They made a detour to find “Lenore’s” tower to see about finding the ingredients for the odd Mind Flayer Omeluum. They found the tower easily enough – a stark construction standing out against the surrounding gloom. But they quickly determined that either no-one was home or “Lenore” was decidedly un-accomodating of visitors. The tower entry was riddled with arcane defense turrets.

Rather than fighting their way through the turrets – given the nature of the mission – Jasper decided to just infilitrate on his own.

Inside he found a quite well-equipped alchemical garden, which indeed contained all the ingredients they needed.

He also found a rather magnificent library, but absolutely nobody home. It seemed Lenore had either died or abandoned the place long ago. Based on occasional letters and writing scattered about the place it appeared she had been called away on business, and for unknown reasons never returned.

Of particular interest Jasper found a Githyanki Rune disc claiming that Mother Gith – the original leader of the Githyanki/Githzerai had had a son named Orpheus. A son who had rebelled against Vlaakith igniting something called The War of the Comet. Jasper wasn’t quite sure what it meant, or how Lae’zel might react. But he felt she probably ought to see it.

He also located still-operable arcane automatons on the upper levels of the tower

When they returned to Omeluum, he used the ingredients to brew up a foul-smelling potion that he asked Jasper to drink. As advertised, it allowed him to directly access the tadpole. Unfortunately it proved even stronger than he had realized, and ejected him from Jasper’s mind. Omeluum indicated that it must be quire powerful both psionically and via arcane enhancement to have done so. As an apology for being unable to extract it or learn more he offered a Ring of Mind Shielding – which he said would help to limit the tadpole’s ability to influence him

They returned to Nere’s ruins to explore further and try to determine what he had been searching for there. They found an upper level to the temple complex, but many of the access walkways had crumbled. Fortunately, they had a rather accomplished leaper able to bridge the gap with a rope to help the rest of them.

The upper section of the temple contained dormitories for Sharan priests – most of whom appeared to have been slaughtered as someone or something assaulted the complex.

Forcing their way through one sealed door, they found a hint as to what that someone/something might have been. Demonic boars and a demon soldier!

But the way further up into the temple complex was collapsed, and these demons appeared to have been trapped whenever that had happened. They would have to find another way in to explore that further.

In the meantime they explored the rest of the lower levels – an area called the GrymForge. It had apparently been built long, long ago by Sharan forces to enable the forging of Adamantium arms and armor! There were remains of forge molds and ore scattered around the place, as well as surviving defenses. Animated Armor-golems guarded the main entry.

Lava mephits infested pools of the lava lake used to provide heat for the forge.

And a humongous Magma Elemental occupied the main pool, blocking access to an old guardtower with keys and command words. Fortunately, Magma Elementals could still be bypassed with appropriate spells and skills…

The forge itself, once activated, turned out to be guarded by a humongous Adamantine Golem – near impervious to damage. And the forge appeared designed to force you to confront it with the controls at ground level.
Fortunately, a simple Mage Hand was sufficient to activate the forge remotely, and interrupting the process to keep the chamber flooded with lava “superheated” the golem – making its armor more malleable and it more vulnerable. It was a long process, but they were eventually able to wear it down from range – while dodging the occasional hurled balls of lava.

Returning to the main complex, they found a hidden path leading to an elevator platform. It appeared to be the way Nere and his forces had come down – and so likely led to their ultimate destination. The Shadowlands. Jasper became even more convinced of this as they ascended, as the small area at the top appeared filled with a dull haze leeching color and warmth.

As they left the ruined exit, Halsin warned them to keep the shadows at bay at *all* times. The darkness in the Shadowlands did not merely contain horrors. It *was* a horror itself. And it would consume them body and soul if allowed direct access. Jasper asked Halsin what had happened here. He would only say that the spirit of the land here – appearing as a fey child named Thaniel – had been cursed by Shar as a result of an old conflict with druids of Selune.
They could feel the shadows pulling at them as the ventured forth – despite the torches they bore. Shadowheart’s torch immediately extinguished itself… but the shadows did not touch her. She took it as a sign of the Lady’s favor. Jasper wasn’t sure that “favor” was the best word to use for “didn’t want to damage her toy”… but he didn’t press the point.

A way down the path they came upon a small band of figures carrying torches in the gloom.

They were Harpers, seeking a refuge called the “Last Light Inn” where they maintained a small ember of life in the bleakness of the Shadowlands. But one of their number wandered too far from the light… and was swallowed up bu the shadows. But even as the echoes of his screams died away, he returned… converted to a shadow husk, calling out to his former companions.


They fought him off, as shadows swirled in and attacked from all directions. As the Harpers parted ways, they warned that the Shadowlands were never safe. But there was an old druidic site nearby – with a circle of braziers. With those lit it was possible to keep the shadows at bay long enough to rest. As long as someone ensured that all stayed lit at all times. Jasper thanked them for the tip as they disappeared in the the shadows.

They met other shadowy things as they explored the Shadowlands. Shambling mounds of possessed rotting vegetation…

Swarms of shadowy carnivorous ravens..

They soon became desperate for respite, but fortunately Jasper finally spotted the druid site of which they had been told.

It was a fitful night – even with the braziers securely lit. They were once again visited in their sleep by the Dream Guardian – who asked them to infiltrate the Absolute stronghold at Moonrise Towers and learn what they could. Since this was already the working plan, it was easy to agree. Less easy was an unwanted appearance by Mizora. She desired them to free a devil working for Zariel being held captive at Moonrise. And threatened to turn Wyll into a Lemur if they did not comply. For Jasper this raised many questions. Including the obvious “why did a demon wish them to free a devil?”. Sensing there was more going on here, he pressed for advantage – getting Mizora to agree to freeing Wyll from his contract in exchange for the service. Mizora seemed quite put out when she left, but Jasper was not fooled. There was almost certainly far more to the task than they had been told, and she would not have agreed to his stipulation under any circumstances unless she already had a way to weasel out of it.

Author’s Notes:
I’m not normally one for “cheese” tactics, but the golem fight here practically begs for it. One can fight a huge, near-invulnerable melee beast at point-blank range in a chamber flooded with lava….while one companion is devoted to keeping the lava flowing to keep him vulnerable at all… *or* one can use one of a variety of methods to remotely operate the system and pelt him down from safety. And I would almost have to intentionally play Jasper against his own instincts to fight this battle the way it appears intended to be fought. Jasper is not a paladin. Gnomes rarely have the luxury of giving up tactical advantages for chivalry.


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