Born to be Wild - the Rommel saga

Session 1: The Gathering of the Party
Session 2: Siege on Skeletown
Session 3: Marching the Wrong Way
Session 4: Cashing in on Success

Midsummer 14, AH 1018

Uncle Owen,

I know that you won't approve of what I'm about to tell you, but tell you I must.

Today I left our village to go off in search of the adventure for which, as you know, I've always yearned.

The group I've now become part of is an interesting one - and powerful. One of the most interesting is actually a drawf! Can you believe it, a drawf in our village just this day and a holy warrior from across the seas at that! He has become separated from his companions and has invited us to help us find them. That's all well for him, but I believe that with luck, we'll also rid our lands of the accursed undead that are growing in number and threatening our town.

My other companions are just as noble, except for this merchant that keeps milling about, and I'm sure that working together we'll all find what we seek.

I hope that one day you'll accept my decision and someday come to believe that I've done is for the best. Please tell mother I'll write more once we reach our destination and I promise to send back what I can to help support the farm.

Yours, in Honor


Midsummer 21, AH 1018


My friend, I know that I haven't written in days, and by the time you get this it may be several weeks as the situation here is more dire than any could imagine. But, I have never been better.

At this point, you must be wondering where "here" is...

Here is the port city of Talport.. Yes, Talport and the events of which I'm about to tell you are more incredible than you can imagine.

Our journey began on South Road. We agreed to act as escorts to three merchants that needed to make the journey to Talport. As you know, the way hadn't seen a traveler in many weeks and after our trip upon it we now know why. I pray their news of our journey hasn't reached you first and caused undue alarm.

The first day was fairly uneventful with only a few fits and starts as we were all a bit jumpy at the slightest sign of danger. The first night was a different story. Our camp was attacked by rogues. Two of our company being quite skilled at life in the wilds, took chase and defeated the intruders and the rest of the night passed without incident.

The next day was even more exciting. In the distance, we saw a toll stop and it's watch tower. The tower was located across a large expanse of open plains and on the far side of a bridge. There was something wrong and I think everyone in our group felt a general uneasiness. I and another warrior in our party, Jilas, decided to go forward to investigate. Suddenly, we came under crossbow fire and both I was struck. Obviously, there was only one thing to do - CHARGE! Jilas and I charge the tower taking fire with each passing minute. Across the bridge, great sword drawn, I first saw our assailants - a pair of animated human skeletons. Yes, skeletons, and they were armed with sword. With a great cleave of my great sword I fell the first hideous creature only to be knocked out by the second.

By the time I regained consciousness, one of the holy warriors, Gladriel had joined us at the door to the tower and the other skeleton had be vanquished. Getting through the door was our next challenge. Thick, strong, and banded with iron it was and no amount of force we could muster would budge the stubborn thing. After much to do - Gladriel made a fog appear around the tower. In the cover of the fog, we were able to gather the remains of wagons and cloth - the remnants of a past battle. With this debris, we were able to burn the door out and defeat the many skeletons that occupied the once proud tower. Of special note, I cleaved many of them to pieces and forces the last one from the top tower window to fall to it's demise on the ground below. Before we can, leave, we find a even more hideous undead creature under the first story floor boards. Unable to reach him to destroy him, we are force to set the entire tower ablaze. Good time to come south - no more tolls on the way!

After a night camped around the watch tower, our group moved further south to Talport. We came upon the town in the afternoon. Looking down from our vantage point on the hill, we could see the town had been ransacked and no activity could be seen. After our last encounter with the tower, we decided to find a good defensive position for the night before going into the town. What luck! An abandoned lighthouse discovered just east of the town.

The next part of my tale will chill you to the bone - but, I pray, trust me in what I report, but tell only our Captain of the Guard, Sir Ramstein, as he will know best what measures to take. That night, we saw the most wondrous and horrifying site of my life. Slowly a thick fog began to roll in from the ocean and with it... skeletons; an army of skeletons. It is no exaggeration to say that at least 3000 of them had come out of the ocean and were destroying the town. More may have come, but the fog obscured our view. Several skeletons made their way to our location, but the strong iron door held them at bay. By the next morning the fog and the skeletons had vanished back to the sea.

Still on a quest to find Argyles' drawen companions, we entered the town. The town was in disarray and we found no trace of anything to indicate the drawves had arrived here as was there plan. We only found some excellent wine and several thieves - which met their fate on the end of my sword. Our holy men had us cleanse the area and bless the dead. It was a grim process that took the better part of the day today.

I write this to you once again from the safety of the lighthouse as we spend another night here. Again, the fog and the undead come from the sea. This night, as the last, the undead come in as an army of many thousands bent on destroying the town. Soon, they must be dealt. We go off tomorrow to warn the neighboring city and to seek aid in finding the drawven men and riding Talport of this unholy blight.

All in a good day's work.

Until I write again, my this find you in good spirits and health.


P.S. Please send word to my family that I am well and in high spirits.

Latesummer 22, AH 1018

The Morass

A Morass, definition of,
"a frustrating, confusing, or unmanageable situation that makes any kind of progress extremely slow....."


What a time I've had. Things have taken a most frustrating turn for the worse. Our party has been caught up in the middle of a war and floundering for days on days without purpose. The only bright spot that I can mention is my glorious attack on the port of Talport in an attempt to rid it of the scourge of undead with my patent pending AntEater™ - read on!

Where to start... when I last wrote, our group was holed-up in the Lighthouse for our second night. Night turned to day and the skeletons came and went. The morning broke bright and sunny and we headed out to Osskit to warn them of the peril.

The road to Osskit

Ahead lay Osskit a three day journey by foot. The terrain was fair, low rolling hills with tall grasses and scrub brush. On either side of the road, rocks and boulders were to be found and on occasion, a cool sea breeze blew in from the nearby ocean. At best the journey was uneventful and at worst bothersome. It seems we've picked up a thief that is trailing us. He stays just out of range and continually thwarts our attempts to capture or dismiss him from his pathetic existence. We never did find out who he was but I assume he was with the gang that we caught sacking Talbort and subsequently disemboweled. The only other incident of note was when our Ranger friend Jilas decided to investigate what turned out to be a huge black bear one night. It was only his excellent animal handling skills save him from a bear claw facial. Too bad, it would have gone well with the cross bow bolt in the face look he's developed in Talport.

This was only the beginning of our woes... Finally, we arrive at Osskit only to be, well, essentially forced, into joining the local army that is forming. Apparently, the army is to march against the undead in Talport. After days of boredom asking around about this and that - I ask you, how can anyone gain glory like this - it's intolerable. The merchant in our group however seems to be enjoying himself just fine. He's winning gold hand over fist in knife contests at the local pub. The only relief from this hell is a few elves that I've met in town, a recon mission to the Lighthouse with a sergent of the army that is so intolerable that I shalt go into detail about him, and some shopping for armor from an eleven merchant. Wow - the goods he had. Words can not describe. Some day you must venture out and see the world my friend!

Time to rumble

Days have slipped by since I last wrote any of this letter. Days of boredom beyond compare. So, I've taken matters into my own hands and have asked the captain of the guard for a contingent of 50 men to attack the skeletons at Talport. Everyone believes we shall die and have no chance... but I have a plan. The AntEater.

After weeks of training my men in the way of arms and stonework and commissioning the blacksmiths to construct key pieces of the AntEater - I lead my men and our party back to Lighthouse at Talport. We reach the Lighthouse early in the morning and begin preparations. Trees are cut, lumber and stone gathered and doors reinforced. Hole are cut into the stone walk around the top of the lighthouse, steel plates on hinges installed, ropes dropped and counterweight buckets full of stone are rigged. The AntEater is ready for business.

The AntEater is a rather simple contraption I've dreamed up to eliminate the skeleton hoards. It works because skeletons are rather stupid and doggedly hunt down living flesh. The AntEater takes full advantage of this situation by allowing the skeletons to crawl up a rope that has been dangled enticingly down the side of the Lighthouse (we found out that they exhibit this behavior on one of our previous nights at the location). Once on the rope they climb the 150 feet towards the top. By the time the first one reaches within 20 feet of the top, four or five others have climbed on at least. At this point, my men close the steel plates (there's a hole cut out just large enough for the rope), lock them down and release the counterweight bucket. ZIP!!!!!!!.. What fun we had. The first time we tried it we nearly fell to our doom from laughter. The first four skeletons were ground to dust and the last let go of the rope only to fall 150 to his demise. Oh, what joy to see the men out of harms way and destroying the undead by the score. By morning the pile of remains must have been easily 60 feet high stacked against the side of the lighthouse wall.

Unfortunately, our success drew the attention of their master. And the hordes that were attacking Talport, attacked us!! Great fun! As the night wore on, our holy men destroyed an amazing amount of the unholy creatures - just exploded them to dust! You can believe it until you've seen it. To our misfortune, their numbers were too great and despite heavy losses, their numbers never dwindled. They just kept coming and tearing at the door with a battering ram....

Eventually, they broke through. I had my men moved to the upper levels ready to defend floor by floor - not yielding without resistance. Our only hope was the dawn which was soon approaching. The fighting was intense, with Gladriel, Argyle, had I venturing forth into the midst of the skeletons to get the battering ram from their evil clutches. I fought with the strength of many and killed the foes before me. In time I was overwhelmed and when I woke, found we had taken the battering ram and the victory. Day light had come and with it the horde was forced to retreat. We destroyed a thousand of the undead that night, but still they kept coming, their number never wavering. The lighthouse is damaged beyond our ability to repair it and we must now head back to Osskit with this glorious, yet ominous news.

...Dargelis... I am not sure what has happened or if you will ever get this note given the current situation.

Upon our return to Osskit, we have arrived in time to find the army forming for a march to the North! They've armed themselves with sword and bow - not the mace and hammer we've recommended. The situation is bad and getting worse. I'm sending this letter out now and pray it finds you.

We will get to the bottom of this intrigue and prevail.

Have faith


Latesummer 25, AH 1018

The Army Goes North


As promised - all is well in the land. Thanks in no small way to yours truly and his company.

Allow me to recount the events of the past few days as they have been nothing less than fantastic.

It began with our army heading North rather than West to Talport. The direction as well as the armament of the men can mean only one thing. We are to march on the Eleven kingdom and not the undead scourge.

The first night out, we were attacked by a host of skeletons. Gladriel destroyed wave after wave with Jilas and I attacking one of the waves on horse back. The idea was to clothesline them with a rope tied between the two horses. A fine idea until Jilas got too close to the skeletons and they nearly cut him two with a planted pole arm weapon. Despite our own army units firing crossbow bolts at the skeletons and mostly missing them, but hitting us, we eventually defeat the invaders. Suspicious that the skeletons were directed at not the army, but at our party, Jilas (after being healed, I tell you, this guy really has a death wish) and I scout the perimeter of the battle.

What luck. We find the skeleton breeding area and realize that it has been made just that night. We see a figure in black riding in the distance but decide to lay low in order to get more knowledge of our situation. Also, we meet up with Vlage and Nicholas who have been shadowing the army keeping tabs on things as they unfold. We try to form a plan but Jilas and I need to return to camp, lest we are missed and hunted down for desertion.

Returning to formation, I ride up to tell the men in gray. The men in grey to the best of my knowledge are regular army and are here to direct the fighting. They were extremely anger to hear that I had ventured out of camp and long story short, engaged me in a duel of honor. Suffice it to say that my head took the worst of it, but my honor is intack.

Day broke only for me to find my head still fuzzy. I have to say, I never thought things could get worse than the men I look up to in command essentially betraying the corp... but they soon do.

We form up for a talk from our leader, the Baron. As I later come to find out, this too is a trap and he has betrayed both his honor and his men by enthralling all in attendance with a cursed amulet he wears. His command, to attack the elven kingdom! I must confess that I too fell under it's evil influence, but as they say, I had the last laugh.

Gladriel's action last night against the skeletons caught the Baron's eye and our party and my men now lead the army! Knowing that our time to stop the army is running out, we have sent a bird to warn the elven kingdom of our threat - in hopes their army can return to defend their homeland...hopefully it will not come to that as our army will be slaughtered.

Later that evening we sneak out of camp in hopes of finding out what the men in grey and the man in black are doing. Success. We find them both and after a glorious struggle, kill them all and send the undead abominations they were creating back to their creators.

Nicholas and I ride back into the camp wearing the robes of the man in black and one of the men in grey as disguise. Our goal is to take the Baron and wrest the amulet from his control. We get through the first checkpoints without issue as I just ride through with confidence commanding all to move aside. We reach the Baron, enter his quarters, and overpower him.

The guards outside suspect us and demand we come forth with evidence of our story. To my dismay, the Merchant who up until now has been essentially interested in only frivolous play, has not only proven himself in combat this night but draws forth a scroll explaining our situation to all. His time in Osskit was well spend I gather. Well, better him than me, as I still stay the only path to glory lies along the razors edge of a great sword.

Nicholus, with the amulet in his possession, now commands the army to turn south and the day is saved... at least for now.

You really must hone your craft and skills. The world outside of our town holds adventure beyond compare.

In honor

PS - Again, please send word to my family that all is well.

Fall 11, AH 1018

Meeting with the Elves

Our army is now heading south and the immediate disaster that almost befell the Eleven kingdom has been averted. However, our force is still at risk as we must now ensure that the Elven force is aware of the new situation and understands that the army is no longer a threat.

To this end, we send additional avian messengers and I, Gladriel and Jilas ride to find the Eleven army. Just as we go to ride out, Nicholus proves to be back to his annoying merchant self and just when I thought a good night of melee had cured him.... There's no helping some people I guess. Besides just being testy, he confiscates the best horse available in the camp - the one that I was planning to ride on my mission. Needless to say, this gets our ire and suspicion up!

Found ‘em Well... perhaps they found us. Luckily Jilas spots the eleven skirmish troops in the trees and we stop our horses just in time. Gigantic balls of fire erupt just ahead of us, right into the area we were about to ride into. We forced to dismount and are disarmed. As we are on a mission of peace, we agree. Tied, blindfolded, and gagged, we are lead for many hours to their commanders. After much discussion, we win their confidence and are welcomed into their company. For our efforts, we are given wonderous magical items - I have been given a magical keen great sword. It is a great day and I am sure that Kord is looking down upon me.

Meanwhile, back in Osskit, Argyle saves the day. He successfully dupes the Baron's staff into thinking there are intruders attacking the palace and manages to wrest the amulet away from Nicholus (who has assumed the title of Baron and taken up his residence). The accursed thing is given to the elves and so ends, the power of the amulet and my tale.

It has been a wild adventure and my prowess on the battlefield has increased appreciably. It is good to be strong like the steel of my new blade. I trust you will relay all that I tell you to the captain of our town guard as well as my family.

In Honor

The Trial Continues…

The session opens to find

Our group holed up in an alcove to recharge their energy. Gladriel casts a wall of stone, sealing access to the alcove except for a small hole by which the group can defend itself and watch for intruders.

After a few minutes, a wolf appears. Jilas and Rommel stand at the ready while the others caution that as it is weird to see a wolf in such a dungeon and that the creature might be Vlage. As it turns out, the wolf is Vlage and he comes bringing more dire news. Apparently, a sect of Druids, known as the Green Fist, is bent on killing the group before they have a chance to close the portal. The Green Fist are an extremist group and are furious with the Order of the Mobius Grove for even giving the party an opportunity to close the portal.

Vlage believes that he has a few day’s lead on the zealots, but is unsure. The news brings additional time pressure to kill the Naga, close the portal, fend off attacks from hell cats and members of the Green Fist. Also, it looks as if the group must reach the third fissure to begin our journey through the lava to the portal.

The night is spent preparing a plan for the many challenges that face the intrepid adventures. A plan is decided upon and Vlage turns into an owl to explore the breeding pit further.

Oddly, there is no smell of decay in the cavernous room. The only smell is the familiar scent of an orc breeding pit. Huge rocks have fallen from the ceiling onto the horde of orcs and goblins – killing the lot. Our dilemma is why is there no smell of rotting orc hides and a faint smell of the breeding pit. Is there still orc life here? And if so, how do we cleanse it… too many unknowns and too much risk to wake any creatures that may still have life blood coursing through its veins. We must stay focused upon our task of sealing the portal.

Night comes and we take to our watches. For some unknown reason, creatures that wish to do us harm appear on the watch of Quinn and Rommel – and tonight is no exception. First the hell cats, now three fire salamanders. The party is awoken and all hold their actions in the hope that the creatures shall pass. The creatures stop, sniff, and look in our direction and begin to walk back out of the room. On their departure, we see hideous things; humanoid from the chest up, glowing a dull red, and carry spears.

Just before they depart, their leader turns, looks right into our position and they head over. After a time lying in wait, we spring into action. Quinn acts first, sending a ball of electricity into the trio. Rommel then tumbles out from out enclosure – is struck by the leader’s spear, wounding him severely. Rommel then strikes, tearing two large gashes into the commander’s hide. Quickly, the warrior-mage is surrounded, but miraculously, survives the onslaught. Gladriel valiantly dives into the midst of the creatures to heal the badly wounded Rommel. Fenris holds his action, Jilas dons his helm and shield, Vlage casts quench upon the beasts doing great damage to our attackers. The two smallest salamanders are nearly killed and the leader takes additional wounds. Fon springs into action, sending an arrow into the smallest salamander that was flanking Rommel, dropping it to the dungeon floor. In an amazing feat of archery, Fon shoots through the hole in our enclosure, over Gladriel’s back, to kill the second smaller creature. Fon’s third shot at the leader goes astray, hitting Gladriel in the ass, but not penetrating his magical vestments. The fight ends quickly with Rommel dealing a great amount of damage to the leader weakening it enough to be finished off by a flurry of magic missiles from Quinn.

Jilas and Vlage go immediately to the entrance of the cavern to ensure that nothing else has been alerted by the sound of combat. They find no other creatures, but do see a bottle lying on the floor of the hallway; a bottle that wasn’t there when we entered this area. They leave well enough alone and return to the group. The remaining few hours of the night pass without incident and we prepare for the trial of the coming day.

Our plan in place, the group moves to once more attack the Naga. Protections of all varieties are cast on the party, Fon, Rommel and Gladriel are turned invisible by Quinn. Strengths and constitutions are raised and weapons readied – the keening of blades and magic stones loaded into Fon’s arrows. Rommel casts shield, endure elements, and expends one of the heightened aspect dice given to us by Nymriell.

Moving forward, the naga awaits. To our surprise, we see not one, but four naga – it has cast a mirror image. The game afoot, we move in with Gladriel in the lead, followed by Rommel and then Jilas. The group moves up to peer around the corner of the beast’s corridor while Rommel moves into the center of the passage. Fon, behind the group, fires an arrow with a magic stone warhead affixed and dispatches one of the images of the naga from above the lava. The naga strikes back, casting some kind of evil magic which blinds the brave half-elf archer warrior. From beneath the dungeon floor, three Xorn appear. Vlage steps away from them and turns into an owl which then flys over the creatures and to the far side of the Naga’s cavern lair. Fenris turns into a shambling mound and closes to attack the Xorn. Quinn moves back and sends an empowered scintillating sphere in to the group of Xorn. The sphere of energy kill two Xorn outright and forces the third to retreat back underground. The electrical charge actually helps the shambling mound – providing him additional constitutional strength. Nice move Quinn.

Rommel closes to the edge of the lava and unable to strike the naga and it’s images, he draws his bow. The naga launches a fireball at the last position where it saw the poor owl fly through it’s cavern. Vlage in his owl form, is fully in the blast zone but manages to take only minimal damage – shortly after, he takes on his half-elven form again. Jilas switches to his bow and Rommel, bow at the ready, holds his action waiting for the naga to cast it’s next spell while Gladriel grows wings and flys just above the naga and its images. The naga begins to chant and Rommel fires – and successfully dispatchs one of the enchanted images. The naga fogs Rommel and Jilas. Rommel remains conscious but Jilas does not. Jilas suffers from the attack and now outlined in the cloud. Vlage now strikes, casting quench on the naga, which definitely seems to have an effect as a loud crackling sound emanates from its lair. Quinn then fires at the naga, but just before the magic missles strike the creature, they are deflected having no effect.

Suddenly, the third Xorn appears under Jilas! The powerful creatue inflicts a moderate amount of damage to the brave ranger in its surprise attack. Rommel fires a volley of three arrows into the naga zone. Amazingly, all of them miss the mark… oh, to have a great sword in the mighty warrior’s hand. The naga fireballs the dynamic duo of Rommel and Jilas. Jilas’s magic protections save him; he fires back and his arrows sink deep into the naga… but unfortunately do not remove the final image. Vlage quenches the beast one last time to deal the fiend a mighty wound. At this, the holy warrior Gladriel strikes from his position overhead the naga. Delivering a holy blow with the sunbrand, Gladriel severs the sinister head of the naga from it’s scaly body. The holy warrior then swoops down and catches the body or the sinister beast just before it slips away into the lava. Rommel collapses.

The Xorn remains. It attacks Jilas as he fires two arrows at the mouth of the oncoming beast – both missing. Fenris and Quinn move forward leading the blinded Fon towards Jilas and the remaining Xorn. The Xorn strikes at Jilas once more but only scratches the woodland warrior. Gladriel continues to struggle with the naga, pulling its corpse towards the edge of the lava. Rommel stops breathing and Jilas passes out. Vlage then comes to the aid of Rommel by casting a neutralize poison spell on him to stop the effects of the strange magic cast upon us by the naga. Quinn dispatches the Xorn with magic missiles while Fenris turns back into a half-elf to tend to the fallen Jilas. Meanwhile, just as Gladriel is about to clear the lava, he too passes out, falling to the ground and having one leg submerged in the pool of molten rock.

Working together, the group is able to rescue Gladriel, keep Rommel breathing, bring Jilas back to consciousness, and cure Fon’s blindness. Battered, the group decides to take refuge in a rope trick that Quinn checked out from the guild. Just in time. A patrol of salamanders arrives just after the adventures get themselves and a five foot chunk of the naga into the safety of the extra dimensional space. The naga is skinned and the salamanders are dispatched with Fon blasting them with magic stone arrows, Gladriel summoning earth elementals, and Quinn crushing them with ice storms. One of the salamanders escapes into the lava pool.

Now with a bit of time for a respite, Gladriel commands the earth elemental to destroys the naga’s treasure chest and brings us the loot… RUBIES and SILVER SCROLL CASES!!! The jewels are a welcome addition to our cash flow situation. The earth elemental then proceeds to destroy the cavern to the naga’s lair, effectively blocking the entrance or exit of the lava pool. Take that, mister annoying think you can hide in the lava pool salamander.

Midway through planning for the following day, the party separated and went in search of a latrine. Rommel relieved himself on the dead salamanders killed the previous morning. All heard a great sigh of relief.

Soon after, the party searches the orc-breeding pit in more detail. The stench of decay seemed to be coming only from a few orcs that had been “activated.” These orcs had a sickly greenish brown blood surrounding their bodies whereas the other dead creatures had no bodily fluids what-so-ever. We found a bit of slilver and some trinkets made by humans – humans most likely killed by these vile creatures. We also picked up the spears of the salamanders to take with us into the lava and have determined that the largest of the spears is magical.

Gladriel casts find the path

It leads us through the room of the dead orcs (where we hid) and down the passage the exits the other side of the breeding pit room. Soon we find another breeding room… this time it is even more horrifying… there are mutant 20 foot tall orcs. Gladriel’s spell tells us that both the corridor and the room are two important directions. We decide to go into the room. At the end of the room, there is a treasure chest that emanates magic as does a few of the weapons of the large orc monsters. Rommel decides to cut an ear off of one of the brutes… excellent move… four of them come to life. A huge fight ensures.. Quinn goes down, Vlage comes to his rescue, Fon fires arrows into the fray, Fenris turns into a Troll… Rommel and Gladriel fight with their backs against the wall fending off three of the four beasts. Jilas spring attacks… Blow after blow, the group somehow manages to turn a sure death situation into a victory and slay the four beasts. Upon closer inspection, we find that the creatures had been grievously wounded when bits of their roof had collapsed upon them. A lucky – and terrifying – discovery as we realize how strong the beasts would be if at full health. None-the-less, they are dead and no longer a threat to those that cherish peace.

The combat behind us, we open the creature’s huge treasure chest. Find lots of gold, potions, a near-relic scimitar from Angwar – a hero from the wild elf community from which Fenris hails. We also take some magical short swords, a magic shield, and six magic broadswords that the orcs giants were using as daggers.

Gladriel’s find the path power now leads us down the corridor. We clear some rubble blocking our path and find a tunnel in the direction we need to head. The spell is saving us tons of time, we avoid all the wrong side passages and a while later are lead to an open pit with flowing lava 60 feet below. We prepare for the journey into the lava casting protection and endure elements and putting on our “naga-hide” belts. Fenris turns back into himself, casts persistence of the waves, and turns back into a Troll. Vlage casts bark skin on Rommel and Fire Eyes on the group. Fenris casts Fire Eyes on himself.

Just as we’re deciding to get into the lava, a rushing sound and an ominous voice announcing “We know where you are” emanates from the darkness of the corridor. It continues, “You can not escape our vengeance. Surrender now.” We jump into the lava below using feather fall to descend the sixty feet between us and the molten river of rock. The Naga hide works. We survive. Vlage does not… join us that is… as he sacrifices himself to hold of the Order of the Green Fist.

Once submerged, the current becomes more swift. All of the party stays holding the rope except for Fenris and Jilas. Suddenly, we pop up in the room which the story all began. We appear in the place where we fought the magma monster and opened the portal. The room is filled with lava for 100 feet over our heads, the ledge we once walked on now submerged in molten magma. However, there are now multiple denizens from the plane of fire living in the room – demons, elements, and other foul beings.

All the members of our party begin to make their way to the portal. Jilas is the closest, Fenris is off on our right flank and has only one demon to deal and with his 10 foot reach makes short work of his foe as he moves slowly towards the portal. Gladriel’s freedom of movement allows him to make his way quickly there and Fon uses expeditious retreat to keep up. Gladriel also has a burst of cool blue flame surrounding himself. It seems to deal more damage to the demons than they can do to him in their attacks. Its power smites two demons which foolishly attack the holy warrior. Rommel stays behind to guard Quinn and the duo is swarmed by demons as the pair make their way as quickly as possible to the portal.

Gladriel, Jilas and Fon reach the objective while Rommel, Quinn, and Fenris are swarmed by five demons as they struggle forward, still in the middle of the lava pool. The guys at the portal aren’t doing so well either… the largest fire elemental we’ve ever seen appears from the portal driving Gladriel back from his position. Rommel and Quinn continue to make their way to the portal while Fenris takes the heat and is swarmed by the horde of five demons. Fon having been grievously wounded, tumbles away from the huge fire elemental and drinks his newly acquired elven healing potion. Gladriel steps up to the fire elemental and delivers a touch attack against the creature sending it on a freight elevator to hell … or in its case … to the elemental plane of water. See Ya!

Fenris continues his struggle with the elementals, taking attacks of opportunity as he frees himself of the vile creatures and casts a spell that seals the gate – turning the opening a dark black. Quinn reaches the portal followed by his guard, Rommel. Gladriel leaves the portal to attack one of the demons fighting Jilas. Soon the demons catch Fenris once more in open lava and surround the druid now in his troll form. The druid is beaten down badly and moves just outside the ring of demons … and falls limp.

Jilas smites the foe before him. Gladriel misses the remaining demon but strikes again as it passes in an attempt to attack Quinn in order to disrupt his work on the portal. However, Rommel is at the ready and smites it. It blinks out of existence, dimming the others and causes another to blink out of existence. Another demon tries the same maneuver. Fenris misses but Rommel again dispatches the vile thing and once again, another one also blinks out of existence. Another tries it but isn’t so lucky as Fenris dispatches it and does it once more as another tries to make it to Quinn. No one touches OUR mage motha%$#&a.

The portal seals, the light in the surrounding ruins dims out and a loud thunder clap rings out. The lava begins to harden. We swim to the surface – back to the where Nymriell’s tower once stood. Hmmmm… a new problem. The mountain above is collapsed and we are now sealed beneath the mountain and above the hardening pool of lava. Gladriel says that he can walk us through the mountain by transporting us via etheralness. We use sending to contact Vlage in hopes of finding him in good health. He says that he has been been taken hostage, is safe, and intends to play the role of diplomat to negotiate a way out of a war between the druids…

The session ends.

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