dark sun, dark times

Catching up

A lot has happened since the battle of Tyr. Due to their action the heroes have become something of a divisive force in the city. The nobility and the “free” owe them much thanks, while the commoners fear their affiliation with magic users. For the benefit of both parties the heroes have been sent out into the desert on a secret mission. The city council believes that several secret holdfasts are located around the Tyr, each housing powerful artifacts belonging to the former sorcerer-king Kalak. With the help of Ozu and his contacts the party set out for Silver Spring in search of one such holdfast. Fighting through the harsh Athasian desert they finally arrive at Silver Spring, only to discover that Ozu may have exagerated a bit on his knowledge of the desert. He believes the holdfast is located somewhere in the Guthay canyon, but is unsure where exactly the canyon is. The leader of Silver Spring (and the Silver Hand elves), Toramund, agrees to help the heroes find Guthay canyon if they find and return his granddaughter Lona.

This task proves to be more difficult than it first appears. Lona is haunted by a terrible demon from the Gray, and has chosen to face her molester. The heroes fight through swarms of strange creatures before finding an unconscious Lona beside a swirling blue portal. The heroes save Lona from aberrant creatures, including the hulking demon of her dreams. Before the portal closes Mikhai peers through the blue miasma and see what appears to be a tall human with glowing green eyes beneath a cruel helm. Believing the figure to be Brandis the party questions Lona about the circumstances of her ordeal, but she does not seem to know anything about Brandis. She describes her nightmares, and the mysterious death of her mother. Concerned about Lona’s considerable arcane abilities, and her inability to control them the heroes suggest that Lona go to Tyr and seek shelter with the veiled alliance (aka the ministry).

Satisfied, Toramund gives the heroes a map of the surrounding area, including a path to Guthay canyon. With the aid of Ozu’s newly acquired Inixes, the caravan reaches the canyon in less than two days, and begins to search for the hidden holdfast. Unfortunately, the canyon is riddled with caverns and it takes the group the better part of four hours to find the entrance. Along the way they encounter a newly formed Kank hive. After killing the angry inhabitants they find three leathery Kank eggs, which they tuck away.

Upon entering the hold fast they immediately discover why Toramund cautioned them against exploring the canyon. Dozens of bodies lay scattered around the first chamber, and many of the older bodies come to life as the heroes traverse the room. After a lengthy battle though the undead are laid to rest once more and they party is able to continue on down a twisting corridor.

The deciding battle

As the heroes return from their last mission they are informed by Drask that things have finally come to a head, and that the Templar, led by Tithian are preparing to squash the nobility with military force. Retreating to a barricaded noble district the heroes fight along side freed slaves, ex-gladiators, members of the crimson guard, and even young Dalen Remm and one of the young Templar the heroes saved from certain death the day before. Using an effective volley of arrows and a make shift barrier the heroes and the rest of the rebellion successfully withstand the first wave of Templar.

Sensing an opportunity, the nobles order their army to advance. After consulting Drask, the heroes decide to head south, through the old slave pits and brickyards. There they encounter an enormous regiment of fighters that include powerful Templar and sly desert Elves. The battle is long and arduous, and just as it seems that the heroes will once again emerge triumphant a new foe emerges.

Wielding blue flames like weapons, the foe is overcome with rage, striking down any who stand in his path with powerful bolts of lightning that arch from creature to creature. Surrounding him are thick, sinsister shades that lash out quickly against nearby enemies and return suddenly to serve as a barrier between the battle and this new participant. As the foe approaches, Blishk is suddenly plunged into a strange vision of the desert. When he emerges from his vision he sees that the battle has turned decidedly against him and his comrades. Powerful bolts of lighting cripple his allies while desperate assaults by both Mikhai, Maylay, and others bounce harmlessly off this seemingly indestructible opponent. Unsure what his vision might mean, and spurred on by his friends, Blishk eventually relates his vision.

Blishk explains that in his vision he was stalking a furious blue beast with thick chitinous armor that his arrows could not pierce. Angered by his attacks, the beast charged Blishk and Blishk attempted to flee. As he turned he spied a young bow drawing a bow. Blishk tried to warn the boy of the danger, but before he could the boy loosed his arrow. Speeding towards the target the arrow suddenly transformed into a bright bolt of light and killed the beast. Hark decides that boy in the vision must be Dalen and instructs the boy to shoot at the warrior they now believe to be Tithian. Dalen complies, and just as in the vision his arrow transforms into a bolt of light and strikes Tithian.

The impact causes Tithian to stagger, and the heroes redouble their efforts, now finding it easier to land crushing blows. Attack after attack connect, and soon Tithian realizes defeat is near. Electricity shakes the earth and the heroes strain against Tithian’s overwhelming Arcane might, but in the end the Templar is no match for heroes in his weakened state. The would be king slumps over dead. As word begins to spread the remaining Templar either flee or surrender, and the city begins to celebrate its freedom.

Searching for Allies

A familiar face greets the heroes as they wake. Drask is happy to see that the wells are still in the hands of the Remm family and the Crimson guard, but begrudgingly informs the group that his other “friends” had not performed as well as their appointed tasks. A meeting with the Elven leaders went especially poorly and now the elves are no where to be found. Thus today Drask offers the group only the most important tasks. After some debate they finally decide to seek out the mysterious veiled alliance, and attempt to bring them to the negotiating table. Although several members of the group have reservations about siding with Arcane users, Maylay successfully lobbies for this route when she reveals that she is a member of the Veiled Alliance.

With her knowledge of the Alliance and her contacts in the city it is not difficult to set up a meeting. The Veiled Alliance insists on negotiating with a member of the Remm family so the heroes set off for the noble district. Once there the Remms agree to send young Dalen, who asks that the heroes travel with him for protection. While traversing the warren the heroes are ambushed by a small street gang who quickly realizes that they picked the wrong group to rob.

At the meeting Dalen struggles with the negotiations until Maylay provides him was a couple of well timed hints pertaining to the Alliances values, and Cenet uses her psionic abilities to bolster young Dalen’s confidence. The meeting ends with an agreement, the Veiled Alliance pledges its support to the nobles in exchange for fair treatment of Arcane users in the new government.

With a powerful ally secured Dalen rushes back to the noble district to inform his uncle. Before returning to Drask the heroes are approached by the Veiled Alliance and asked to help them as a show of good faith. The heroes agree, and are sent towards the city gates to free a group of Arcane users.

Finding the prisoners is not difficult, however surprisingly they are guarded by a group of desert Elves instead of the typical Templar regiment. The Elves are illusive foes, but the heroes are able to surprise them and quickly dispatch two of their members. The others are more difficult to subdue, and the Arcane prisoners seem unable or unwilling to help their liberators. Finally one of the wizened Elves collapses in death and the prisons seem to instantly regain their senses. With the help of these powerful Arcane users the heroes kill the remaining Elves and lead the prisoners back to the Veiled Alliance.

Furthering the cause

After spending a great deal of time and effort freeing the slaves of Tyr, the heroes return to the noble district to find Drask patiently awaiting their return. Drask is pleased to hear that the slaves have been successfully freed, if not all that surprised. His congratulations, however, are short lived as he describes the heroes a number of other tasks he would like carried out before the day’s end. Mulling over their options the heroes decide to help the Remms by guarding several wells spread out across the city.

On their way towards the wells the heroes stumble upon an angry mob of citizens who have cornered two very frightened Templar. Although Mikhai advises leaving the boys their fate, Eager is moved by their desperate pleas and attempts to disperse the mob. With surprisingly eloquent words and an intimidating glare a number of angry citizens voluntarily leave the scene, however a core group of rabble rousers remain, hell bent on killing the two young Templar. Left with no other choice, the heroes engage the mob and after an intense close-quarters battle disperse the rest of the crowd. With the threat gone Eager instructs the Templar to find Nori and begin working with the freed slaves to atone for their deeds.

Arriving at the well in the Artisan’s district, they discover that the location has been overtaken by a gang of humans and half-giants. Charging forward to meet the threat, the heroes are able to overcome the imposing foes and hold onto the well until members of the Crimson guard arrive to relieve them of guard duty. Exhausted from the days events and weary of traveling back to the noble district at so late an hour, the heroes make camp at the well and sleep for the night.

Unlikely emancipators

The heroes awake in their cramped room at the Golden Dune. Peering out their window they notice the city is subtly different today. Smoke plums billow from various points in the Warrens, the artisans district and the merchant’s district. Beside his bed Mikhai find a small, tightly rolled piece of parchment. Quickly scanning the room for intruders he notices that the window to their room is open just a crack, and deduces that this message must have been delivered stealthily during the night. The note identifies the sender as a ‘friend’ and instructs Mikhai and his friends to meet him in the upper noble district.

The heroes take a cautious approach and send Mikhai, Maylay, and Blishk to scout ahead. Despite their considerable skill, however, the three are unable to find out anything useful. At noon the rest of the heroes join the scouting party in the upper noble district. Not very long after they arrive they are signaled by a cloaked man. Following him into an alleyway he reveals that his name is Drask, obiviously an alias, and insinuates that he works for a particularly powerful noble family. Drask is cautious though to mention names, and asks that the heroes help him undermine the efforts of Tithian, the captain of the templar, in his quest to become the next king of Tyr. The heroes agree that a less powerful monarch would be best for the people, and are instructed to ignite a slave rebellion at the brickyards.

Accepting their role as unlikely emancipators, the heroes move stealthily towards the brickyards. At the outskirts of the brickyards they spy a large pile of un-worked clay, which they use for cover. South of the Ziggurat a tall square structure rises 25 feet from the ground. It’s shear walls and guarded entrance mark it as the infamous slave pits. Four towers dot the corners of the pits, but Maylays keen eyes do not detect any movement in the towers. The main entrance, however, is guarded by two men and a small pack of sniffing and snarling jahkar. In an effort to avoid bloodshed, the heroes decide to scale the walls. Mihkai, with his impressive jumping ability, is able to leap onto the top of the wall in a single bound. With another he slides into the north eastern guard tower. As Maylay suspected, the tower is unoccupied. Tying a rope to the tower, Mihkai lowers a rope down to his allies and they ascend the slave pit walls. Once in the guard tower, Mihkai walks down a winding stair case only to discover two guards at the base of the stairs. Unnoticed, he returns to the guard tower and suggests that the heroes drop down from the wall into the interior of the slave pits instead. Again aided by Mihkai’s rope the heroes are able to reach the top of the wall, and then the bottom of the slave pits. Everyone except for Cenet that is. Not one, but twice, Cenet falls from the rope. Luckily Eager is there both times to catch her.

The interior of the slave pits is a a simple flat sand surface. Three doors appear to lead into the thick outer walls, one to the south, one to the east and one to the west. Opening the east facing door, the heroes run into two guardsmen. Confused the guardsmen draw their weapons and confront the heroes. Luckily quick witted Maylay crafts an elaborate lie in which the heroes are reinforcements, sent by Tithian to assist the slave pit guards. Distracted the guards fail to notice the ruse until Maylay’s allies come rushing into the room. With the element of surprise on their side, the heroes quickly subdue the two guards. Unfortunately the ring of battle alters the slave pits of their presence and soon four more guards join the fray. Using the door way as a choke point, the party is able to down the guards one by one. As the tide of battle begins to turn against the guards, one breaks ranks to open the portcullis and enlist the help of the outer guards. Fearful of even more reinforcements the heroes close and bar the door to the inner wall.

Hark, Mihkai and Cenet quickly descend a set of stone steps in search of the enslaved inhabitants. The discover a massive tunnel system filled with thousands of slaves in large locked pens. Mihkai shouts back for someone to search the guards for a key, and Blishk riffles through the dead guards belongings before find one. With the key Mihkai open the cells of the first slaves he can find, informs them of their impending freedom, the death of Kalak and the threat of the remaining guards. Elated by the possibility of freedom the slaves cheer and agree to use the guards key to help free the other slaves on this level.

Back at the surface, Maylay and Hark hear voices outside the door, and see the door begin to shutter. After several large thuds, the door comes crashing down and more guards come streaming in followed by their jahkar pets. Maylay and Hark yell of assistance and engage the attackers. Nearly overwhelmed by the shear number of enemies Mihkai, Cenet, Hark and Cenet emerge from the lower level to help dispatch the guards. With just one enemy remaining the freed slaves suddenly begin pouring out of the stair cases. Spotting the remaining guard, the slave surround him and literally tear him to pieces before he can escape.

As the slaves are escaping a feamle Mul named Nori approaches the heroes, and introduces herself. She is very well spoken for a slave, thanks the heroes for their help and promises to help lead the slave to safety. Before she leaves, she asks that the heroes venture further into the slave pits to rescue those that remain, mostly potential gladiators.

To kill a sorcerer-king

The Templar fights with a furious rage, using his powerful arcane abilities to restrain many of the heroes and severely injure others. Each time he is able to injure one of the heroes he cackles loudly, and it quickly becomes apparent that this Templar has gone mad. Despite his formidable power the heroes are able to over power him using their numbers to their advantage. Ducking back into the cramped streets and alleys of the Warren, the heroes continue on in search of Xeros.

Eventually they find Hark’s old friend in a non-discreet building near the Noble district. Xeros explains that he is a part of a group of freedom fighters that have just carried out a plan to assassinate the sorcerer-king Kalak. The attempt did not go as planned though, when Kalak was killed his Ziggurat emitted a terrible energy, killing or stunning many of the freedom fighters. Now they are undermanned and need the heroes help to smuggle themselves out of the city.

The heroes agree and escort Xeros and the freedom fighters to a predetermined part of the city wall. As the approach nearby Templar sound the alarm and rush in to apprehend the freedom fighters and the heroes. To buy time for the freedom fighters, the heroes move forward to engage the Templar. While Maylay, Cenet, Blishk and Hark scramble through the narrow streets of the Warren, Eager and Mikhai dart across the rooftops. Unfortunately for Eager the shacks of the Warren are unable to bear his sizable weight and he crashes through the third roof his nimble feet reach. Apologizing to the frightened occupant, Eager tosses a few coins for the repairs and darts back into the streets. Soon the heroes find the Templar and goad them to chase. However, before they can get very far, their way is blocked by two more Templar and they are forced to fight.

These Templar fight much the same as the last, but without the crazed fervor. And, just like the last, they are subdued without much trouble. As the last Templar falls the heroes hear a loud explosion emanate from the portion of the wall they just left. Curious, Maylay scouts ahead and sees an immense hole in the once pristine city wall. Templar have already surrounded the breach and a large detachment of reinforcements is making its way towards the wall. Fearing retribution for their actions, the heroes decide to move out of the warrens for the night and find shelter in a local inn. They pay for rooms in the “Golden Dune” and settle in.

First day in Tyr

The heroes arrive at Tyr without much trouble. As they approach the city, wind power becomes too unreliable so Blishk, Mikhai, and Eager man the capstans. Up top Ozu informs the rest of the Heroes that he plans on staying in Tyr no more than a few hours, but will return in a few weeks. At the city gate the penny pinching Ozu tells Maylay, Cenet, and Hark to hide while they pass inspection in order to avoid extra entrance fees. Their attempts to hide though are unsuccessful, as the templar guards are able to spot each in turn. Ozu is none too happy, but pays his fines all the same. While inspecting Ozu’s Sand Sailor, Hark recognizes a man taking notes for the templar guards. As the man leaves, he slips Hark a tightly folded note that appears to be a crude map of the city, with an ‘x’ marking a sport near the outer walls. In the city Ozu makes his unceremonious goodbye and shoos the heroes into the city.

Dalen, the teenage boy rescued from canyon temple, asks that the heroes help him find his Aunt and Uncle, who he believes reside in the Noble district. As luck would have it Dalen’s uncle is the patriarch of the Remm family, a noble family who oversees Tyr’s water supply. This position has generated much wealth and power for the Remm family, and their palatial residence is not difficult to find. After a short chat with some suspicious guards, Dalen is allowed to speak with his Aunt. Dalen’s identity is confirmed and the boy is taken in by his relatives. The party is rewarded for their efforts and is told to return later if they are in need of work.

Without anything pressing to do, the party decides to split up and explore the city. Hark heads to the upper noble district to seek his friend Xeros, Mikhai goes to the artisans district, Maylay to the sculptors square, and the rest gather near the stadium. A massive crowd has assembled to watch some sort of arena event and it is impossible to get close to the entrance. Intrigued by the giant pyramid at the center of the city, they heroes decide to walk around it for a while to get a better look. Mikhai joins them and just as he does a powerful wave a pain washes over the entire city. From the stadium the nearby heroes hear a multitude of screams, which are suddenly cut off. Hundreds begin streaming out of the stadium and the heroes move closer to investigate.

Else where, Hark helps nearby citizens who have been injured by the mysterious pain before sprinting towards towards the source of the screams. As he approaches the stadium he spots his allies just outside the entrance. Mikhai is trying desperately to enter the stadium, but is unable to get through the flowing mob. After he finally gives up three ferocious creatures burst through the entrance, killing the templar guards, and lashing out at the fleeing people. The heroes charge forward to slay the creatures and are able to make short work of them. Able to final enter the stadium they see the bodies of hundreds of people lying dead in the stands. They see no sign of blood or other possible cause of death, but their investigation is cut short by a flood of templar from the western exit. The templar shout “seize the deposers” and the heroes decide to flee. After a short chase through the Warrens, they are able to shake their pursuers and move east in search of Xeros.

They move through a few sections of the Warrens without incident, but their lucky quickly vanishes. Turning a corner they spy a templar, covered in blood, and suspending a small boy off the ground by his throat. The boy’s shriveled hands clutch motionlessly at his throat. As the heroes enter the alley way the templar discards the dead child and his hands suddenly erupt in blue flame…

New friends, new destinations

After narrowly escaping the desert temple, the Heroes are finally properly introduced to their rescued slave. The nervous human says his name is Dalen, and that he was kidnapped several days ago while exploring the area. He would like the Heroes to take him to Tyr, where he has family that can get him safely back to Urik. The party agrees and sets off for the Eladrin village. After roughly two days of travel they find a make shift Eladrin Village. Belkas explains that although the Heroes successfully destroyed the artifact, its power was too great and their lands are no longer habitable. What remains of their tribe is preparing to head west, in search of other Eladrin lands, and if all else fails, the forest ridge. Due to the resources required for this endeavor, they are only able to give the heroes two days worth of rations and point them towards the next outpost, Celik.

When the party reaches Celik they are questioned by two guards about their business in the city, and then instructed to pay a 50 silver entrance fee. After paying, the party enters Celik through the southern gate and meets the real city guard. Annoyed, Mikhai sprints back to the southern gate in search of the impostors and his coin, but is unable to find them. Inside the ruined city, Hark, Mikhai, and Blishk decide to look for transport north to Tyr, while Maylay and Cenet head towards the market to ply their “trade”. On the way to the market, Maylay notices a strange symbol on a merchant’s booth that carries some sort of significance to her. After telling Cenet to begin entertaining the crowd, Maylay has a short conversation with the shop owner who instructs her to report back to agents in Tyr, and suggests she seek out a dwarf named Ozu for help. Satisfied, she heads back towards Cenet who has attracted a large crowd with her music. Falling back into their old ways Maylay recoups some of their lost coin while Cenet entertains the crowd.

Meanwhile, not far away at the “city center” the rest of the group tries to negotiate passage to Tyr to no avail. It seems that the residents of Celik are not interested in taking on passengers. Frustrated, Mikhai notices a dwarf just outside the large tent that makes up the city center gesturing towards him. The dwarf informs the group that his boss might have room aboard his caravan for a few hearty workers, and instructs them to find Ozu in the tent city.

At tent city, Cenet finds a place near the communal fire pit to lay down her bed roll, and Maylay decides to stretch her legs a bit. She finds Ozu’s tent at about the same time the rest of the group does. Puzzled, they enter together to find a very drunk Ozu at a giant wooden table, gulping down beverages and yelling loudly about the city and its officials. The party informs Ozu of their desire to gain transport to Tyr and is asked to prove their worth before they are allowed to join his crew. They are able to do so with a combination of strength, diplomacy, and lies before Ozu tells them to inform his friend, a half-giant camped out at the communal fire pit, that they will be leaving in the morning.

At the fire pit Cenet meets a very interesting and jovial half-giant named Eth-Kaulak the Eager, they discuss their past while Eth-Kaulak laughs and sings songs for the young boys and girls of tent city. When the rest of the party arrives they notice Cenet talking with their new Half-giant crew mate. Introductions are made and celebrated with a round of broy before turning in for the night.

In the morning the party does some haggling in the Elven market (buying mostly junk), but does manage to swindle the seller into buying a worthless piece of leather armor for more than it is worth, before joining Eth-Kaulak the Eager and Ozu on the Sand Sailor, just outside the city. Eth-Kaulak, Hark, and Blishk man the capstans which turn the ship’s wheels. The seven day journey is made with remarkably good time, due to favorable wind conditions and a curious stretch of good luck. Finally, the weary crew glimpses the great city-state of Tyr in the distance.

To catch a defiler

After resting in the hidden room the party emerges cautiously. Proceeding through the northern corridor, the enter a large rectangular room. In the corners of the room burn four brazer almost identical to the two they encountered at the entrance of the temple. Three robed men guard two large doors to the north. On their chests is a symbol that resembles a cracked keystone, although this symbol likely holds significance for the these men, for the party its meaning is unclear.

Across the room lie the recently deceased bodies of six Eladrin, presumably the original party sent to stop the source of the arcane energy. The robed men threaten the heroes, and the heroes respond with violence. As the battle begins, one of the men uses the life essence of a dying ally to animate the Eladrin corpses, and they attack. While still engaged with the undead horde, Brandis feels a compulsion seize him, and he immediately breaks from the battle and runs through the northern doors.

Soon after, the remaining heroes subdue the last of the Eladrin undead and chase after Brandis. Past a set of doors and up short flight of stairs they enter a large octagonal room. Brandis stands in the center of the room on a large dais with his back to the heroes. At each corner of the dais stand statues similar to the one found earlier in the hidden chamber. They are holding large spears in both hands, and appear poised to strike. In front of each of these statues, is a small alter, and chained to each alter is a ragged looking human in tattered clothing. As the heroes enter the room the slaves tug against their chains yelling, “Save us!”, “please save us, you must!” and "He will kill us!” Without a word Brandis makes a small motion with his hand, and the slave’s voices cease. Their eyes widen in surprise, and they grab at their throats in confusion.

Brandis then slowly bends down and picks something up off the temple floor before turning towards the heroes. In his left hand he cradles a great helm, in the right his now familiar orb. As he turns you glimpse the crumpled body of a man in front of him. His robes stained with blood. Finally, he turns towards the party and callously mocks each in turn. He then flings his orb away carelessly, and it shatters as it crashes into the hard stone floor. Smiling he dawns the strange helm and his eyes begin to glow with a eerie green luster.

The battle the ensues is a lengthy one, the helm has granted Brandis new abilities, along with enhancement to his old powers. As the heroes move within melee range the image of Brandis is replaced with a terrifying visage of a long forgotten God. Each time Brandis is near death he is able to magically manipulate the stones statues, killing a retrained slave and using defiling magic to feed off their life force. When he does so he also weaves a powerful illusion that draws from the memory of a random hero. The illusions are so powerful that allies fight allies until they are able to break the illusion.

Brandis is able to use this sinister trick three times before the heroes can free the forth slave, and spare his life. After a harrowing battle, Brandis finally begins to feel the effects of the battle, and unable to kill the last slave is brought to his knees by Cenet’s spear. As his life fades the helm cracks and shatters with a force that triggers a cave in. The heroes are able to narrowly escape the temple along with the slave, but fail to recover Brandis’ body.

The lands within the winds

The party awakens in a large tent. What appears to be a young elven girl instructs them to wait while she fetches her elder. The party discovers that the tent they stand in is protected by an invisible barrier of psionic energy, when they attempt to exit the tent an unseen force pushes them backwards. Party members familiar with the desert believe that they may be in the ‘lands within the winds’ (the feywild).

After a short time the girl returns, followed by a taller and older man. He explains that his people hold to the old code, and thus are honor bound to help their Elven brethren during times of trouble. They are not, however, bound to help the other members of the party. To repay their debt the members of the party are instructed to discover the location of a hidden artifact and destroy it. This artifact has just recently begun to emanate arcane energy, and this energy is slowly eating away at the Eladrin lands. The party agrees, and is supplied by the Eladrin with enough supplies to find the artifact and return to the Eladrin lands.

In the morning the party sets off towards the west, some members of the party have trouble keeping up a normal pace under the brutal sun and so the party must rest for an additional day. They eventually discover a rocky outcrop, but take two days to find the canyon. Upon finding the canyon, the party is able to successfully scale the steep walls with the help of a long rope (for the most part). They discover a hidden entrance to what appears to be an ancient temple. The door is already cracked open, with deep claw marks on one side hinting at the identity of the intruders.

In the first room the party discovers two brazers which explode in a fiery rage as they approach. Unable to disarm the cunning trap, the party rushes and leaps past the brazers and deeper into the temple. In the next room a six zombies attack the party after their eternal slumber is disturbed. After dealing with the undead threat, the party decides to head east, through a crude barrier of stone and bone. In the next room they discover a terrified group of Hejkins. In an attempt to intimidate the warped humanoids Brandis makes a show of arcane might. Unbeknownst to him, the Hejkin revile arcane power, and immediately attack the party. After a ferocious lightning filled battle, the party emerges victorious and discovers a hidden room. In the room they find a statue to a long dead god, the statue wears a magical suit of worked stone chainmail and has valuable gems for eyes. Weary from their battles the party rests in the hidden room for the night.


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