Raiders of the Savage Coast

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

The Crossing

Our voyage to the Sentinel began on the docks of Liberty. Ocean crossings such as ours our began about 100 years ago, when the barrier preventing exchange between the two continents fell away inexplicably. While boarding our ship, two interesting things happened. First, a prisoner was loaded onto the ship. Second, a crazed man accosted Athadian with a knife, and then turned the weapon on himself. After the crazed man was taken away, and the boarding completed, we set sail. The ship was captained by Jack Finn, who traveled in the company of his consort, Celene. Other members of the crew included, Huxley – the 1st mate, Tomasz – the navigator, Bull – a crewman, Dert – the cabin boy, Old Pete – a crewman, and Wendt – the cook. In addition to ourselves, there were other passengers: two priests of Galdrinn, Jalamar and Zalain and a mysterious red-haired woman named Aleera (member of the Red Hand – high priced assassins). The prisoner, Vincensz was kept in the hold, shackled in a cage.

The first 5 days of travel were uneventful, aside from some bad dreams that Granan had. However, on the sixth day that all changed. In the middle of that afternoon, the sky went completely black, and not in the natural, eclipse sort of way. Whatever happened spooked the rats on the ship, because they all poured out on deck and jumped overboard. About half an hour later, the darkness receded, and we found ourselves 200 miles south of where we were supposed to be. Given the state of our rations, the only route left to us was through a dangerous stretch of sea, known for ship vanishings. Needless to say, crew morale was low. We did what we could to raise it, including some inspired performances by Zarine and a boxing exhibition between Bull and Athadian.

We were awakened the next morning by Celene, screaming at the top of her lungs. Captain Jack was dead, lying in a pool of his own blood, his glass eye missing. Huxley assumed command of the ship, and made preparations for the captain’s burial. After the burial, morale continued to plummet. Accusations of murder were leveled at everyone. Much of this seemed to be at the instigation of the prisoner, Vincensz.

That evening, the wind dies down, and a thick fog arises and surrounds the ship. A warning from the crow’s nest alerted us to an approaching ship, The Sea Bear, which had been lost in this area and presumed destroyed. The ship itself was in a state of disrepair, and truthfully should not have been seaworthy. Upon boarding the ship, we noticed that the mast had been replaced with a darkwood totem pole. As we searched the ship, certain members of the boarding party began acting strangely, taking on alternate personalities. We encountered and defeated a zombie, and then headed back to our ship. Upon emerging from below decks, we saw Bull attempting to sacrifice Dert to the totem pole. As we tried to stop Bull, the ship animated, and started attacking us. In addition, undead came up from below decks and joined in the attack. We eventually destroyed the totem pole and the undead. Unfortunately, Bull was lost in the melee. We finished searching the ship and found a person, Thallius, locked in the brig. We release him, and then destroy the ship using its stores of gunpowder.

In our absence, things on our ship had gotten worse. By evening, accusations of the captain’s murder had lead to open fighting. By the following evening, moral was at an all time low. Tomasz took the opportunity to stage a mutiny, accused Huxley of killing the captain and placed him in the brig. Vincensz was set free and appeared to be consulting with Tomasz and Celene.

A few days later, we came across the remnants of a battle between some sea elves and sauhugin. Zarine saw a surviving sea elf, rescued him from attacking sharks and nursed him back to health. He informed us that the war had flared up about a year ago after the return of “The Devourer of All”, an old god. After giving Zarine a token of appreciation, he returned to the sea.

About 3 days from port, we spotted Sentinel warships approaching us. They sent a party, led by Cmmdt. Bonaduce, over to our ship. Upon hearing our testimonies, they arrest Vincensz and Tomasz, and pilot our ship into port.

Acquired Items:
Message in a bottle with map coordinates (retrieved by Zarine)
Sea Bear’s safe box
Chaos orb
Dolphin idol
Whale idol
Turtle idol
3 crates high quality fleece
Deed to bldg 222 in Sentinel, signed PR.

Welcome to Sentinel

As we approached the port of Sentinel, we noticed that the city itself is located near an active volcano, and that there is a large section of the city that is underwater. The docks were full of natives, rapidly loading and unloading ships. We disembarked and headed towards the Dockmaster. While waiting in line, several of the natives began an assault on the guards and one of the warships. We joined with the guards and repelled the attack.

Eventually, we register with the Dockmaster, and enter the city proper. The city itself is divided into several districts. The Bay District is directly off of the port, and is known for gambling and danger. The Tide District is also near the port, and is where vessels dock and trade goods are bought and sold. The Jade District contains the more upscale shops and boutiques. The Silk District is known for its arts and artisans. The Plantations are where exotic fruits and saffron are grown. Finally, there are the Outskirts, where most of the natives live. This is also where Bldg 222 is located.

We decided to stay at the Golden Goose Inn in the Silk District. We rested up and began to plan our next few days here.

Building 222

Building 222 was situated in an abandoned part of the old city. It was a basic square keep in good repair with a western tower, an exterior wall, a gate house and a guard tower. Passing through the gate house, we entered a large courtyard with a well. Exploration of the well determined that it was the lair of some slimy, oozy humanoid, which immediately attacked us. We soundly defeated it and entered into the manor proper.

As soon as we entered the building, we were attacked by rat men, which we quickly dispatched. A search of the first floor uncovered a statue of an obese naked man, which animates and says “Come to me”. It radiated strong chaos magic, and its pedestal appeared to cover a trap door. We also found a bedroom, decorated with lude paintings, and inhabited with illusion-clad zombies, which we destroyed. A search of the tower revealed a storage area containing a jar of yellow liquid radiating strong transformation magic, a book titled “The Life and Times of Eldar the Great” radiating enchantment magic, and a candle with the word “Sagginal” etched into it. We later learned that Sagginal was the man whose spirit infuses the statue.

A search of the second floor revealed a kitchen full of rats and a dining area. We also found a bedroom filled with tiny figurines which animated and attacked us. This floor also gave us access to the gate house, which was haunted by the ghost of a priest of Dellanach named Tonelle. He was part of an expedition to cleanse this keep 150 years ago, but died in the process. He gave us information about the keep, including the fact that it was a safe house for the Crimson Coil, a chaos cult, and the location of a key that we need. In return he asked that we free him by reciting a prayer to Dellenach. We promise to do so, once we find one.

We proceeded to the third floor, where we found a large bedroom containing a cultist robe. This also gave us access to the battlements, and a second bedroom. This room contained a ledger for the operations of Pythanus House, the front the cultists used for the keep. We discovered that the cultists hid weapons of great power in the basement here, which are guarded by the statue. Access to the weapons requires a spiral symbol, which is broken into 2 pieces. Something called the “cobbled man” has one piece and the other is hidden in the high tower. Also, there is a demon inhabiting the keep.

Exploration of the western tower revealed the lair of the cobbled man, a creature put together from different body parts and infused with chaos energy. He attacked us, throwing Zarine off of the roof in the process. We save Zarine, and put the poor creature out of its misery. We als recovered half of the spiral disk.

Up from the lair of the cobbled man, we find a summoning chamber with a secret compartment containing a ring with a broken symbol.

The Missing Slaves

The trail of the missing slaves led us to a vast expanse of very brackish water. Off in the distance, we could see a structure. We made 2 make-shift rafts and proceeded towards the structure. After about fifty feet of poling through the muck, we started to hear singing. Shortly thereafter, creatures resembling children began to coalesce out of the muck itself, chanting a nursery rhyme. Then, a little ways off, a woman coalesced, singing a song of her own. The singing was entrancing, and 2 of our group fell listless. The rest of us engaged the woman in combat, defeating her and her unnatural spawn.

We continued on our way, and reached the structure without any other incidences. The structure itself was a half-sunken building. Following tracks, we entered the building, and were immediately set upon by 2 humanoid crocodiles in weed-like armor. From stories we had heard, we realized that these were members of the Cursed Tribe, followers of the Devourer. We quickly dispatched these foes and continued on.

A search of the immediate entryway and side corridors revealed 3 Dwarven constructs submerged in the water. Granan, channeling the power of his god, was able to activate 2 of them and issue them simple commands. With our numbers reinforced, we continued exploring the building, encountering and destroying several animated corpses along the way.

After further exploration, we came across a large chamber. In the middle of the chamber, suspended above the water, was a large cage containing the missing slaves. Only 3 ropes kept the cage from plunging into the depths, killing them all. Busily severing the ropes were several crocodile men. Preventing us from reaching the prisoners were more crocodile men lead by a scythe wielding spell caster in black robes, and a giant crocodile. We engaged the monsters, but were too slow. The last rope was severed and the prisoners began to drop into the water. Without regard for his own safety, Athadian ran to grab one of the ropes in an effort to keep the captives from drowning. Quick thinking Granan threw the prisoners a magical bottle of air, which would allow them to survive if the cage should fully submerge, which it eventually does. We eventually prevail, although one crocodile man escapes after being told by the spell caster to “get the money for the weapons for the queen”.

We free the prisoners, and after speaking with their leader, Kalla, escort them to her village on a nearby island. During the trip, she tells us of her captors, “The Fallen Ones”, and their worship of the Devourer. We also learn that the Devourer was only banished through the combined might of the Tortoise, the Dolphin and the Whale. Once at Kalla’s village, we rest and heal up. As a reward for our efforts, we are each offered a magical tattoo, weapons and armor, and training in their martial or magical arts.

Acquired Items:
12 coins (unknown metal) with shark emblem on them (from croc man)
3 Dwarven automatons
Breast plate – symbol of pathfinder lodge, +2, +2 AC if wearer makes a challenge (from skeleton)
Staff of Swarming Insects (from robed leader)

The Dwarven Ruins

After returning the rescued slaves, we spend some time recuperating at the Tulita village. We also receive our tattoos and some training. In a final discussion with the village leaders, we are told that in 2 months there will be a meeting of the 3 Tulita tribes to discuss how they will deal with the return of the Devourer. They would like for us to be present as they will attempt to convince the tribe Elders that this resurgence in activity is not tied the arrival of our people. We were also given the name of a useful contact in Sentinel, Tulita Joe.

We return to meet with Hargrove, to tell him the status of his missing slaves. He was not pleased that we allowed them to escape, but he paid us anyway (500 gp). We then return to our inn, only to discover that Atahidan’s horse has had his mane shaved. Discussion with the stable boy reveals that it was meant as a message from a person named “Jeremy”. We presume that it has something to do with the attack we witnessed when we first arrived in town.

After weighing our job options, we decide to hire on with an expedition to explore some Dwarven ruins. The expedition is being organized by Bethany Razor, a captain of note and bearer of a Letter of Mark. The deal is that we outfit ourselves and get to keep 50% of whatever we find. The expedition itself is lead by Donovan “Shakes” Montgomery, a down on his luck captain. The expeditionary group is completed by Jenkins Barnes and 2 native porters.

The first day of the trip is spent heading towards the mountains, skirting the edge of the jungle. We set up camp at the entrance to an old mine. Zarine’s exploration of the mine discovers a grey ooze. We decide not to explore any further. That evening, we fend off a raptor attack, capturing one for future training.

By the end of the second day, we reach a small village. After dinner with them, one of the elders asks us to help them destroy an ape/bear that has been terrorizing the village. We agree. That evening, the ape/bear attacks. Athadian bravely challenges it, and just when we start to get the upper hand, its mate joins the fray. Eventually we kill both abominations. As a reward, the elder gives us a shrunken monkey head and a treasure map as rewards.

A couple of days later, we enter the jungle proper. After a while, we come across two sets of tracks, one human, the other much larger. The tracks lead into a clearing containing a giant ant hill and a grave with a hole torn out of its side. A man wearing a horrific mask and wielding a spear emerges from the hole, along with an undead troll. We engage and defeat them.

Acquired items:
Shrunken monkey head – casts Dispel Evil (melee touch, single use)
Treasure Map
+1 Spear – +d6 dam to creature tracked while holding it, +5 survival for tracking creature wounded by it
Amulet of Natural Armor +2
Onyx – ~1000 gp
Mask of Terror – +2 intimidate, casts Scare 1/day, +1 deflection to AC
Spell book

Into the Dwarven Ruins

We continue following the river, and eventually enter an area of rolling plains. The day passes without incident, although we all have the feeling that we are being watched. That evening, we set up camp, and during the second watch a set of chimes is heard. While some people leave to investigate the chimes, the camp is beset by gnomes with the ability to increase their size to that of ogres. We eventually fight them off, but lose one of our porters in skirmish.

The next day, we are able to see the mountains containing the Dwarven ruins. We continue to follow to its point of origin, which is a massive waterfall, cascading down from the top of the mountains. A quick search uncovers a set of worn stairs carved into the rocks, behind the waterfall. We follow the stairs down into the mountains, into a long passageway, ending at a portcullis. Behind the portcullis, we find a circular room with 3 doors. In addition, there are what appear to be 3 metal boats with runes etched on their bottoms. Attempts to open the doors are fruitless, but examination of the walls reveals several runes, representing Dwarven holy symbols. Shortly after this realization, the room begins to flood with water. We all hop into the boats, and Granan channels holy energy into the runes. This causes all of the doors to open, and the floor to drop away. Our boats enter into a chute, and we are catapulted through a tunnel, which opens up into a river, running through a large valley. At the far end of the valley, we see an impossibly huge statue of a dwarf.

As we drift down the river, we see signs of a humanoid settlement. We pull our boats to shore, and are greeted by dwarves, outfitted in hides and leathers. Their leader approaches us and refers to Athadian as a “Dragon Rider”. She escorts us to their village, where we share a meal and talk. They call themselves the “Uja”, which is old High Elven for “the ones left behind”. They have lived in this valley for generations, and are what is left of the dwarves who used to live in the city (the ruins we are bound for). Those original dwarves left the city, sealed it up and left the valley. They give us directions to the city, but warn us of slavers (the Kalicant) who use it as an outpost. They also warn us of undead which live inside the ruins.

After a hearty meal and a good night’s rest, we continue along the river towards the giant statue. As we approach it, we realize that it is over a mile tall. We pull our boats ashore and discover a stairwell has been carved into the beard of the statue. We climb the stairs, which are trapped, and eventually reach a large chamber with a crudely constructed hut. The hut contains 4 slavers, who look like bald elves. We parlay with them, and procure passage into the ruins for a share of what we find. We also leave Zarine and Shakes as collateral.

The slavers lead us into their hut, which actually covers a large lava tube, going straight down. We climb down to a platform in the tube, which happens to be an elevator. We use the crank on the elevator, and begin our descent.

The Long Descent

The elevator continues down. Part way down, we encounter a portion of the lava tube which is completely ringed with mithril etched with runes. As we pass through this area, all of the magic in our belonging is suppressed. The elevator continues down for 100 feet, ending at a guard chamber. At the end of the chamber is a set of large double doors bearing carved gargoyles, which exude an aura of fear. We force our way through the doors, and encounter two grell. We kill one, but the other escapes.

We search the room, and exit through the only doorway out, which is trapped. It opens into a larger room with a second level, accessible by a ladder, which is also trapped. The second level contains beds a table and a desk. We also find a holy symbol of Clangeddin (gem inside of a mountain) which radiates magic. On the table we find a letter Dwarven letter. It tells of a war, the planned flight from the city, and the creation of the barrier which kept this continent unapproachable. A hallway out of the room leads to a storage area, and eventually to another elevator platform.

We descend down the elevator, past another band of runed mithril. Shortly thereafter, we are set upon by 4 grell. After a protracted battle on the elevator (one of them had a wand of lightning!) we kill 3 of them, but the fourth escapes. The elevator stops in a large cavern containing a ruined city. On the far side of the lava tube, we can see another elevator platform allowing further descent. We travel through the ruined city. We find several destroyed rooms including barracks and apparent stables for dragons. We also find a finely crafted mithril statuette.

We eventually reach the other elevator and begin lowering it. Part way down, the elevator hits a platform constructed solely of skeletons. Further down, we can see another similar platform, occupied by dwarves. One of the dwarves gestures, and the bones on their platform extend to make a ramp up to ours. The 5 dwarves approach us. 4 are warriors. The fifth is a cleric with a holy symbol of a jeweled dagger (an apparent corruption of the symbol for the Dwarven god of wealth and well being). We attempt to parlay, but they seem to take exception to Granan, and attack us. We kill 3 of them, 1 surrenders, but the cleric escapes, along with the dwarves that had remained behind. We pursue them down to the next bone platform.

This platform is barricaded and guarded. Zarine speaks with them, explaining our purpose for being there, and requesting safe passage through their territory. They allow us to speak with their lord, as long as we relinquish our weapons. We do so, although some of us keep some weapons hidden on our persons. We are taken into a throne room, where we meet their lord, 3 hooded dwarves, and 3 knights. The lord has blood red eyes and fangs. He guarantees us safe passage, provided we give them Granan. We refuse and a massive melee ensues. Through the use of a well placed silence spell, a tiger figurine, and some amazing teamwork, we prevail.

Acquired Items:
Symbol of Clangeddin – radiates magic (Granan)
Finely crafted mithril statuette (Granan)
Scrolls (3) –entropic shield & aid, bone strength & summon monster II, invisibility & cause fear (Granan)
Tome of Understanding (Tobin)
Gems (~1200 gp)
+1 silver dagger (Tobin)
+1 mithril shirt (Zarine)
Masterwork daggers (3)
Dwarven ½ plate (3)
Holy symbol – clenched fist holding a heart (3)
Masterwork lt. crossbow (3)
Dwarven War Axe (3)
Shield (3)
Frost bolts (10) (Tobin)
Dwarven chainmail (3)

Crypt of the Dwarven Kings

We continue to the elevator platform, and lower ourselves down into a colossal chamber. The room contains 8 pillars, each with the holy symbol of a different Dwarven god. On the back wall is the symbol for Dumathoin, which contains a key hole. We insert the key, and a 9th pillar rises from the floor. This pillar has a space in it for a holy symbol. We use the holy symbol we found earlier, and the pillar lowers, past ground level. We hop on the pillar, and are taken to a huge chamber in a lower level. This room has statues of 4 dwarves, King Millair I, II, III and IV. The statue of King Millair IV activates, walks to Granan and addresses him as “Heir to the throne”. He tells Granan that he cannot reclaim the throne until he retrieves the crown, which is buried with the past king. The wall in the back of the room then opens, revealing a stairwell.

We follow the stairs down to a landing with 3 doors, 1 large and 2 small. The small door on the left leads to a narrow stairway which opens into a cone shaped room. Two gargoyle faces leer from the back wall. Granan is able to enter the room with no problem. However, anyone else who enters the room causes it to fill with webs and spiders. Disabling the trap requires disabling the gargoyles.

The room exits into another room with a small patch of bare earth in it. Next to the patch is a sign saying “Touch the Ground, and be purified.” Again, Granan is able to touch the earth with no effect. Anyone else causes a Xorn to be summoned.

The door from this room leads to a small hallway, which is inhabited by a drake named Prelix. Prelix takes a liking to Zarine, and decides to travel with us. The hallway leads to a room with a set of double doors, a potion, a wand, and a scroll, which we take. This room also contains a gate back up to the surface.

We go through the double doors, which open onto the balcony of a large room. Stairs lead down from the balcony to a sarcophagus…which lies open. Next to the sarcophagus is an undead wolf, and very white dwarf with black eyes. He is clad in mithril full plate and wears a crown on his head. With one hand, he holds a flaming maul, and with the other, he beckons Granan forward. Granan moves towards the figure, who says “No one can take this crown”. Granan notices the signs of insanity in the being’s face only just before he attacks. We are able to destroy the creature and his wolf, but realize that they are “Krust” and are near impossible to fully destroy. They are driven by a single task, and if defeated, will reanimate. We take his items, and place him in the sarcophagus.

We leave the room, and go through the small door on the right of the double doors in the original chamber. This leads through a cone shaped room and a room with a patch of earth, similar to the door on the left. The room with the patch of earth leads to an octagonal chamber. On top of two 10 foot platforms are battlements, each manned by a gargoyle. One gargoyle has an engraved mithril card around its neck. We mage hand the card to us, and the gargoyles attack. We kill one of them, and after speaking with the other, set it free. The mithril card is a planar key to “Glitterhome”

We return to the original room and finally enter the large double doors. Inside are 4 sarcophagi. On them are etched what we think is a history. The first shows a humanoids coming through a large portal. The second shows cities being constructed (one is Sentinel) and three kings (human, dwarf and high elf). The third shows more construction, expansion, and combat against creatures of chaos and a worm-shaped monstrosity. The final one shows more combat, the three kings performing a ritual while surrounded by chaos creatures, and then mass exodus. A further search of the chamber reveals nothing. We return to the surface and meet with the slavers. Their leader, Tormentor Kabob, accepts the spellbook and the mask of Terror we retrieved on our way here, 2 sets of dwarven armor, 2 crossbows, axe, shield and chainmail. We then return to Sentinel.

Acquired Items:
Potion of Cure Moderate Wounds
Wand of Shocking Grasp
Scroll of Mass Cure Light Wounds
+2 Mithril breast plate
+2 flaming maul
+2 cloak of charisma
+3 belt of giant strength
Dragon Rider earring – allows dragon rider to summon dragon
Dwarven crown
Planar key to Glitterhome

Welcome Home!

Upon returning to Sentinel, we learn four things. One, an establishment has opened across the street from our home called “The Black Lotus” Two, we’ve been invited to a gala in our honor, hosted by Trelib Jaltos. Three, someone has placed bounties on our heads and has hired “The Hands of Slaughter” to kill us. Four, we’ve been summoned to court to answer to the charges of consorting with Chaos and harboring weapons of Chaos. Aaahhhh. Home Sweet Home.

After checking in at home, we go to the Broken Skull to meet with Bethany Razor and fulfill our agreement. She is willing to allow us to keep the majority of the stuff we found in exchange for a favor to be named at a later date. We also find out that the wanted posters may have been put up by Mary Black. Geno Marchioni may know more about this. We also hear a number of interesting rumors. Shark attacks throughout the coast have increased. Those who are bitten and survive the attack become shark creatures. Disappearances in town have increased. There is someone calling herself “The Baroness” who has been caring for a bunch of street urchins she calls “Children of the Blood”. She may be the estranged wife of Lord Hargrove.

Next, we visit Lord Jeltos. He is recovering from the assassination attempt. He informs us that the charges against us are severe and possibly politically motivated. Normally, we would have been jailed immediately, so someone must be protecting us. He, Lord Hargrove, and Cmmdr. Bonaduce put in good words for us. That would usually be enough to have the charges dropped. Since they weren’t, someone fairly powerful must be behind these charges. We believe charges were leveled by someone in House Tross (who runs the courts) or by Theledin Creed.

After some searching, we find a lawyer to take our case, Zander Brim. We go to court, and tell the judge of the nature in which we acquired our house, and the chests that were inside. We explain how the chests, which we cannot open and cannot move, may have the weapons of Chaos. We agree to have the weapons removed, and the charges get dropped. Sorcerer Supreme Chambers is assigned to examine the chests and remove the weapons, which he does. Zander Brim warns us not to trust Chambers, as he was responsible for destroying Zander.

The next week is spent getting the house in order, buying new furniture, and restoring the garden. We have the help of several Tulita, so the work goes well. We also visit Bandaral, the Priest of Dumathoin in the Undercity. We tell him of our trip, and he relates the story of Glitterhome to us. King Milair I arrived during the crossing. When he and his people arrived here, they found thriving cults of Chaos worshippers. There is an Elder Chaos Being trapped here, and the worshippers were tapping into it for their power. By the time of King Milair IV, the three races (dwarf, human and high elf) had greatly expanded their territories. The kings were known as the Night King (dwarf?), the Day King (high elf?) and the Shadow King (human?). The kings decided to summon the essence of the Chaos Being into themselves, but they couldn’t handle the power. They became corrupted and this triggered the great wars. Eventually, the High Priests called down the power of each of their gods to raise a barrier, and imprison the corrupted kings. Before the barrier was put in place, the races left this continent. It was decided that the dwarves would be the last to leave. They would buy time for the others to reach safety. Thus, the dwarven high priests stayed behind, and drained the power of their gods to raise the barrier. The ruins that we just visited were where the dwarves had their last stand. The warriors that were left behind escaped to a place called “Glitterhome”, which was created by the high mages. After the story, Bandaral gave us gifts.

Acquired Items:
Dumathoin’s Wrath – +2 Hammer of Returning, Shockwave 1/day
Karagkaz – bracelet with images of different animals – contains the last essence of the trickster god
Maya – necklace of the night sky – cast deeper darkness innately, blind sense, Achluophobia (fear of darkness) 1/day


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