Session 68
Ruins of Giustenal
Ruins of Giustenal
The group awoke, the weight of anticipation heavy in the air, as the dawn broke over the desolate landscape. The ruins of Giustenal, a place whispered about in fear and legend, awaited them. Eager yet wary, they gathered their supplies, each motion deliberate, each glance tinged with the knowledge of the peril that lay ahead.
Before they departed, Abdaleem emerged from the shadows, his presence as enigmatic as ever. His eyes, deep with ancient wisdom, bore into each of them as he spoke. "You seek Giustenal, the once-great city-state of Dregoth, known to the giants as the Ravager," he began, his voice low and foreboding. The mere mention of Dregoth sent a shiver through the group; the name alone carried the weight of unspeakable horrors.
He described a section of the sunken city, surrounded by a mysterious, magical box of sand—an enigma that seemed to pulse with hidden power. But as they pressed him for details about The Caller in the Darkness, Abdaleen’s gaze darkened. "I know not of The Caller," he admitted, the rare uncertainty in his tone chilling. "But beware, for Giustenal itself is a place of unspeakable danger, far more treacherous than any creature that roams its ruins."
The warning hung in the air like a curse, the gravity of his words sinking into their bones. The group exchanged tense glances, the reality of their mission pressing down on them. But there was no turning back.
With a final, solemn nod from Abdaleem, they set off toward the ruins, the ominous shadow of Giustenal looming large in their minds. The journey ahead was fraught with peril, but they steeled themselves, knowing that whatever awaited them in the depths of the sunken city, they would face it together, come what may.
Passk expertly navigated the silt skimmer to the edge of the tar pits, a treacherous expanse of bubbling tar that stretched ominously before them. The air was thick with the stench of sulfur, and the ground seemed to pulse with malevolent energy. Safi, armed with the Sky Singers tribe's map and Passk's intimate knowledge of the region, led the group through this perilous terrain with unwavering determination. Every ripple in the tar and every shadow seemed to whisper of danger, but they pressed on, the looming walls of Giustenal finally coming into view, foreboding and ancient.
As the group approached Giustenal's imposing 30-foot-tall gates, the remnants of an ancient, forgotten power loomed ominously before them. Towering stone dragons flanked the entrance, their once-majestic forms still fierce, though weathered by time. The 50-foot walls surrounding the city bore the scars of countless ages, yet the dragon statues seemed oddly preserved, their stone seemingly resistant to decay. However, the southern gate's left guardian had not escaped unscathed—its upper half lay shattered, a crumbled relic of the city's former glory. With determination, Shiv and Shank worked together, straining against the weight of time, to pry open the ancient gate.
As the group stepped through the city gates of Giustenal, they were greeted by a grand archway that soared to the height of the surrounding walls. At its center, a massive dragon's head gazed down from the keystone, its features carved from gleaming black obsidian, adding an aura of ancient menace to the passage. The air grew thick and oppressive as they walked onto the silt-covered streets, where every step stirred clouds of choking dust, muffling the sound of their footfalls. Silt and sand coated every surface, often burying structures entirely. The visible buildings were in various states of ruin—cracked walls, collapsed ceilings, and some structures toppled over completely. Alien decorations adorned the buildings, with carvings of wings, claws, scaly tails, sharp teeth, and dragon heads everywhere. As they moved deeper into the ruins, strange noises scurried just out of sight, shadows flickered at the edges of their vision, and the unsettling sensation of being watched hung heavily in the air.
Before them stood a once-grand temple, now twisted and corrupted by Dregoth's dark influence. The south doors were guarded by dragon statues, eerily similar to those at the city gates, though time and conflict had taken their toll. The left statue was shattered, mirroring the ruin of its counterpart outside. Inside, the temple bore the scars of a violent past—walls and ceilings charred and crumbling, remnants of the devastating fireball spells whispered about by wizards and seasoned adventurers. The blackened remnants of divine devotion hinted at a tragedy long forgotten.
Shiv cautiously entered the temple while Shank darted in, expertly rolling and dodging, wary of traps. The weak floor broke in places, but both managed to avoid falling through. As they entered the chamber, the sight of death greeted them—ancient, charred corpses scattered across the floor, silent witnesses to a long-forgotten catastrophe. Among these relics lay one body that stood out—fresh, unburned, and disturbingly recent. It was Pauk, a member of Shiv's Veiled Alliance cell, who had ended his own life here. His belongings were carelessly strewn around him, rummaged through by someone who either found what they sought or left empty-handed, leaving Pauk's final moments shrouded in uncertainty.
Karnos paused to drink some water, the sun scorching his neck. As he rubbed the back of his neck, he noticed a shadow fall across the silt, unmistakably resembling Gidewei. But when Karnos turned to confront the figure, there was nothing there—just the empty landscape. The shadow remained still, unnervingly real, until Karnos called out for his companions. In that instant, the shadow vanished as if it had never been, leaving him questioning whether it had been a trick of the light or something far more sinister.
In the southeastern corner of Giustenal's ruins, the remnants of a once-bustling merchant district lay in desolation. The stores and warehouses, now hollow shells, had been ravaged by centuries of decay and looters, leaving only traces of a once-thriving trade hub. Among these ruins, the cellar of a large tavern loomed ominously, its doors hanging open like a dark, gaping maw.
As they cautiously approached, the air grew thick with the scent of dampness and decay. Shadows danced across the walls in the flickering light, casting an eerie silence over the scene—until Karnos' eyes adjusted to the gloom, revealing the pack of zhackals lurking in the darkness. Their eyes gleamed with predatory intelligence, and low growls reverberated through the musty air.
Before the creatures could react, Karnos stepped forward and unleashed his psionic ability, mindstorm, obliterating the pack in an instant.
Shank nervously gripped the hilt of his weapon, feeling the familiar sharpness of its edge. As his hand lingered, he felt a sudden sting and noticed he had cut himself. A dark drop of blood welled up and fell, seemingly in slow motion, landing on a bleached skull below. Shank watched in fascination as the blood splattered, then rolled down to congeal in the silt. To his horror, the drop seemed to breathe life into the skull—the once-dark eye sockets now glowed with an eerie light.
Panic set in as Shank swung his axe with all his might, but the skeleton remained largely unscathed. The battle escalated into a desperate grappling match, the skeleton impossibly strong as it dragged Shank, still raging, into a dark shadow. His screams echoed through the ruins, and his allies came rushing to his aid, only to find him flailing wildly against the wall—alone, and seemingly fighting off an invisible foe.
While the others searched the merchant's district for treasure, Shank prepared the zhackals for their meal. As he worked, he heard a strange sound high above, like something scratching at stone in the upper floors of the building. Still wary from his previous experience, he quickly ran out and called for his friends. Together, they investigated and discovered a room locked from the outside. Inside, they found the withered body of a trapped slave, who had tragically tried to claw his way through the door long ago.
As the day waned, the group, deeply unsettled by the creeping dangers of Giustenal, sought refuge in an abandoned tavern within the Merchant's district. Their search had yielded only a moldy purse with 22 ancient silver coins, adding to the sense of desolation. However, it wasn’t just the ruins that troubled them—Karnos, Shank, and Safi were gripped by an inexplicable terror that seemed to seep from the very stones of the city.
Desperate to relieve their companions' fear, Safi attempted to cast Lesser Restoration on each of them, but the spell had no effect. Fazanna then tried Remove Curse, her voice steady with determination as she invoked the magic, but it too failed to lift the dark cloud of fear that hung over them. Fearing for their safety, the group reluctantly decided to tie them up and confiscate their weapons before setting watches for the night.
Even restrained, the three insisted on helping with the watches, but their attempts only seemed to deepen their paranoia. Realizing that their efforts were worsening the situation, the others decided to let them sleep. The night was far from peaceful; the shadows and eerie noises of the ruined city clawed at their nerves, making every creak and whisper a source of anxiety. Yet, despite the oppressive atmosphere, they managed to catch some much-needed rest, though the fear of what lay ahead lingered, unshaken by magic or reason.
As dawn broke, the group, driven by a fierce resolve, decided to confront the unnatural source of their overwhelming fear. Their suspicions led them to the palace they had glimpsed from afar, certain that the malevolent force must reside there.
Upon entering the heart of the Grand Plaza, they were met with a scene of desolation and ruin. Towering stone basins, once designed to cradle lush topiaries, now stood empty, their contents lost to time. Beneath a thick layer of silt, only black ash remained, a grim reminder of a cataclysmic event that had scarred the city. A massive crack ran through the plaza, stretching ominously toward the distant palace. The fissure, deep and pronounced, was shadowed by silt, yet its menacing presence was unmistakable. Scattered across the cracked ground, the skeletal remains of countless souls lay half-buried, their bones silent witnesses to the plaza's tragic past. The stark contrast of ash and bones painted a haunting picture of devastation and abandonment.
As they approached Dregoth’s fortress, it appeared almost underwhelming, lacking the grandeur of Nibenay’s towering spires or the imposing might of Kalak’s citadel. The fortress's walls were patched and uneven, bearing the marks of hurried reconstruction. It seemed a shadow of its former self, a hastily rebuilt stronghold that, while still formidable, paled in comparison to the majestic domains of other sorcerer-kings. Yet, despite its unimpressive facade, an unsettling sense of foreboding hung in the air, hinting at the dark power that lurked within.
The Tower, constructed from the blackest obsidian, loomed ominously against the landscape. Its once-smooth surface was now marred by large holes and cracks, roughened by the relentless, silt-laden wind. The tower’s weathered and sinister appearance was chilling enough, but what truly unnerved the group was the sight of a single bleached skeleton impaled at the tower's center by iron spikes. A tattered, faded red tunic still fluttered weakly from the splintered bones, a ghostly echo of a past long gone. The scene was both haunting and foreboding, a grim testament to the tower's dark history and the desolation that now pervaded it.
The Public Cisterns, once vital to the well-being of Giustenal's citizens, now lay in a state of dismal neglect. Positioned on either side of the palace, these cisterns were once a source of fresh water for the city. Today, only the southern cisterns remained visible, the others long buried beneath the Sea of Silt. The cisterns, now empty and forlorn, held no drinkable water. Instead, they were filled with dried mud, caking the interior surfaces and revealing a grim truth. Scattered throughout the mud were several corpses, haunting reminders of those who had perished in their desperate search for life-giving water. The scene was a somber reflection of the city’s fall from grace and the desolate emptiness that now defined its once-crucial resources.
The Gardens, once a series of verdant sanctuaries encircling the palace and extending beyond its walls for the use of nobles and free citizens, now lay in stark desolation. The lush plant life that once flourished had withered and crumbled into ash, leaving only memories of their former beauty. A six-inch layer of silt now blanketed the remnants of a foot-thick layer of ash, covering the entirety of the gardens. The meticulously tended grounds of the past had become a somber, dusty expanse where the vibrant colors of life had long since faded into muted shades of gray.
Before entering the palace ruins, the group decided to explore the arena they had spotted from afar. As they approached the arena in the ruins of Giustenal, the crumbling walls loomed before them, their jagged edges clawing at the sky like skeletal fingers. The once grand entrance, now partially collapsed, cast an ominous shadow across the barren ground. The wind whistled through the empty arches, carrying faint echoes of long-forgotten battles. The desolate structure stood as a grim monument to a brutal past, its presence heavy with the weight of lost lives.
Beneath the southern seating section, a grim sight awaited. Behind thick wooden bars, slave pens were filled with dozens of near-mummified bodies, their skeletal forms frozen in a final, desperate struggle. The air was thick with the stench of decay, a haunting reminder of the agony that had unfolded here. Only a few had been fortunate enough to escape these crude prisons during the mass exodus, but the rest had perished in unimaginable torment. The men and women who died here were victims of thirst, starvation, and madness. Some still clung to the unyielding bars with bony hands, while others lay where they had fallen, having turned on each other in their final moments of desperation.
The scene was horrifying—a silent testament to the brutal cruelty of the sorcerer-kings, who had drained the life from these souls to fuel their dark spells. The group felt the weight of the arena's grim history pressing down on them, a chilling reminder of the horrors that had once taken place within its walls. The echoes of suffering lingered in the air, and they knew that the darkness of Giustenal was far from finished with them.
As they approached the palace, the great doors to the entrance chamber lay in shattered ruins, torn apart by the same destructive magic that had split the plaza outside. Through the gaping opening, silt had drifted in, blanketing the floor in knee-deep dust. The room, once a grand hall of power and majesty, now stood as a haunting relic of its former glory.
On the east wall, a beautiful mural captured a vision of the city in its prime, nestled beside an impossibly blue sea—an idyllic paradise now lost to time. Opposite, an intricate engraving depicted Dregoth's templars prostrating themselves within the very chamber, their reverence captured in a mesmerizing spiral of infinite detail. Each successive engraving showed the scene shrinking smaller and smaller until it vanished into oblivion. Yet, where Dregoth’s own likeness should have been, the wall was scorched and obscured, marred by powerful magic that had obliterated the tyrant’s image from history.
At the north end of the chamber, a massive throne lay in ruin, its shattered pieces jutting out from the silt like the bones of a forgotten giant. The once-mighty seat of power now whispered tales of both grandeur and ruin, a stark reminder of the devastating forces that had brought this majestic domain to its knees. The air in the chamber was thick with the weight of a fallen empire, and the echoes of its storied past seemed to linger, haunting the ruins with the ghosts of glory and destruction.
Finding the door at the end locked, the group chose to explore the doorway to the side. Following a dark corridor, they opened a heavy door to reveal a grand dining hall. The once majestic space, where Dregoth's templars and nobles had once gathered in vibrant socializing and sumptuous feasts, now stood in eerie, desolate silence.
Great wooden tables, once symbols of opulence and grandeur, still occupied the room, their imposing presence now tarnished by the relentless passage of time. The rich atmosphere of lively conversation and indulgent banquets had given way to a haunting stillness. The tables, though enduring, bore the weight of abandonment and neglect. The faded grandeur and distant echoes of the hall’s former splendor seemed almost tangible, casting a melancholic shadow over the space. The air was thick with the ghosts of past revelry, now silenced and forgotten amidst the oppressive quiet.
While in the dining hall, Karnos’s sharp eyes caught a glimpse of something unsettling. From a low stone wall, a silt serpent’s eyes glared at him with a malevolent gleam. To his horror, the serpent’s mouth stretched into an unnaturally wide smile before it sank into the silt and vanished, leaving behind only an eerie chill. The serpent, if it had ever truly been there, had slithered away into the silt’s depths. Convinced it was merely a figment of his fear, Karnos chose to keep this disturbing sight to himself.
Moments later, Shank was jolted by a searing pain in his ankle. He barely had time to react before the silt serpent, now revealed as a tangible threat, slithered swiftly away, its presence masked by the silt on the floor. The creature’s sudden and elusive attack left Shank in a state of alarm and pain, with the serpent slipping away into the oppressive darkness of the ruined hall.
Safi, determined to alleviate Karnos’s growing terror, invoked the powerful spell of Greater Restoration. As the magic flowed through Karnos, a wave of relief washed over him, momentarily easing his fear and paranoia. The oppressive weight of his dread lifted just enough to offer a glimpse of calm amidst the pervasive gloom of Giustenal. While not entirely dispelling the haunting shadows that plagued him, the spell provided a brief respite, allowing Karnos to regain a semblance of control and clarity.
As the group entered the expansive room, their eyes were immediately drawn to the scattered relics half-buried beneath the thick layer of silt. Among the remnants of a bygone era, a metal tube with glass at both ends lay partially exposed, its enigmatic purpose adding an eerie allure to the scene. Surrounding it were several silver bowls, mirrors, and grooming tools, each a masterpiece of forgotten craftsmanship, their intricate details hinting at the grandeur that once was.
The air hung heavy with the oppressive weight of history, a tangible reminder of time’s relentless march. The southern wall bore the scars of destruction, a massive crack that sliced through the stone and disrupted the once-pristine surface. Embedded in this fractured wall was a door, its frame twisted and warped by the shifting foundation. Across the room, another door remained intact, silently beckoning further exploration into the ancient stronghold.
Despite the compelling allure of the room’s relics and the haunting beauty of its decay, the group found nothing of further value amidst the silt. Their search yielded only the ghostly echoes of a past long lost, and the oppressive silence of the room seemed to grow heavier with each passing moment.
While searching the preparation room, Karnos discovered a silver mirror, its surface cracked and coated with dust. As he examined it, he heard a faint noise behind him and spun around, but found nothing there. When he turned back to the mirror, it had inexplicably fallen to the ground, shattered and mostly buried in silt. Amid the jagged shards and the thick layer of dust, Karnos could barely make out the faintest outline of his own image, a ghostly reflection haunting the debris. The sight sent a chill down his spine, as if the mirror had captured a fragment of his very essence, now lost amidst the ruins.
As the group entered the series of apartments, the evidence of past occupancy was both stark and haunting. Each room, once a sanctuary of relative comfort, was now a ghostly shadow of its former self. Four wooden beds, a desk, and four sturdy footlockers filled each room, but their presence only highlighted the emptiness that now defined the space. The few survivors of Giustenal who had risked looting the city before fleeing into the desert had ransacked these rooms, leaving behind only traces of their hurried departure. Footlockers were left ajar, their contents long vanished, and the furniture lay in disarray, marred by signs of a frantic, desperate search.
As they sifted through the remains, the oppressive silence that pervaded the rooms seemed to mourn the chaos that had once reigned here. Amid the remnants of a once-thriving life, they stumbled upon a small, gleaming medallion half-buried in the silt. The medallion bore the likeness of a dragon, its intricate design a stark contrast to the surrounding desolation. The medallion's presence, a rare find in the midst of ruin, seemed to whisper of forgotten power and ancient secrets, a haunting reminder of the grandeur that had once been.
As they entered the Spire Ante-Chamber, the group was met with a haunting scene of faded grandeur and enigmatic history. The room, once a showcase of valuable artifacts, now only whispered echoes of its former splendor. An ancient tapestry dominated one wall, its once-vibrant colors now reduced to mere shadows of their former selves. It depicted a sorcerer-king in the early stages of dragon metamorphosis, standing triumphantly over the shattered corpse of a giant with a lion’s head. Both figures were clad in ornate metal armor, set against a backdrop reminiscent of the Forest Ridge. In the tapestry's lower corner, someone had scrawled a crude drawing of a lion’s head, accompanied by enigmatic ancient letters.
The chamber held more than just the tapestry. A staircase, partially obscured by a small pile of rubble, led downward, hinting at secrets concealed below. Two pedestals stood prominently in the room. One supported a marble sculpture of a dragon, a prototype for those that had once guarded the gates and temples of Giustenal. The other pedestal held a bust of a head, but it had been shattered from the mouth upward, its expression a casualty of time and destruction.
As the group explored the chamber's storied remnants, a sudden mishap occurred. Before Shank could examine the dragon sculpture, Safi knocked it from its pedestal. The sculpture crashed to the floor, shattering into pieces. Amidst the chaos, Karnos deciphered the ancient letters on the tapestry. They read, "The Lion-King Lives!"—a chilling proclamation that seemed to reverberate through the ruins, hinting at the lingering presence of forgotten powers.
The 1st Floor Laboratory, once a bustling center of alchemical and arcane experimentation, now lay in ruin and smoldering devastation. Having been ruthlessly looted and then set ablaze, the chamber was a scene of utter desolation. Massive machines of glass and metal lay scattered across the room, their intricate mechanisms twisted and shattered beyond recognition. Tables were overturned, broken vials littered the floor, and a thick layer of ash blanketed everything like a mournful shroud.
The south wall bore the scars of the inferno, marked by three stone-barred holding cells, now blackened and charred. Inside these grim enclosures, the remains of their former occupants were visible. Most of the blackened corpses were animal, their forms barely discernible amidst the wreckage. Yet, one vaguely human body lay among them, its features obscured but hinting at a tragic fate.
As Fazanna approached the cage and unlocked it, a grotesque transformation began to unfold. The remains within stirred with eerie and disjointed movements. The body dragged itself from the cell, revealing a grisly spectacle. The lower half of the corpse crumbled and fell apart, while the struggling torso writhed in confusion. After a moment of disoriented flailing, the creature managed to lift itself onto its forearms and began dragging its desiccated remains forward. Each movement was a haunting reminder of death and decay that had overtaken the laboratory.
The macabre scene was both unsettling and horrific as the creature made its way to the stairs and began to shamble downward. The group, disturbed yet fascinated, decided to let it go, watching as it disappeared into the darkness below.
Navigating their way up to the second floor, the group carefully avoided the weak sections of the crumbling staircase. The 2nd Floor greeted them as an almost barren expanse, its intended openness now marred by the relentless march of time and the scars of violence. Once designed with large windows to create a sense of airy grandeur, most of the glass was shattered, leaving only a few panes clinging to their frames amidst the devastation.
The door leading down to the laboratory had been wrenched from its hinges, hanging askew in a twisted frame that spoke of past chaos. A staircase in the tower room spiraled upward to the third floor, its once-sturdy wooden steps now weathered and scarred by age and the fierce battles that had taken place within these walls. The staircase leading downward was affixed to the side of the tower, its battered condition a testament to the harsh elements and the tumultuous history that had ravaged the building.
The scene was one of stark desolation, the room's former grandeur lost to time and destruction, reduced to a silent and damaged shell of what it once was.
The 3rd Floor lay in a state of profound neglect and decay. Small glass windows that once provided a glimpse of the outside world were now shattered, allowing thick, gray dust to settle over most of the chamber. The furniture, including a once-massive bed, had collapsed under the weight of time, leaving its remnants scattered haphazardly across the floor. The curtains, which had once adorned the gray marble walls, now hung in tattered, dirty bundles, adding to the room's disheveled and forlorn appearance. Shelves that had once held books were now filled with rotted, pulpy remnants, their contents rendered unreadable and disintegrated.
Despite the overwhelming desolation within, the balcony outside remained sturdy and offered a breathtaking view of the sprawling ruins of Giustenal and the desolate landscape beyond. The stark contrast between the room's forlorn state and the panoramic vista underscored the passage of time and the enduring, though forsaken, splendor of the city.
Returning to the palace proper, the group discovered that the rubble blocking the staircase leading below had been cleared—evidence of the body Fazanna had released earlier. Their exploration continued, with shadows leaping out at them from every corner, heightening the sense of foreboding.
In their search, they came across a small kitchen and dining area, and then ventured into the barracks. As they entered, the barracks' past glory seemed almost tangible despite its current state of decay. Once home to the palace guards, the room now stood as a somber shadow of its former self. Dust choked the air, and the floor was littered with scattered bones and fragments of debris. The echoes of the guards' presence had long faded, leaving only a graveyard of forgotten memories and forsaken duty.
They next explored the guest rooms, once lavishly appointed for visiting dignitaries but now mere echoes of their former grandeur. The larger room lay in disarray, its floor strewn with debris and a dusty red carpet obscured beneath layers of grime. A corpse lay sprawled in the center, its violent end evident from cracked ribs as if struck by a blunt weapon. The body, stripped of weaponry and armor, told a tale of desperation and final confrontation. Amidst the decay, a solitary gold ring remained on one of its brittle fingers, a solitary piece of forgotten wealth. Karnos seized the ring, slipping it onto his own finger.
Finally, they entered the Baths, where the sheer scale of the water infrastructure evoked awe and mystery. The vast, intricately designed bathing pools spoke of an opulence and abundance almost otherworldly. The sheer volume of water required for such luxury hinted at a society with resources far beyond what one might expect. Though now silent and empty, the rooms whispered of secrets and splendor long lost to time, leaving them with a lingering sense of wonder and curiosity about the ancients who once enjoyed such luxuries.
As night fell and the sun of Athas began to set, the group chose the top of the tower as their resting place. They restrained those most affected by the horrors of Giustenal—Safi, Shank, and Karnos—while the rest took turns standing watch. However, as dawn approached, the tower's tranquility was shattered. During Passk's watch, tentacles erupted through the tower's openings, ensnaring five of the sleeping party members and dragging them towards the gaping void.
In the chaos, Fazanna cast a haste spell on Shank. Though Shank struggled, he failed to break free, his attempts to fight off the tentacle proving futile. Shiv, consumed by a fierce rage, managed to break free from his own grasp and leaped into action. He baited and switched with Passk, then used his action surge to shove both Shank and Anvar out of their perilous situation. Anvar, seizing the moment, shoved Safi free as well.
Safi, in a desperate bid for survival, wildshaped into a giant hatori, the floor groaning under the massive weight. The hatori savagely bit off one of the tentacles and used its tail to smash another, freeing Fazanna. Passk, not to be outdone, severed the final tentacle with two decisive blows.
The silt horror, now bereft of its grasping limbs, retreated into the silt sea from which it had emerged. The party, shaken but victorious, regrouped as Anvar attended to the wounded, the morning light casting a grim pall over the scene of their harrowing encounter.
As the party scoured Dregoth's chamber, hoping to uncover any remnants of value left by the fallen sorcerer-king, Shank was suddenly overtaken by an overwhelming fear and descended into madness. Consumed by an irrational terror, he began to assault himself with his great axe, swinging wildly and inflicting grievous wounds.
His brother, desperate to save him, grappled Shank and attempted to subdue him with punches and trips, but his efforts were in vain. Safi fought to wrestle the weapon away from Shank, but it was Anvar who ultimately succeeded in disarming him. Despite Fazanna's attempts to restrain Shank with rope, her efforts fell short. Karnos, paralyzed by the chaos, watched passively as Shiv also failed to restrain their frenzied comrade.
Karnos eventually stepped in to grapple Shank, but his attempt proved futile as Passk observed the tumultuous scene. Safi, trying to offer aid, attempted to shove Shank, but the struggling warrior’s strength was too great. In a final, tragic act, Shank managed to pull out his greatsword and delivered a critical blow to himself.
Just as hope seemed lost, Safi cast a greater restoration spell on Shank, briefly calming him and bringing a momentary respite to the madness. The group, shaken and exhausted, continued their search but found no treasures or valuable artifacts within the chamber, leaving them with only the haunting memory of Shank’s torment.
Overwhelmed by the relentless horrors and trials they had endured within the ruins of Giustenal, the group felt an intense need to retreat and rest. The oppressive fear that gripped them made the idea of leaving the forsaken city seem like a necessary reprieve. However, Passk, resolute and unwavering in his mission, refused to turn back. His obsession with destroying the Caller in the Darkness consumed him, and he insisted they press on. His eyes burned with determination as he declared that they were close, believing the path down from the palace might lead them to the elusive creature. With a final, stern warning, Passk made it clear—if they chose to leave, he would not guide them out.
The group descended the staircase, winding their way down to a natural cavern half a mile beneath the shattered palace. As they ventured deeper, the oppressive fear and paranoia that had gripped them suddenly lifted, replaced by a calm sense of ease. Shiv and Shank struggled with the barrel of water, its weight causing it to bang loudly against the stairs as they labored to carry it down. The rough stone of the cavern walls gave way to a smoother, flat surface on one side, as if shaped by an unknown force.
In the center of the cavern floor, they discovered a large, perfectly round hole, about 40 feet wide, plunging into an abyss of impenetrable darkness. The sound of rushing wind echoed up from the depths, hinting at an unseen path leading even farther beneath the surface of the world. The cavern, with its eerie silence and gaping maw, beckoned them to venture deeper into the unknown.
The group decided to rest before attempting to navigate the ominous hole in the cavern floor. Anvar took the first watch and soon heard footsteps echoing down the staircase from the ruins above. He quickly woke Shiv, and together they listened as the sound of magic reverberated through the cavern. Shiv, sensing danger, shouted a warning to the others, rousing everyone except Passk and Shank. Fueled by rage, Shiv charged up the stairs, encountering a group of dray templars. He struck the first dray twice with his hammer, though the weapon seemed unresponsive to his fury.
The lead dray templar attempted to cast Spirit Guardians, but Fazanna countered the spell. She then repositioned herself to unleash two Lightning Bolts, but both were nullified by the dray’s counters. Another dray dashed down the stairs, successfully casting Spirit Guardians, causing spectral dragon teeth to swirl defensively around him. Karnos unleashed his psionic ability Pandemonium, while yet another dray descended the stairs, adding more Spirit Guardians to the fray. Safi, preparing for battle, cast Cold Fire Shield on himself and wildshaped into a hatori, advancing towards the stairs. More dray continued to flood the stairwell, each casting Spirit Guardians, intensifying the chaotic scene.
Anvar managed to wake Shank, who immediately flew into a rage, charging into the Spirit Guardians and suffering severe necrotic damage. Despite the pain, Shank swung his axe with ferocity, landing two powerful hits. The battle raged on as one dray templar dashed towards the hole, leaping over its edge and beginning to levitate downwards. Safi, in his hatori form, grappled one dray in his jaws and lashed out with his tail at another. The dray in Safi's grasp teleported over the hole and began to descend as well.
Shiv closed in on another dray, landing two crushing blows. Fazanna moved to confront the last remaining dray, attacking with a Green Flame Blade but missing her target. Safi, reverting from his wild shape, rushed to the hole and attempted to cast Hold Person on the descending dray, but the spell failed. The two retreating dray fell further down the hole, vanishing into the darkness. Karnos peered down the edge, while Shank fired three arrows into the abyss, one finding its mark. Fazanna, sensing the futility of further pursuit, cast Fly on Shank, but he chose to let the dray escape, leaving the group to contemplate their next move in the eerie silence that followed.