault. Invidia’s and Chaaz tore through them easily and Quesh’s wasp swarm kept one of them too nauseated to do anything useful (though Avarita very nearly suffered nausea from the sight of it.) With the serpentfolk dispatched, the party went on to find a peculiar room with winding, twisting passageways, all marked with a green serpent mosaic. In the center of the twisting hallways, the found the shattered remains of 4 bones. One could only guess what series of events lead to his destruction, but one thing was for sure: the hallway was magically trapped and was still charging by the time the party had triggered it.

Moving on, the party decided to explore the strange cavernous passage. About 80 feet into the natural cavern, Quesh’s toad spotted a hidden cavern hidden in the stone and moss. It descended somewhat sharply downward and the party couldn’t tell just how far it could go. Not wanting to risk such a deep exploration in such a state, they decided to leave well enough alone for now and returned to the surface to head back to Fort Inevitable.

When they returned, the party set right to work translating the journals on portal research and handing them to the Goldenfire Order, curiing the poison from Avarita’s veins and working on magical items. Abernard Royst, seeing the party’s impressive progress in the dungeon, started to ask them what they felt about the hellknights. It was clear the old wizard was not a fan of the hellknights and was curious if they felt the same. Though Remnus and Chaaz assured him they were not interested in delving into the politics of the town, the old wizard still related the story of the town’s uncomfortable history…

Fort Inevitable apparently used to be called Southwood. Plagued by monsters and bandits even back then, the townsfolk begged a hellknight by the name of Emos Varden and his troupe of knights who were all bound for the worldwound to help the town. To his credit, Emos rid the town of their bandit troubles with ruthless efficiency over the course of a month, but then decided that there needed to be a haven of law and order for crusaders on their way to the worldwound. He turned around and declared the town to be under martial law. With little chance against a fully armored contingent of hellknights and still grateful for his assistance, the town reluctantly fell under his rule. The town flourished under his heavy handed rule but five years ago Emos caught a poison crossbow bolt in the neck while wandering the town and died. Enraged at the loss of her mentor, Emos’ second-in-command, the well-known Audara Drovust, tracked down eleven conspirators over the course of a month (though it probably included anyone loosely associated with them) and hung them without trial in the town square.

A sordid history, if probably one-sided. Chaaz and Remnus took their leave of the old wizard and were left to ponder things as they got back to magic item creation. The party spent a staggering 30 days in town dealing with the various troubles that come with owning businesses before something went awry…. As night fell, strange phantom sets of armor, both horse barding and a set of full plate, started flying around the fort, harrying the defenders on the wall. With who knows how many of these flying sets of armor attacking, the party set out to fight the undead yet again…

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12th of Sarenith (Session 26) The Circle of Vissk-Thar

Luckily for the party, the fireball wasn’t nearly as murder-burny as it could have been. Though the snake heads in the room started spitting acid, the party largely ignored the inaccurate things and were on top of Uzar-Kus in seconds. Though the serpentine sorcerer slung several scary spells, swift scimitar slices soon slew the high priest. Though the party was singed and Invidia was poisoned yet again, the group felt they’d gotten through the fight without too much trouble. Soon, they went to the business of disarming the traps and trying to figure out how to remove the GIANT emerald from the statue of Ydersius. Though elaborate plans were made to cut the gem free, the presence of empty fang slots on the statue suggested that they might be better served looking for the second stone fang and maybe unlock it properly.

Goal in mind, the party continued and unlocked a door behind which they found a curiously ornate room with more statues of Ydersius and a natural cavern that extended deeper into the earth.

Figuring the cavern would take a bit more time to search, they moved on to open another door, this time revealing a nest of eggs and a giant emperor cobra. Riled and vicious, the cobra lunged at the first thing it could find, which happened to be Avarita. Though the cobra was slain almost immediately, the party was soon treated to a harsh lesson in respect for poisonous snakes.. Were it not for Remnus’ medical knowledge and an antitoxin the party had long ago prepared, Avarita might have flat out died from the virulent toxin of the infernal-touched snake. Fortunately, the toxin was halted before it could kill her and magical restoration saw her getting back up to… at least semi-ok shape.

Though in possession of a healthier fear of snakes, the party pressed onward into the level to find a prisoner pen that held six dire rats and what looked like the wizard Tiawask! After letting their zombie minotaur squash each and every rat in the room, the party went about talking to the wizard. Though in possession of a convincing disguise, clever questioning revealed that it was actually yet another serpentfolk and not the wizard they were hoping to find.

The unmasked serpentfolk revealed himself as Ziszkaa, the former high-priest of Ydersius for this level until Uzar-Kus usurped power from the old cleric. He explained that Uzar had lead the denizens of his level to attack floor 7 and stop the worshipers of Kroa’koth, but the assault was arrogant and premature and many of his clutch were killed or captured. Not having a portal to the Abyss for reinforcements, the circle of serpentfolk could ill-afford another assault, so the war came to a standstill.

Taking what I would generously call a “Prudent but Evil” approach, the party decided a chaotic evil cleric of a chaotic evil god was too dangerous to let live, even when bound in a gaol and with all but a paltry fraction of his forces dead. Ziszkaa was killed swiftly, though he put up a brief struggle and the party continued on to fully close this chapter of serpentfolk history. Of course, as soon as they left the goal, the statue animated and tried to punch Inivida. She took umbrage to that and broke it almost immediately.

Moving on, the party found themselves in front of a snake pit with another serpentfolk. Though there was a clever trap designed to shove people into the pit, Invidia was simply too spry for it and she and Chaaz slew the serpentfolk almost instantly. Zombtaur, again, used his staggeringly large and long weapon to squash the helpless snakes in the pit…

When we meet up with our heroes again, they’ll find themselves facing another pair of serpentfolk and exploring the rest of the level. Look forward to that.

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11th -> 12th of Sarenith (Session 25) The Circle of Vissk-Thar

Wisely deciding to be prepared for the next floor, the party decided to use the mysterious green tokens teleport back to splinterden and rest in the modest bedding and good defenses. Fortunately, nothing accosted them and they were able to teleport back down to level 7 in the morning to tackle level 8.

Curiously, the party was greeted by a golden serpent idol on a pedestal. Avarita was the first to enter the room and immediately found herself subjected to a suggestion spell. Wisely retreating from the room, the inform the party of the danger. Trying to figure out how to deactivate the trap, they unfortunately lost one of Dr. Remnus’ skeletons. Eventually though, they manage to get Chaaz to reach forward and smash the idol that was casting the spell.

Thus deactivated, the party was left to question the mysterious room. It was trapped, CLEARLY something was here, and yet there was a stairwell that seemed to lead to the next level. After much debate, Avarita finally bit the bullet and searched the murky water next to the pedestal to find the seam of a hidden door deep within the water. Though it wasn’t easy, she was able to disable the opening mechanism and reveal an underwater passage leading into warm water and a strange magical shimmer. Having an academic knowledge of arcana, Remnus swam down to find the shimmer being an arcane mark with the letters “TWSK”. Could this have been left by the wizard Tiawask to mark the passage? Hard to say. Regardless, while holding his breath he managed to overheard some serpentfolk above talking about how the trap was activated.

Dropping all pretense of just wanting to peacefully explore further downward, the party decided to burst open the wall with stone shape and they found themselves face to face with three serpentfolk. The fight was quick and brutal and the party only took a minor scratch and utterly destroyed the serpentfolk inside. Brimming with confidence, the party went forward and found a magically trapped door. Avarita was quick to try and disarm it, which she managed to do with only one activation. Unfortunately, the trapped door was hiding yet another high priest (at least we think). Unfortunately, he flung a fire ball at the party.

Should be a fun way to start the next session.

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11th of Sarenith (Session 24) The Shrine of the Awakener

Taking only enough time to loot the bodies and for Avarita and Remnus to get over the foul stench of the troglodytes, the party pushed onward into the level. The first thing they came upon was a forge with the outside Gamil inside, calmly making a falchion. Angry at the party for interrupting his work, he demanded they leave this “shrine of Kro’akoth” and walk away. The party informed him they were not going to do that and mutual stabbing ensued. Gamil was slain quickly and the party located another mysterious green token and an odd magic barrel for their trouble.

Moving deeper into the level, the party came upon an gaol with two degenerate serpentfolk. Cruel and almost animal-like in their ferorcity, the party barely got a hiss out of them before they came upon them with maces in hand. Invidia was the first to find out serpentfolk bites are poisonous when one of them got a lucky bite on her, but she shook it off with a little help from Quesh and the creatures were dispatched easily.

Inside the gaol, they found another serpentfolk named Draa huddling in a cell and muttering crazily about Kro’akoth, apparently having been tortured until he converted. Though it took some time to get past his insane ramblings, the party learned that he was part of a team that attacked this level of the spire, suggesting a religious rivalry between floor eight and seven. Apart from learning there was a high priest on the level, Draa offered little more than insane ramblings and he was left to his cell.

Further on, the party found a statue of Kro’akoth surrounded by the desecrated statues of another god.. While the purely cosmetic ring of flames on the statue was curious, the secret door in the room was even more curious. The party soon found themselves creeping into the sanctum of the high priest, catching him in the middle of reading a book. Though Sartoss was ready to start giving an evil monologue, Invidia was ready to hear maybe ten words of it before she invited him to meet HER lord and savior, an adamantine scimitar. With no spells prepared before hand and an unlucky failure of fortitude with a blind spell spelt certain doom for Sartoss and he and his pet snake were dispatched quickly, leaving behind a giant pile of loot.

After making sure he was dead, the party moved onward to find the emerald spire itself, jutting out of what could only be described as a shrine with a large jade serpent wrapped around the spire and an eerily glowing mosaic. A voice called out to them, questioning if they wanted to hear the wisdom of Kro’akoth, to which the party blithely informed the voice that their high priest was dead. Rather rattled by this fact, the voice showed itself to be a naga as it raised itself out of a pit surrounding the spire. Though intimidating, the party dispatched the lone naga quickly and cleared the pit of snakes out to loot the place. They quickly found out the eerie mosaic was actually functioning as a portal t the Abyss, powered by shards of the emerald spire, which would explain the presence of so made fiendish creatures on this level.

Lacking the resources to deal with the portal, the party pressed on to find what apparently is the first line of defense against level 8, two ogrekin and (as a lucky glitterdust pointed out) a quickling. Compared to the rest of the level, the paltry guard patrol was a joke and they were cut down without trouble.

With the floor cleared out, the party needs only descend a single, short stairwell to get to level 8…

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2cd of Sarenith -> 11th of Sarenith (Session 23) Fort Inevitable -> The Shrine of the Awakener

After a long night of drinking and sisterly bickering, the party awoke with headaches but they also awoke WITH A PLAN. Knowing they’ll need every advantage they could get, they decided they were going to stay in town for another week to craft some magic armor and hopefully convince Avarita that she shouldn’t come into a dangerous dungeon with them. Jharun, in the meantime, sent a missive to IIliara in Thornkeep.

Though the days were somewhat melancholy with the absence of Zerafio, the team still worked productively to prepare for their journey and the Alchemy Lab had its share of occurrences as they worked. On the 5th, Valencia accidentally poisoned one of the shop’s customers. Fortunately, Chaaz was able to recognize the customer as the rival owner of an alchemy stall in the marketplace. Admitting he was only there to spy and otherwise cause trouble, the owner bargained with Chaaz to drop the sordid affair. He wouldn’t bad-mouth his shop and the stall owner wouldn’t report the poisoning in exchange. And so it was. The 9th briefly saw the signifier Oritain Hast visiting the shop with a cold as well, which Valencia cured with a stroke of genius. Other than that though, Invidia was able to crawl out of the ironworks after the week was up with a fresh pair of mythril chain shirts. Though it was hot, tiring work, her armors were both masterpieces.

After briefly stopping by Abernard’s house to pick up a reward for mapping level 6, the party was met back at the inn by Iliara. Grateful for the safe return of Jharun, she offered them a substantial reward and wished them well on their journey into the spire. Resolved to tackle the dungeon again, they returned to the Echo Woods and made their way back to the spire!

As usual, the party descended into Splinterden first… but oddly enough, they found the corpses of the bandits to have vanished! No drag marks, no signs of bones or torn clothing, not even the smell of a beast. The bandits bodies were simply gone. A curious anomaly to be sure, but with no clue as to who or what could have done this, they pressed onward and teleported back to the clockwork maze.

After Remnus raised up the terrifying minotaur from the maze, the party descended 200 feet of stairs into the next level where they immediately found a peculiar set of candles racks with serpent heads and a strange inscription in undercommon which Quesh could read. It advised them to ‘Offer prayer to Kro’akoth the Awakener’…. Remnus recognized the name as an obscure nacent demon lord… one can only guess what they’d find in a sanctum for such a wicked and evil deity.

Turns out it was troglodytes, though granted they were touched by Kro’akoth’s dark power and turned into good-smiting fiendish wretches. Though they had set up an elaborate defense, the devil-touched troglodytes fell quickly to the party’s onslaught. Which was fortunate since Invidia ran into a 10-foot long bone snake in an adjacent room. While the flaming mass of bones managed to terrify Avarita, Invidia was able to keep her cool and gracefully bisected the malevolent construct. Quite the warm welcome to level 7! Now all that remains is to explore further into the depths of the level… and loot the bodies. Don’t forget to loot the bodies, guys!

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31st of Desnus-> 1st of Sarenith (Session 22) The Clockwork Maze -> Fort Inevitable

Still knee-deep in rampage, Invidia cleaved the fiendish leopard I mentioned in the last entry in a single blow, then proceeded to mow down everything in her path along with the rest of the party. The hideous Agash’s tricks availed it naught and it couldn’t even come close to placing a curse on anyone before it was felled.

With the fiends deader than Zerafio, the party proceeded into the next room where they met a strange looking Pech who called itself Gundrum and was busy chipping bits off the emerald spire. Though it took a LOT of trial and error, the party eventually figured out it spoke undercommon and chatted with it for a bit. It turned out, it was harvesting crystal shards for Klarkosh of all people, though he was only doing so because Klarkosh was a freind to the Great Master in the Deep, the creator of the emerald spire itself. The pech seemed to talk as though the being was ancient and the pech served it since ancient times. More ominously, it seems its servants are ‘serving again’… suggesting something dormant may have stopped being so. Figuring it’s better safe than sorry concerning minions of unknowable ancient evil, they party slew the pech and its pet cockatrice and proceeded to go back to Fort Inevitable after finally figuring out how to use the strange green tokens.

After breifly being interrogated by a hellknight, the party proceeded to return to the inn and finally drink/sleep after such a horrible day. They awoke the next morning to meet the Lady Commander who was there to personally offer condolences. The party, Zerafio included, had saved the town enough times to the point where the commander offered to handle funeral arrangements and have the High Mother herself officiate. Emotionally exhausted, the party was grateful to hand over preparations for the funeral to her and the evening concluded with a solemn ceremony in the North Gate Cemetary behind the Temple of Silence. A fair bit of the town showed up and all agreed the eulogies offered by the High Mother and the party alike were touching.

With their companion laid to rest, the party returned to the inn to get even more drunk than they had the previous night. Before they could empty a keg though, Dolivar mentioned a visitor for Invidia in the common room… Where apparently her little sister was waiting for her. After haughtily demanding to go with her to the spire and Invidia loudly announcing that she would do no such thing, the party was left curiously staring at the girl’s fighting. Will this brash young woman really end up delving into the spire with the party?

…Yes. Yes she will.

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