The Sword and Buckler
An Old Friend Returns

Faithful Servant Li was more than happy to see Bruce return successfully. After a brief meeting with Serrin, where a fair payment was received, Bruce returned to the Mess Hall and waited for his companions return. Their reunion was punctuated by the exchange of loot, and Bruce informing everyone that Rendella wished to see them in her chambers. They shw could wait until the next morning.

The next morning was the beginning of a pleasant day in Sigil, the temperature was comfortable and the air was reasonably clear. Rendella was located in the 10th floor of the Hall of Records, and informed everyone that a Dwarf named 'Jack' wished to see them at the 'Sword and Buckler', a tavern just inside the Lower Ward. 

Journeying across Sigil is never boring, and the adventurers took time out to stop at the Grand Bazaar to browse. There was much selection and ordering of special items, some of which was in stock but a lot that they would have to wait for. Once selections were made and deposits paid the party continued across the Market Ward to find the waiting Jack. But of course it would never be that simple.

Somewhere on their journey Saggy heard a Dwarven child calling out for help, and being the type of Dwarf he is he had to investigate. The girl claimed that the Dustmen were trying to take her Grandfather! For some reason they were trying to enforce their contract before he was actually dead. Unable to resist any Dwarf in distress Saggy immediately followed her a few streets away to her Grandpa's old shop, the rest of the party reluctantly following. For some reason all but Saggy suspected some sort of trap.

Indeed it was a trap. The girl led them to the store and much to everyone's surprise she actually went inside first. Hearing a scuffle at the rear Saggy leaped to the offensive, quickly discovering a handy spike trap. The dwarf girl was soon revealed as a polymorphed mage, and another nine Dustmen agents revealed themselves in ambush. Fireballs, lightning bolts, and ludicrous gibs punctuated the fight, but in the end the adventurers prevailed. It seemed these Dustmen were seeking revenge for the 'incident' yesterday. It did make the party cautious of possible Mercykiller retribution as well.

Finally free of trouble they arrived at the 'Sword and Buckler', having time to order food and ale before Jack made his entrance. He was finally able to explain why they had been brought to Sigil, and the convoluted path they had taken to get here. Brastan was one of many 'recruiters' on the various Prime planes, finding and testing adventurers before sending the successful ones to tasks on other planes, in this case the Shadowfell. (Sometimes he does so without asking, to see how people handle unexpected planar travel.)

Their destruction of Velspar was only a small part of a larger problem. An unnamed evil force was attempting to return to the multiverse, and Jack's master was doing whatever he could to stop it from happening. Jack offered the group a trip home, to be done with Planar adventures, but also offered more quests with information as payment. Given the payment on offer the party decided to stay. Jack provided two leads, and left the adventurers to decide where to head to first.

A Misplaced Spirit
Little Petitioner Lost

Passing through the portal the adventurers were greeted with sights they never expected to see. A street full of ancient buildings covered in blades and spikes; a cafe where an Abishai and Tanar'ri casually shared a meal; a frost giant using its coat to shelter several dragonborn from the drizzle; and around it all the great city of Sigil stretched above and away from where they stood. Rendella guided them through streets full of every species known, and some seemingly unknown, just as she had promised.

After some hours and quite a few unbelievable sights the party found themselves at the gates of the Hall of Records. At sometime in its past the Hall had been a college of some type with several buildings surrounded by a high wall. Once in the gate Rendella led them to the central building, where dozens of Fated members moved back and forth carrying scrolls and books that must have held decades of Sigil's records. With little fanfare the adventurers were ushered into a small side room to meet a higher agent of the Fated, a Chaond named Serrin.

Serrin gratefully took the sword from Sendrina so he could Identify it, as he expected the dark was that it was not the powerful artifact it was claimed to be but rather a quite 'ordinary' magical sword. Still pleased with their work Serrin offered the party music and further work if so desired. After much rattling of bone-boxes, just a few ales, and with nothing else to do, they took the job.

Across the square in the college's old food hall the Fated has established their mess hall and temporary accommodation. It was here that the party found Faithful Servant Li, a bureaucrat from the Palace of the Dead. Li happily relayed his chant that he had sadly 'misplaced' a Petitioner, Golden Morning Radiance, and was desperate to return her to the Palace before Yen-Wang-Yeh returned to find his mistake. The Judge of the Dead was sure to write Li in the deadbook if he was found out. Li's only lead for the adventurers was that Golden Morning Radiance had found her way into the Hive, and that several other Factions knew she was in there and would also be seeking her out. Li was adamant that Golden Morning Radiance had to be returned to the Palace.

Traveling through the Hive was not without danger. Seeking guidance Saggy questioned Doug, the first Dwarf they met, if he had seen anyone that could have been Golden Morning Radiance. In a stroke of inexplicable luck he had! Given that he lived on this street, and that seeing a beautiful petitioner from the Palace of the Dead was not an everyday occurrence it really wasn't that surprising. Even though he directed the party to exactly where he had seen her they were a little too peery to immediately act on his information.

The alley had little except two Dabus' trimming an outcropping of razor vine, who quickly left when fire bolts began to burn away the vines. Continuing along the alley Sendrina was ambushed by dozens of Cranium Rats, who were able to confuse and almost take down some of the adventurers. But their attack was in vain, as the rats were beaten off and given the laugh. Deeper in the Hive Saggy was again able to gain important chant from several beggars gathered around a burning brazier. It is amazing what a little bub as music will do. Even the ground could be dangerous, with the party encountering what looked like an ooze spread out on the ground. Although they were able to get free the party left convinced it was a simple green ooze creature of some sort, but the dark is so much more.  

In a random street market they spied a basher from the Red Death, and Bruce decided to attempt to give him a peel. Walking behind the sod Bruce began bragging about how east it was to find the girl, and was glad no other bashers had found her first. His curiosity piqued the Mercykiller enforcer turned and demanded the chant off Bruce, who was able to drive home the peel that Golden Morning Radiance was back at the Hall of Justice. Although he considered a fight, the dark of it was that the Mercykiller knew he could not win, believing his quarry gone he departed.

Bouyed by the lie the adventurers continued on and soon spotted the Petitioner being escorted by a couple of Dusters. Although bone-boxes rattled there would be no negotiating. The Dustmen had to take Golden Morning Radiance to the Mortuary, and the adventurers had to return her to Faithful Servant Li. The fight was short and decidedly one-sided, with the Dustmen quickly put in the deadbook. Sendrina argued that perhaps Golden Morning Radiance did not want to return, but even the humble Petitioner knew the dark of the Planes. In an effort to return quickly Bruce used his magical repertoire to fly Golden Morning Radiance back to the Hall of Justice, leaving his companions to walk slowly back. 

Into the Torus
Out of the Maze into the Cage

Resting after the fight with the Mercykillers the adventurers were disturbed by an unexpected guest: Bruce. He had somehow been delayed coming through the portal, and emerged several hours after everyone else. Pleased to be re-united the party barricaded doors and settled down for a long rest.

Their peaceful rest – and dreams of a Dwarven/Golem Voltron Creature – were interrupted by Timlin himself returning to his chamber. He took a few moments to size up his new opponents and then launched into a reckless attack on the group. Refining his strategy Timlin carefully selects his targets, taking down Rynn and seriously hurting the others before a new faction bursts into the room. At the entrance of new enemies Timlin retreated back into the Maze.

The newcomers introduced themselves as from the Harmonium Faction, and of course the adventurers wanted to kill them instantly. Thankfully cooler heads prevailed and the group 'accepted' another faction deal; if they found the sword they would seek out the Harmonium. Their new deal struck the adventurers continued to explore the Maze.

After some time they heard sounds of battle, seeking it out they found Timlin fighting the remnants of the Harmonium agents. Although the party joined the fray they could not save them, but they did finally end Timlin. With Lightbringer safely in hand the group found the Fated and Rendella who lived up to their end of the deal. Leading everyone to a small alcove they uncovered the secret door to the exit portal, and bravely Sendrina was the first to step through.

An Amazing Adventure
...and back

Ar'kle-mens, a tall, white Abishai, greeted the adventurers before the Portal. It introduced itself as the guardian of this Portal, not showing any hostility at all towards the Primes. The pursuing Abishai broke off and began to circle at a  respectful distance, but keeping a close eye on what transpired below.

The Devil offered a simple deal to the adventurers, it would allow them safe passage through the portal to Sigil in return for a small favour. All it wanted was for them to carry a simple black orb through the portal with them. That was all. Thanks to the massive levels of paranoia the party debated, inspected , identified and argued. Finally they agreed to take the orb, and Rynn led the group through the portal.

In a rash act of defiance Sendrina used her Mage Hand to flick the Orb back at Ar'kle-mens before she stepped through the portal. The Portal closed before they could hear it's screams of rage.

Stepping through the portal the party found themselves in a very plain dungeon, and that somehow Bruce had not come through the portal with them. Moving forward they found evidence they were somewhere in Sigil; a marble statue of the Lady of Pain. They also found evidence they were not alone. Indeed they soon met a Tiefling called Rendella, a soldier in service of the Fated leading a small expedition into this Maze.

Rendella offered yet another deal, for the adventurers to help The Fated in their mission. They sought a  warrior, Timlin, banished to this maze years ago for some slight against the Lady. He had brought with him Lightbringer, an incredibly powerful magical sword that several of Sigil's factions were now hunting. She warned there may be other factions in the maze, and when they had acquired the sword she would take them out of the maze and return to Sigil with them.

Moving cautiously the adventurers soon found a large room that appeared to be used by Timlin as his chambers. Before they could investigate further Sendrina noticed several people approaching from a different direction. Turning invisible she waited for them to enter the room, one of them found a sword under the bed just as Saggy tried (and failed) to sneak into the room. The leader of this new group, Kayle, quickly got his troops in formation and began to question the group. Taking advantage of the distraction Sendrina attempted to steal Lightbringer from the soldier holding it. Sadly she was too slow,and as the soldier turned to hand it to Kayle he hit Sendrina. 

Enraged by this deception Kayle ordered his men to attack. They fought well and held their own, but in the end were no match for the experienced adventurers. Inspecting the sword revealed it was most certainly not Lightbringer, just a decoy that it seemed Timlin used to throw intruders off.

A Shadowy Departure
The Planes Beckon

Following the defeat of Velspar and the freeing of Cheelast, the adventurers took some well earned time off. Each dedicated their time to completing various constructions, carousing, or simply getting as drunk as possible. Eventually it was time to leave, and the group departed Cheelast to make way to Nitru's village far to the south. Here they spent another tenday before Nitru called them together to discuss their future and how they would depart.

Nitru made them an offer, to continue in the service of Jacobi and complete the task they had been recruited for by Braston. After discussion the party decided to continue on this path, to aid Jacobi in whatever quest he had planned. Nitru would send one of his greatest warriors to escort the party to the nearest portal to Sigil, for protection and to activation.

The following morning they met Krull, a young shadowborn warrior on what seemed to be his first solo task. He led them out of the village and soon disappeared, scouting ahead of the adventurers in the way to the portal. After a good days march they arrived, the portal a simple magic circle carved onto the top of a low hill. Krull got the party to stand in the circle as he began to recite the activation phrase: Klaatu, Berada, Nektu! As the circle activated Argos caught a glimpse of Krull’s face, his features changed from that of a shadowborn boy to devilish. It was too late, the portal sent them on their way.

Their vision returned and they saw they were not in the Shadowfell and longer, but they were also not in Sigil. They stood atop a low hill made of broken stones. The sky was a boiling red and the ground a deep ochre, fireballs burst from the ground and exploded seemingly at random, and a small devil cowered in fear as it lay eyes on them. The small baatezu introduced itself as Halitsu, tasked with guarding this portal from intruders, but certainly not expecting anyone to come through.

Interrogation revealed Halitsu had no knowledge of a way out, but he knew of the Mad Witch who should know how to escape. She was from another plane so must know of a way out! With guarantees of keeping his silence the party departed towards a distant river and the mountains beyond. By the time they had cleared the small group of hills they had arrived in the adventurers looked back to see Halitsu flying hard to the south, obviously going to report their arrival. Feeling the devil had tricked them the party decided to follow and go on the offensive.

To the south they encountered the River Styx, a meandering flow of blood that cut the land in half. It proved no barrier however, as Saggy simply used his Water Walking to get everyone across safely. Once across they saw Halitsu’s destination, a fortress of insane dimensions built on a mountain and surrounded by more mountains. Thousands of devils could be seen on the ground and in the sky patrolling the fortress, it was clear that approaching any closer would mean a quick death.

Returning to plan ‘A’ the party turned north again, crossed the River Styx, and sought out the Mad Witch. Soon enough they found a cave with smoke pouring from it, and the Mad Witch, Hexla, came out to greet the newcomers. She claimed to have arrived from Sigil, and had been living in her hut in this cave for quite some time. She offered food and drink, as well as a place to rest. When questioned Hexla admitted to not knowing a way off this plane, but suggested the Pillar of Skulls to the south-west would be able to answer their questions. For a price.

After a restless sleep the adventurers left Hexla and set out towards the Pillar of Skulls, finding it across the Styx at the end of a blasted valley. The heads that composed the Pillar constantly bickered and argued, with the loudest offering information in exchange for a service. The largest, an ogre, asked for the sacrifice of a party member; a halfling wanted the Spell Key for Baator; and an elf simply wanted the ogre removed. Removing the ogre saw the elf reveal the location of a portal, but the halfling quickly interjected that it was too far and a nearer one was just to the south.

Armed with this information the adventurers first scouted the portal and then made for the Great Avernus Road, requiring a brick from the road to activate the portal. Even this was not easy, as a mighty host of devils mustered on the road stretching as far as they could see in both directions. It was hours before the host snapped to attention, Bel himself flew in to lead, and the legions marched on. Seeing an opening Rynn raced to the road to grab a brick but was surprised by several dozen Abishai flying to catch up to the main host.

What followed was a frantic chase across the wastes to the portal, stumbling across the broken landscape with the Abishai breathing down their necks. As the devils almost had them the adventurers reached the portal, only to be greeted by a strangely humanoid devil who seemed extremely friendly and pleased to see them.

The Perfect Crime
What Bruce Saw...Maybe...

The Streets of Cheelast were quiet as a cloaked figure made his way towards the rear entrance of Jack’s Alchemy Shack. Standing by a barred window he looked over his shoulder to ensure he was alone before seemingly vanishing, and reappearing a moment later on the other side. Being careful not to make any disturbances he searches the ground floor before approaching the stairs. There are a few small creaks as ascends, but he manages to avoid making too much noise before emerging into a hallway with an open door facing him.

Hiding in the shadows he pulls out his rope, removing 2 feet from the end with his dagger. As he sneaks towards the doorway the faint sound of breathing can be heard coming from somewhere within the room ahead. Whispering a brief incantation causes a tapping noise to be heard coming from the window opposite the doorway. After a minute of erratic tapping a dwarf approaches the window, opens it and looks down at the street below. As he attempts to determine the cause of his disturbance he is caught by surprise as something quickly passes by his eyes before tightening around his neck.

Lowering the body to the floor the figure says a brief farewell to the poor dwarf before checking the street for any witnesses. Closing the window he hears an unusual sound coming from behind him and he turns to see that something has began to pulse and wriggle beneath the dwarfs skin. Momentarily shocked he watches as the dwarf’s limbs begin to stretch, his hair retreats back into his body and his skin turns a deep blue. Coming back to his senses he gets ready to defend himself before realizing that the body is now once again completely motionless on the floor.

With some difficulty the body is dragged downstairs into the office and placed slouched over the desk as if it was simply sleeping, and two bottles of dark brown liquid are poured over it and the desk. As the intruder reaches for an unlit candle sitting on the desk he notices a journal bound in leather that appears to have been hidden away behind a large pile of business ledgers. The journal is coded but appears to contain information about the structure of the resistance currently operating with the city, so is pocketed so that it may be studied more thoroughly at a later time. An inch is cut from the top of the candle, placed it in the middle of the liquid on the desk and lit. The intruder exits the same way he entered and disappears into the night, leaving behind no trace that anyone but the owner had set foot within the building that night.

Return of the Bruce
A Lovely Little Thinker, But a Bugger When He's Pissed.

After resting the party headed straight for the docks, forgoing the chance to stop at Meeson's for one last ale. As the rebellion had all but won the day there was no resistance on the way, indeed the guard at the docks entrance was surprised to see anyone arriving from through the west gate. He directed them along the main road towards the central wharf, to where Captain Teelan was heading the garrison. Civilians were beginning to return to the docks with clean up and repairs already under way, it seemed they were keen to wipe the stain of Velspar from the city.

Teelan was indeed happy to see the adventurers arrive at his barricade, as his men had not been able to penetrate the first layers of defence. Sadly his scouts had no luck finding where Bruce may be being held either. Moving cautiously the party made their way down the main road, stopping to clear caltrops and enter the first warehouse they came across. Inside they found an empty warehouse, until Rynn found the switch that dropped barrels of gas onto the party. Leaving by a side door the Zahar discovered bear traps hiding under rubbish in a small alley between this and the next warehouse. 

Moving rapidly they crossed the next warehouse quickly, finding a small secret door leading to yet another warehouse. Here they were ambushed by some very stealthy guards, who were handled quite quickly. Rynn found another trap in the office, which resulted in a barrel of acid being spilt through the room. Before they left someone set something on fire, and the warehouse slowly began to burn.

Outside they decided to head for the harbour tower, believing they would find Bruce there. On the waterfront they were attacked by two Chasme Demons, who quite effectively inflicted necrotic injuries on the party. Before they could recover half a dozen Quasits leaped in toad form from the water to attack. They lasted mere seconds. Continuing on they reached and entered the tower, finding a typical import/export business coupled with the harbour control. Offices, reception, office supplies and a control tower were all quite uneventful. Except for Nicholai, the Oathbreaker, waiting for them in the tower.

Nicholai fought well, but was no match for the Druid and his metal heating ability. Quickly subdued he was tortured for information, which although unwillingly he told the group answers to what he was asked. After only three questions Saggy grew bored, and threw him off the tower into the dark water. The Oathbreaker was no more.

Armed with the knowledge of where Bruce was being held, the party had a quick rest and then raced to the correct warehouse. Inside they found Bruce suspended from a crane, and several vampire spawn waiting in ambush. The fight was hard, but the adventurers finally defeated the three spawn and were able to rescue Bruce. Outside the Town Guard had taken advantage of the party's attack and had launched their own offensive. Without the support of the spawn the final remnants of those loyal to Velspar fell easily.

Bruce was back with the party, Velspar was defeated and Cheelast was free. The group decided to spend a ten-day in Cheelast before heading to Nitru's village, to hopefully get some more answers off Jacobi.

Velspar Has Fallen
Freedom for Cheelast

Fleeing the slowly flooding castle the adventurers took the time to supplement their looting with some pillaging, setting fire to irreplaceable and priceless artworks. Once out they could see the city burning. Westport was under attack, the Docks seemed ablaze, and a large squad of town Guard stood defending the main junction of three bridges. There was some discussion about if the Guard would let them through, until Argos grew impatient and cleared the area with a small Fireball. 

Moving on there was discussion of where to go and although convincing arguments for the Docks and Factorium were made, Saggy's simple 'Ale' won the day. To Meeson's they traveled for ale. More Guard were blocking the entrance to the Market Quarter, but it was quickly determined they had defected to the Resistance. Between drinks they caught up with Meeson on the progress of the fight. The Market Quarter was secure, with most of the Guard defecting quickly to the Resistance. The Docks were mostly secure, with a few holdouts still causing trouble. The Factorium was a mess, Meeson had sent several scouts into the area but none had returned; all she knew was 'something' was in there killing Velspar's forces. West Port was a mystery, but she knew Velspar would be hiding somewhere in the tower.

Racing through West Port was easier as the magical protection in the area had depleted since Velspar's defeat. This time the only thing slowing them down was a group of Cultists. Very strong Cultists. And a Wizard. Facing defeat the adventurers fled across the bridge to the Tower, almost leaving Saggy behind. Stopped by the same magic that granted them their power the Cultists were powerless to follow, and remained behind in West Port.

Zahar was able to use his Druidic spells to determine Velspar was indeed still in the Tower, and once inside discovered he was somewhere on the top of the tower. With no discernable way up Saggy donned his Claws of the Umberhulk and began climbing, he was soon followed by Zahar in the form of a giant spider. The top of the tower was a single large room, with the ground floor well replicated upside down in the ceiling, but still no sign of Velspar. Investigation of the room, and even the roof, turned up no sign of the Vampire. Zahar was able to home in on his location using his strange magic's, and Saggy dug through the stone to reveal the supporting stone beams were hollow. In these spaces Velspar had established another resting place, and it was here he met his doom. A hastily made stake and casting of Moonbeam finally saw the end of the Vampire Lord. 

Victorious the adventurers settled down to rest, deciding to wait until they had recovered before trying to descend from the Tower. It was during the rest that they were disturbed by four Hell Hounds, accompanying none other than Jack the Dwarf. He was happy to explain what had been happening over the last few weeks and decades, and how the adventurers fit into it all. And that he had used a body double who was killed. And that he was actually an Angel of Tyr, whose current mission was to rid Cheelast of Velspar. He directed the party to where they could find Bruce, and instructed them to return to Nitru once they had freed him. 

Velspar's Journal
As found in his castle...

There are no dates or indication of time passing in the journal, but if the look of the pages and ink are anything to go by it is in a rough chronological order. Most entries are not very relevant or interesting, but there are some that stand out.

  1. Finally, I have found a new home. This sinking city has all that I need in a new lair. My spawn have already re-purposed the castle, and the bridges to the mainland have been repaired. Soon I will have a new resting place and a place where the cattle will come to me.
  2. The city, which the cattle have begun to call ‘Cheelast’, continues to grow. Several thousand now reside on the shore in rudimentary shacks, with many beginning to shore up and re-build on the islands. More ships arrive from across the Sea of Tears daily, bringing trade goods and seeking cattle to trade with. Perhaps I should get into the merchant business?
  3. Most of my spawn have now returned to the mountains to deal with some small problems there. Cheelast, I must find out what that means, has become a thriving little trade hub. Talking to some merchants there were no good ports on the south coast, and as this city grew they took the opportunity to make one. The Market Quarter continues to grow, the Docks are at capacity, and there are the beginnings of an industrial development on the south west island. Some small cattle have built a ‘factory’ and have started building things, I must raise the taxes on exports!
  4. That’s the final straw! I have instructed my spawn to found a city guard, the last few months have seen theft and vandalism all across the city. A guard will be able to maintain order…so long as it is my order.
  5. West Port is lost. The cults activity has forced all my cattle to abandon the quarter, and all my imports have had to move to the East Docks. But all is not lost, I will use the old temple as a base of sorts, and the cultists and their magics can keep the path through West Port quite safe. For me.
  6. My spies to the south have identified the source of our recent trouble. A Shadar-kai village, run by someone called ‘Nitru’, has been sending raiding parties into my other lairs and disrupting my supply lines! The guard is effective in the city, but have had little success in the wilds. I must find another solution.
  7. I have had an interesting proposition made. A fiend called Dreal’Bau has offered a trade which is almost too good to be true. He has offered to re-purpose the old industrial quarter and make some…upgrades. He wishes for more mortal souls for something he calls the ‘Blood War’, and wishes to take the souls of my cattle. I have no use for them and so have of course accepted. I must find a way to hide this from my cattle.
  8. The Docks are over flowing with imports! Each day brings more ships filled with cattle packed in crates and barrels. They are ushered to the Factorium where Dreal’Bau’s magic’s are used to separate the souls, convert the bodies, and send both to where they need to be. Re-animating the bodies has turned out to be a nice side business, as many around the Sea of Tears are looking for expendable soldiers.
  9. Nitru MUST be destroyed! He has started sending mortals from Faerun against me! He has found some Paladin as an ally who sends him these ‘adventurers’ on some sort of holy quest to kill my spawn and even target me! Luckily they have all been susceptible to my charms, and some have even joined my side…
  10. Loosing Lance is actually a small blow, but at least Jack is finally out of the picture. As Lance was able to direct the adventurers to me, that irritating shape-shifter was able to convince them otherwise. This newest group may cause further complications.
Castle Delving

Journeying down the adventurers found what could be an ordinary castle. A library stocked with books and tomes covering a vast array of subjects; a grand hall of tapestries and wealth; bedrooms and an old forge. The bedrooms were full of old adventurer clothes, the only reminder of the adventurers that had been lured and turned by Velspar. Sandrina found the only danger on this level, as she did not find a poison gas trap on a chest full of gold coins. 

Finding a descending stair case they continued down into the grand hall, greeted by Mersted and his Glabrezu associate, Almathog. Mersted presented a sumptuous feast for the adventurers, and asked them to join him in a civilised meal. He explained some history of Cheelast and Velspar, how he had been an adventurer from Waterdeep before he and his friends had been recruited by Brastan. On arrival in Cheelast they accepted an offer from Velspar, eternal life in return for their service. Mersted and his companions had accepted.

Frustrated at talking Sandrina opened fire on Mersted. She was quickly joined by the others, and Mersted fell before he could finish explaining his offer. Pressing the attack prevented Almathog from causing any real damage before he too was defeated. After finishing the feast the party found the kitchen and larder, a macabre mixture of normal food and the remains of intelligent humanoids. A small side chamber hid a suit of Demon Armor, that Saggy quickly donned and is now stuck in for some time.

The base of the first tower they entered revealed Velspar's study, full of scrolls, history, and Velspar's journal. Through a secret door they found a way into his crypt, and what should be the final encounter with Velspar. In no mood for conversation the adventurers attacked as soon as Velspar made himself visible. Although he held his own a single Vampire is no match for a group of seasoned adventurers, and he was forced into his mist form and fled the castle. All that was left was for the party to decide on their next course of action.


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