Neth 4720 Following their great victory over Hargulka, the heroes decide to explore the route towards the Varn lands. The headed up into the hills, and managed to locate the Varn Pass, though they decided not to pass through in late autumn. While in the hills, they caught sight of a unicorn on a distant hill.
Upon their return to the barony, word reached them that a trading vessel out of Thornmouth had been found drifting abandoned, a few days after sailing past the Gudrin ferry towards Lake Silverstep. There were no signs of violence aboard the Red Rose, and the ship's cargo was intact. They decided to retrace the vessel's lasst voyage and headed up river. After a day of so, they heard a strange and beguiling song - though Marcus's song was able to ward them from its entrancement. Travelling towards the sound, they found a rusalka who'd enchanted the sailors to serve as her toys. They managed to drive the fey off, though she nearly managed to kill Fraxinus.
During this month, they also dispatched Lady Vellara to monitor events in Pitax, and secured the land towards Hargulka's former fortress.
Kuthona 4720 The heroes decided to travel tot he small village on the far side of Lake Silverstep. The headman, Darred met with them and welcomed them warmly. He thanked them for their warning about the rusalka, and told them that the villagers knew that the beast sometimes frequented the rivers nearby.
Winter was marked by bad weather, and heavy storm washed out a road near the Sootscale Mine. As part of seeing to repairs, they also invited Chief Sootscale to nominate one of his kobolds to serve on the council, and so Kib joined them soon after.
Concerned about their expansion into the wilderness of the Narlmarches, the council dispatched Jamir (their diplomat) to make contact with any nearby druids.
Abadius 4721 In the new year, Jamir reported back about rumours of a druid who lived not far to the south. The heroes headed there, an made peaceful contact with Aenora. She agreed to travel with them to investigate the Old Scyamore. They lead her to the chamber under the roots where the item had been stolen from, and she consulted with the primal spirits. They confirmed that something had been stolen, but could provide little new information beyond that. The tree would slowly wither and die, but over the course of years or decades. Aenora also gave them advice regarding the Narlmarches, and warned them about the dangers of people living in woods inhabited by dangerous creatures - and the dangers that could result if the heroes slew the monsters outright. She also told them about a ruined dwarven watchtower to the north, and another set of older ruins nearby - ruins that housed a terrible beast that had destroyed the watchtower.
Their northern farms were troubled by raids on the cattle and other herds. Due to their expansion to the south, Kesten's forces were unable to track the thieves down, and several head of cattle were made off with.
The barony also expanded sufficiently to claim the dwarven stronghold that had been Hargulka's stronghold. As they accompanied the road-building crews, one of the builders reported seeing a shambler heading up a wintry hill. Not wanting the plant creature to eat their workers, the heroes followed - and saw a most unusual sight. Atop the hill were half-a-dozen shamblers, dancing in the snow amidst a thunderstorm. They were trying to draw down the power of the storm to empower and enhance themselves. Taking heed of Aenora's words, the heroes decided to disrupt their ritual using Fraxinus's ability to cast without sound or obvious signs, but not to slay the creatures. The ritual was broken, but the shamblers were unable to find out why - and so the heroes slipped away.
Calistril 4721 The heroes decide to investigate a spot 120 miles to the south-east of the broken stone circle, wondering if there'll be another circle there. They travel up into the hills, to the edge of the mountains before finding what they're looking for.
The circle here is even more broken down than the one on the plains, and is built against the sheer edge of a cliff. It's guarded by tendriculouses, strange plant-like beings that are drawn to places that lie between the Material World and the First World. After defeating the hungry plants, another fey reveals themselves - a blodeuwedd, who acts as guardian of this place. The fey sardonically congratulates them on their victory, and talks about the portal that lies here. he guards the portal, using his illusion magic to disguise the cave entrance. He also reveals that the portal leads to a fey road or trod, which can offer faster travel to other places on the Material Plane, albeit via a more dangerous route. The heroes discuss what they can do to help secure the portal here, and Fraxinus makes a note to ask the wizards at Jatembe's Gift to start researching.
When they reach home, they help to deal with the cattle rustlers. They are mostly men and women from Rostland, who've wandered south to raid while their lord's attentions are focused on the upcoming civil war. The adult cattle thieves are hanged, except for one woman who convinces Voldea of her sincere desire to repent (Kressel is sent to the shrine of Sarenrae in Restov).
The miners of the barony also present the council with a demand for better pay and conditions, arguing that their tough work deserves better recompense. The council doesn't agree to their demands, but does agree to build better accommodation and facilities
Pharast The heroes decide to scout out some more of the Narlmarches around their newly claimed stronghold of Forgeheart. The forest itself is largely uneventful for them (just a few owlbears, wild boars, and such like), but they do manage to find the western edge of the forest. Stretching out before them is the flat expanse of the Hooktongue Slough.
Back home, Lady Vellara returns from Pitax and gives them some much needed information about that kingdom's affairs. Upon her return, Dolgrin Wildhammer (their treasurer, and high priest of Abadar in Greenhaven) accuses her of hiring Red Mantis assassins to murder the bard Grigori. Lady Vellara half-heartedly denies his allegations, but is clearly more amused by the allegations than anything else. Her attempt to prove her innocence by swearing an oath of truthfulness by Calistria only serve to further infuriate Dolgrin, and he walks out of the council.
Marcus and Tamlane spend some time soothing Dolgrin's ruffled feathers, and promise to make Vellara (and all the other councillors) swear to have no dealings with assassins going forwards. They also (with Fraxinus's help) manage to persuade Vellara to agree, in part playing on her ability to carry on needling Dolgrin if they both remain on the council. Finally, Voldea officiates a Sarenrite ceremony, and the matter is hopefully resolved.
As it's spring, the Erastil worshippers at the Temple of the Elk arrange a festival to celebrate the first crop planting. It gets off to an inauspicious start when the dehorned corpse of a unicorn is found near the festival grounds. The heroes investigate, with Marcus talking to the trees while Voldea communes with the divine spirits of the area. Voldea sees a vision of fey wild hunt chasing the unicorn, with worg-mounted hunters worrying the great beast, while a larger and more dangerous huntsmaster urges them, his frost-clad weapon at the ready. The trees provide fewer specific details, but a nearby hawthorn complains about the frost touching one of its limbs early that morning, even though there was no frost that night.
Gozran 4721 Early in the month, Tyg-Titter-Tut and Perlivash vist the heroes, telling them that someone important wants to meet with them secretly in the forest. They agree, and are lead into the outer reaches of the Narlmarches. Somewhat unexpectedly, they're greeted by a unicorn named Myvenwy. She explains that wants to talk to them about a threat to their realm, and starts to talk of a dread hunter as she lead them towards the glade where her mate and child wait. On the way, they hear the sounds of combat, and the scream of a unicorn - Myvenwy charges off, with Fraxinus hot on her heels and the others not far behind.
They find her mate (Hilzarun) still alive, though entangled in thorny brambles that tether him to the ground. He explains that fey hunters attacked, and carried off their child, the young Efyllia. Two trails lead from the clearing - the unicorns head down one, and the heroes the other.
They make good speed through the forest, using their skills and spells to keep track of the trail and keep pace with the hunters. The trail leads them to another forest glade, where a portal shimmers in the air. There are three small fey mounted on wolves just ahead of them. The heroes manage to cut down two of the hunters, but the third one flees.
The portal leads through to a part of the First World called the Realm of Seasons, and their path begins springtime. A satyr named Cyollus speaks with them, intrigued by Marcus's music and dramatic recounting of their mission. He tells them that two hunters compete for the favour of a dark fey queen, and that the one they peruse makes his home in the wintery hills that lie ahead. Cyollus travels with them, offering to be their guide for a while.
The path leads them to a field of sunflowers, which are guarded by the flying bear named Maelarth (complete with butterfly wings). Maelarth is grumpy initially, but Tamlane is able to explain their mission and he grants them passage towards the mythical season of winter (as a bear, Maelarth doesn't entirely understand the concept). He also grants them some honeycombs from his hives, saying they'll be good cures if they run into trouble.
Across the field of sunflowers, the land rises into a forest hillside. The leaves are falling from the trees, and a chill wind whistles through the thorny branches. The heroes find themselves beset by the enchantment of the forest, and take some time to find their way through - while the trees themselves seem to attack and strike at them.
Finally, the path leads to the wintery hillside where Harakund the hunter makes his home. A battle is fought against Harakund and his remaining hunters. Though the heroes are victorious, Mourgrym's mind is taken from him by Harakund's curse - thankfully, Tamlane is able to break the curse, and restore his fellow to his right mind. At long last, they climb the final slope to rescue the unicorn child, cutting her free from her bonds.
The journey home is simpler, as winter leads directly to spring, and the portal home. Efyllia's parents are overjoyed to see her return, and offer their thanks to the heroes. Myvenwy tells them more about Harakund, and the little she knows of the queen whose favour he was competing for.
Desnus The heroes receive reports about some aggressive animals that are causing trouble on the road to Forgeheart. The initial reports from one of the their merchant caravans don't identify the creatures, but Tamlane and Fraxinus are able to work out that aurumvoraxes are the cause of the problem. The 8-legged burrowing mammals are famously territorial, and a mated pair have established their den very close to the road through the forest. The heroes set forth to deal with the dangerous creatures. Their track down the lair with ease, though the aurumvoraxes prove formidable foes, as the down Mourgrym early in the combat. The heroes are eventually victorious, and manage to recover a newborn aurumvorax for their trouble - the bad-tempered beasts are often kept as pets by dwarves, in part for their habit of attacking rust monsters.
When they return back from their journey through the forest, they find out that the Brevic civil war has finally begun. Marcus's distant cousin Helena was engaged to Noleski Surtova (the ruler of House Surtova, who dreams of claiming the vacant throne), but has eloped with Serena Aldori. Helena raises the ancient banner of Rostland, calling upon her allies to help reclaim the independence from the Issian overlords. Helena's mother (Serenna Lebeda) is outraged by her daughter's actions, and stays true to her alliance with House Surtova - splitting House Lebeda in twon, as many of the house answer Helena's call instead. The Mivonese once again request permission to start moving their troops through Greenhaven, as they march north to support their ancestral home's fight. Not seeing much choice (and very much aligned with the Rostlandic independance movement), the barony agrees.
Sarenith Sarenrae's holy day is celebrated in the new capital of Thornmouth, and spirits are greatly raised when the clouds clear at the ceremony's conclusion, bathing Voldea and the other celebrants in bright summer light. Things are fairly quiet in the barony this month, though the war to the north has already affected their trade routes.
The war doesn't go well for the Rostlandic forces, who suffer a major early defeat. Neither Helena or Serenna is able to claim the upper hand in House Lebeda's internal battles. Baron Harl Drelev and his son and heir Histol are slain in battle, leaving a young untested cousin in charge of the house - not the best leadership for a house beset by enemies!
Erastus The war continues poorly for Rostland, though Helena Lebeda is able to secure more control of her house from her mother. The new ruler of House Drevel, a young woman named Lyane, proves herself to a strong and capable leader - though whether strong and capable enough remains to be seen.
Everything is quiet in Greenhaven until late in the month. Fraxinus often communicates with Cephal Lorentus in the neighbouring barony of Varnhold via the dream message spell. This time, the spell fails to deliver - meaning that the normally punctual Cephal has failed to go to sleep. Somewhat concerned, Fraxinus sends another message to Varn's quartermaster Quarren - but that too isn't delivered. By now, the trade caravan from Varnhold that was expected this month is also overdue.
The heroes prepare for another expedition, and send their scouts towards Varn Pass while they follow afterwards. Fraxinus sends many other dream messages to Maegar Varn and his followers, but not a single one is delivered.
Varn Pass is guarded by a single tower of ancient constuction, reclaim by Maegar Varn to protect his borders. It's been abandoned, though the heroes' investigation reveals that it's been packed up in good order. The commander's logbook records that the small garrison was returning to Varnhold for a celebration of some kind, and expected to return almost immediately afterwards.
Wtih their scouts remaining behind to hold the tower, the heroes press on into Varn lands. Varnhold itself is just a day's travel away, though even from a few miles away the absence of any smoke plumes from fireplaces is obvious.
Arodus The heroes arrive at Varnhold early in the morning. The town appears abandoned - there's no smoke rising from any chimneys, and an aerial scout from Gus reveals no movement within. The town gates are barred, but Mourgrym easily scales the walls to open the poorly-secured gates from the inside. Meanwhile, Tamlane finds tracks leading from within the town, across the bridge and to a nearby field. Voldea calls upon the spirits of the area, expecting perhaps a response from spirits aligned with Erastil or Pharasma. Instead, she's struck by an overwhelming sense of wrongness and evil, and all she can hear is the sound of horses' hooves - specifically, four horses riding together. Upon consultation with the group, they suspect that the Four Horseman of Abaddon (or more likely, one of their servants) is involved.
Heading within the town, it's entirely empty except for a few abandoned pets and carrion crows and ravens, which feast on the remains of penned up livestock. The town is decorated with bunting and tents are set up upon the common, presumably in preparation for the celebration that called the guards back from the border tower. Within the Red Cat inn, they find two very protective guard dogs, who drive Marcus back. Tamlane calms the dogs, and just within the inn dorr, they find the corpse of a sprrigan - a type of unfriendly and uncivilised fey - apparently slain by the guard dogs.
They proceed towards the bailey that surrounds Varn Fort. The gates are sealed, and Gus spies more spriggans within. Once again, Mourgrym scales the walls to open the gate from within, but he's soon spotted by the spriggans. A fight ensues, which ranges across the bailey yard and within the fort, with various people climbing walls, growing wings and performing other great deeds. In the end, the spriggans are easily routed. A captive confirms the heroes' theory - the spriggans are opportunists, who found the town empty and decided to occupy the fort.
A search of the fort reveals a detailed map of the Varn lands (far smaller than their own barony, due to Varn's refusal to accept any help in establishing his barony), and records that explain that everyone in the small barony was within the town to celebrate the anniversary of its founding. There's no sign of anyone, and the rooms which the spriggans have left alone are in perfect order, with no sign of a struggle or a rushed abandonment. There's also a copy of a treaty signed with the local centaur tribe, the Nome, though its clear from later notes that the treaty was broken and conflict broke out with the Nome (though it's not possible to determine precisely what happened to bring this about).
Within Cephal's rooms (secured by a lock spell against the spriggans), they find one slight clue - a sketch of a strange ring. Cephal's notes claim it's a centaur arm-ring, but Fraxinus instantly recognises it as a cyclopean finger-ring, dating from shortly before the decline of their ancient empire. The notes state that the Pathfinder Willas Gunderson found the ring, but there's no sign of the ring itself.
The heroes recall meeting with Willas in Tuskglen a few months ago, and his goal of travelling into the mountains to explore cyclopean ruins. An investigation of the inn finds Willas's room - and a far more detailed set of notes. The bard was writing a report to the Pathfinder Society, and those he had not finished it, the numerous partially completed drafts make the story fairly clear. Willas had a copy of an ancient cyclopean map, pointing towards a hoard of treasure (Fraxinus realises that Willas had mistranslated this part of the map - it actually is a warning against entering a dangerous place; when the cyclopean empire fell into the worship of Abaddon, their language changed such that warning signs become invitational and alluring) within the Tors of Levines. The map also shows part of a ritual magical effect that was laid upon the 'treasure', though without the rest of the map, it's hard to say what the ritual was meant to do.
Willas headed up the Little Sellen river, and found this ancient tomb, where he recovered the ring. Realising that a fell presence lay over the area, he fled, passing through a pass to the eastern side of the mountains. The details of what he faced are unclear - but it was something bad enough to worry the experienced bard. Upon arrival at Varnhold, he presented the ring, and decided not to correct Cephal's mistake regarding its providence - having little desire for the Varnholders to poke further into this matter. The final part of notes explain that he had (or was planning too; the partially completed reports make it hard to determine what he had done instead of what he'd planned to do) spoken with the local centaur tribes to discover if they knew anything of his findings.
Worried about the strange disappearance of every living soul in Varnhold, the heroes decide to consult with the Nome and see if they can shed any light on these ominous events.
Arodus The heroes sent word back to Varnhold, ordering their troops to secure both the Varn Pass and Varnhold itself (having no desire to see the place occupied by foes more competent than the spriggans). They also sent word to Jamandi Aldori; all courtesy of the rather useful Dream Message spell.
They head off to explore some more the Varn lands, and see if they can find any of Varn's people. In the logging camp to the north, they find a note from a logger placed prominently on the overseer's table. It explains that he stayed behind while the other went to the celebrations at Varnhold. When they failed to return, he headed to Varnhold, but seeing the place abandoned, decided to flee to his kin in Restov. The found a similar story in one of the farmholdings on the Nome Plains, with only a note left behind. Jamandi then sent word back to them, via Abbot Bresmus of Nivatka's Crossing. Both Jamandi and Bresmus are very concerned by their tidings, but the Swordlord has no time or troops to spare. Abbot Bresmus offers them what help he can.
Heading south, the heroes decide to contact the Nome centaurs. Figuring that riding over the plains may take some time, they light a signal fire on a hill at the edge of the plains. A day or so later, a small group of centaurs arrive. They approach cautiously, but their leader Danara agrees to take them back to speak with the rest of the tribe.
The tribe's current encampment is a day or so further into the plains. They are welcomed - but not warmly, and many of the centaurs send them harsh looks. Their leader Karana listens to the news from Varnhold, and consults with the tribe's priest, Zulf. Neither Karana or Zulf know much about the cyclopes or the ancient histories of their folk - but they could take them to meet the mystical leaders of the collected Nome tribes. Karana is reluctant to do so, citing a treacherous attack by Taldan forces in similar circumstances a few centuries ago. While she thinks on the matter, she suggests that they can earn favour by fixing a problem created by the Varnholders recently. One of the their mines has caused the waters of a local river to become foul and stinking. The heroes agree to her suggestion.
They head forth to find the polluted stream, accompanied by Karana's son Xamat. He was scouting the area and first found the polluted water - and reports that he saw and felt strange presences as he headed up the river, before deciding to return home to report. When the heroes reach the river, it's clear that there's something magical at work here as well - the water is fouler and blacker than has any right to be, especially given the small size of the Varnling mines. Upriver, they find the cause - a nuckelavee, a type of fey drawn into he Material World by polluted waters, which then further degrades and pollutes them. They face off against the strange being, and are able to defeat it - as they do so, Tamlane's relic ring surges forth, and cleansing rain washes the area mostly clear. They remain behind for another day to remove the small landslide from a spoil heap that caused the original 'natural' pollution, not wanting the nuckelavee to return in their absence.
Xamat heads back to his tribe to report on their success, and the heroes briefly reconnoitre to the south, finding yet another suspected portal to the First World, part of the same chain that leads off to the north-west across their lands. They then head home - taking advantage of Fraxinus's new Shadow Walk spell to massively reduce the duration of their journey, albeit by detouring into the Shadow Plane itself.
At home, things are well, though some unrest has spread in the wake of the news about Varnhold, and as a consequence of stretching their military so thin. To the north, the Rostlandic forces suffer another massive defeat, leaving them on the verge of surrender. However, House Lebeda are finally unified under a new ruler (Marcus's aunt has decided to retire to an abbey of Pharasma under a vow of silence). While officially neutral in the matter, the council agrees to send Lady Vellara and her spies north to help the Rostlandic forces in their darkest hour.
Rova There are protests in Greenhaven this month, from people worried about the effects of stretching the barony's resources too thin by holding Varnhold. People are worried about the disappearance of Varnhold, and the ongoing war to the North. The heroes try to convince people that they have little choice here - leaving Varnhold abandoned is just asking for a new Stag Lord to occupy it. Thankfully, their efforts are successful, and while the protestors remain unhappy, the general populace support them.
To help reduce the burden of defending two places, a road to Varnhold is built, driving through the hills towards the Varn Pass. This makes coordinating the military efforts much simpler, and along with extra recruitment and training, goes a long way towards reassuring the citizenry that the barony's leaders have things well in hand. A small core of discontent people remains unconvinced, but short of external manipulation or something going wrong, all is well.
During that month, the Followers of the Elk share some of their maps of the northern Narlmarches with the barony, and also the route towards the easternmost edge of Drelev's holding.
The dryad also makes contact with Marcus via his dreams - she lost track of him when he went beyond the barony's borders to investigate Varnhold and meet the Nome, and grew worried. She enhances the powers of her gift to him, allowing him to draw upon some of the power of the land to enhance his rulership.
The heroes also recieve a message from Abbot Bresmus of Nivatka's Crossing, saying that he has consulted with Pharasma and has information for them. They travel north at full speed (i.e. via the Shadow Plane, where they have a brief meeting with the shadow giant huntress, and agree to pay tribute if they pass through the giant's lands again). Nivatka's Crossing shows signs of the war that still rages across Brevoy - there are sick and wounded, and many people praying for the souls of their loved ones.
Abbot Bresmus tells the heroes that he consulted with Pharasma to learn more of the fate of the Varnholders. Their souls have not passed before the Lady of Graves for judgement, and Pharasma told him that the souls are trapped. He suspects the forces of Abaddon may be at work, especially given Voldea's vision in Varnhold. The trade and use of souls is common in Abaddon, and utterly abhorrent to Pharasma (and most other folks). Bresmus warns the heroes that a town's worth of souls is an incredibly valuable resource, either to sell to daemons, or to enhance one's own power.
While in Nivatka's Crossing, news arrives from the battlefield - at long last, the Rostlandic forces are victorious! Helena Lebeda led her unified house into battle for the first time in the conflict, and it gave her side a decisive victory. There's still a long way to go for Rostlandic independence, but if the battle had been lost, the war would have been lost with it.
The heroes then travel to meet with the Nome elders. Xamat meets them, and takes them to his mother Karana's tribe, for the long journey across the plains. Karana introduces them to the Speakers for the Sun, Moon and Stars (Mishkar, Evaren, and Kirya), the high priests of the Nome. The Speakers listen to the heroes story, and then reveal some of the ancient history of their people.
In the south of the Nome lands lies Olah-Kakanket, the Valley of the Dead, where the graves of the ancient cyclopes lie. Beyond that valley lies a path, to the lair of the daemon known as the Vordakai, a figure of terrible evil that slumbers eternally. The Nome guard his tomb, and conduct a great ritual each year to hide and obscure his tomb, making it impossible for anyone to find it.
This year, the ritual was conducted slightly later than it should have been, in large part due to the conflicts with Varnhold. The timing lies up exactly with when Willas Gunderson's notes describe him finding an ancient cyclopean complex and retrieving the ring.
Furthermore, Fraxinus recognises the word Vordakai. It's not a daemonic title, but the name of a cyclopean wizard who became a lich. His evil was such that his kin struck him down and entombed him, not long before the cyclopean empire fell into daemon worship and their own destruction.
The Speakers tell the heroes that the ritual will last for 1 year, until early next summer. They can conduct another ritual at the winter solstice, which will allow the heroes to join with the ritual and see what it hides. The heroes are very concerned about this plan, as they do not think it wise to leave a lich three months to conduct whatever plan he's working towards. Over several days, they work to convince the Nome that it's better to break the ritual, even though this may alert Vordakai. The heroes will strike forth as soon as the illusion is lifted, giving him little time to prepare.
Over this time, they also communicate with Abbot Bresmus, who tells all that he knows about lichs, and says that he will start calling upon the followers of Pharasma to assemble, in case the heroes fail at their mission.
Shortly before they leave for the ritual site, Karana approaches them. Her son Xamat has headed off to investigate the Valley of the Dead, after being inspired by the heroes victory against the nuckelavee. She asks them to watch for her son, clearly worried that the young man has got himself into deep trouble.
They then travel to the ritual site. Fraxinus tries to alter the ritual in more subtle ways, so that they do not alert Vordakai, but his efforts fail. They work with the Speakers to unravel the existing ritual, and then cast it again - this time, including the heroes in those who's vision is unclouded.
Knowing that Vordakai will have noticed this, the rush off towards the Valley of the Dead. En route, Marcus finally realises that one of the ravens that inhabits the plains is following them - and carefully staying just outside of the range of detect magic and other spells. Figuring that this could be a familiar, the heroes attempt to capture the bird. Instead, it flies into their midst, and explodes into a massive wave of necrotic energy, nearly killing both Tamlane and Augustus.
The Valley of the Dead is eerie and uncanny, with the tombs of the ancient cyclopes lying tumbled and ruined across the landscape. A path leads out of the valley, a narrow passage through the mountain. As the heroes ascend, they notice centaur tracks - perhaps Xamat made it this far?
The pass is guarded by a zombie cyclops. As the heroes battle against the undead monster, a terrible spirit known as a soul-eater swoops out of the darkness, calling out Fraxinus's name. They are able to defeat the spirit, and realise that Vordakai must have summoned the spirit to specifically target their wizard. They press on again, hoping to reach Vordakai's tomb the next day.
7am - 9am The heroes reach Vordakai's tomb, which lies within a rocky island in the middle of the river. There are plumes of smoke and ash rising from natural vents on the side of the island, and a small group of river drakes fish and sport in the water. The group carefully sneak down towards the only obvious entrance, avoiding the drakes easily. Gus is sent to quickly scout at one of the opening higher on the cliff-face, but finds a dead end. The heroes decide to press on through the main entrance rather than spend more time looking for possible alternatives.
The massive door way is unsurprisingly locked, though Marcus is able to get through with a bit of time and patience. Another set of doors lie within, and the heroes are relived to see a more normal room open up afterwards. More zombie cyclopes guard the first chamber, but they are defeated - not before one of them manages to drive Marcus to unconsciousness. Pushing onwards, the interior of the tomb is vast and ancient, decorated with faded murals, time-worn tombs, and statues celebrating Charon and the forces of Abaddon. The rooms are set at different levels, with steep flights of stairs connecting the chambers and corridors, seemingly at random.
One chamber has a secret doorway in the southern face, which reveals more stairs up blocked by a portcullis. At that moment, more portcullises crash down to block the remaining exits, more zombie cyclopes emerge from hidden chambers, and jellyfish-infested river water begins to gush in at an alarming rate. Thankfully, Mourgrym is right by the presumed exit and is able to force the portcullis open and hold it there while his allies withdraw. Seeing no reason to hang about, they press on up a flight of stairs.
The stairs lead up for some distance. Pushing on, they find a room with daemon guards - two ceustodaemons and one piscodaemon. A hard fight emergees, with the daemon's making good use of their teleport abilities to target the weaker members of the party. Tamlane banishes a barely-wounded ceustodaemon, which ensures an esay victory after that.
The daemons had been summoned to guard Xamat, the captured centaur. He's overjoyed to see the heroes, and tells them of his capture and threats from the cyclopean lich himself. The heroes heal him as best they can, and they press on, with Xamat taking up Marcus's shortbow to help out. Xamat was imprisoned in the chambers next to a vast temple to Charon, a dark and eerir place. More vaults lie nearby, filled with ancient tombs and grave goods.
There's also a passage into a natural cave, filled with bubbling pits of tar. The tar has destroyed some of the raised walkways, meaning the passage across the room requires a certain amount of jumping. This is made harded by the swarm of wraiths that inhabit the cave - especially when the dread commander rips his minions into shreds to flay the heroes souls from their bodies. Two human zombies also join the fray, determined to push the heroes off the walkway and into the deadly tar pits. Fraxinus falls off, and ends up sitting out the last part of the battle within his own resilient sphere. As they fight the zombies, Voldea recognises them - they're Maegar Varn and Cephal Lorentus, slain and reanimated to serve Vordakai. After they defeat the undead (and get Fraxinus out of his bubble), the dead zombies are placed within their bag of holding in the hope that they can perhaps be raised from the dead at a later date.
Once more, they press on...
As they make ready to leave the tar cave, they spot some more partially ruined walkways on the far side of the cave. Gus is sent to investigate, and sees an illusion that covers a tunnel leading from the cave. The tunnel leads towards a door, which finally leads to the outside - one of the small nooks high up on the side of the island. The door is also trapped with a glyph of warding, but Gus is able to flap out of the deadly cloud before it hurts him too badly.
Returning to the main path, the heroes find a large spiral staircase leading upwards. It leads to a feasthall - where the corpses of a dozen or so Varnholder lie, all with the brains removed. The room is guarded by more traps and zombies, which the heroes easily overcome. When Voldea pauses to pray for the souls of the slain, she realises that the room is spiritually silent - not at all what she'd expect from the site of gruesome murders. She suspects that the souls of these people have been consumed or trapped, as otherwise their ghosts should haunt this spot.
While Voldea prays, Marcus scouts out and finds another illusion hiding a secret door. The doorway leads into another cave, with old tar pits that have long gone cold and formed strange crystals. This cave is also trapped with a spell that creates a cloud of acid - and just after Mourgrym, Voldea and Marcus dive out of the cloud, an animated crystal emerges from the cloud. The strange being appears to be of little danger initially - until it splits in two after being attacked, and begins swallowing and enveloping people. Tamlane and Fraxinus are held back by the cloud of acid, and aren't able to help much, but thankfully the three are able to prevail.
As they rest up to heal after the fight, Fraxinus sees an invisible scrying sensor appear in the room. He waves at the sensor, and the heroes make ready for battle. A few moments later, heavy footsteps are heard coming down the stairwell leading into the room. Two zombie cyclopes march in - led by a third cyclopes, the dread Vordakai himself.
A great battle is fought in the tar crystal cave, with Vordakai largely invisible and aerial, but the heroes still able to fight him. He's brought close to defeat - and then uses Dimension Door to escape! The heroes defeat the remaining zombies, and charge upstairs, figuring he must have fled to his sanctum. It's well guarded, with layered illusions, walls of stone and locked door, but not well guarded enough to hold them back.
They break through, and interrupt his Teleport spell. The lich goes down fighting, casting his remaining spells with an aim to kill. He fails, and falls soon after. Once slain, his body disintegrates into dust, leaving just his magical items intact - and the glowing crystal that was in place of his eye. Fraxinus and Voldea are able to identify the crystal as the Oculus of Abaddon, a powerful divinatory artifact attuned to the realm of Abaddon.
As they mention this to the others, Marcus hears a voice echoing in his mind. It's the dryad, ordering him to bring the Oculus to her. There's a weight behind her words, and Marcus finds himself thinking this is a wonderful idea. He tries to convince the others, but they're not totally sold. As they continue to explore Vordakai's sanctum, Fraxinus's Detect Magic tells him that a very powerful enchantment effect lies upon Marcus. Marcus agrees to let the rest of the group attempt to remove the spell - while he doesn't understand what's happened, he trusts his allies to ensure he's free of enchantments. They succeed, and the enchantment upon him is broken. As he removes the necklace that symbolises his connection to the dryad, she screams out a final 'No!'. The heroes decide to return home via the Nome, Varnhold and Nivatka's Crossing to consult their allies before stepping into the dryad's lands (i.e. their lands) with the Oculus.
They also find the trapped Varnholders, who are held within hundreds of soul jars, their bodies and souls imprisoned. Xamat is still with them, and between him, Mourgrym and their Bag of Holding, they're just about able to devise a plan to carry all the jars outside. The Varnholders will be released when the jars are broken, but they decide it's better to do that in Varnhold than in the depths of Vordakai's lair.
Rova The heroes finish their exploration of Vordakai's tomb, finding a stash of rituals as well as his spellbook (enscribed in large clay tablets). There's a debate about whether some of the rituals should be destroyed, such as the ones detailing how to create undead or how Vordakai became a lich. In the end, nothing is destroyed though the worst rituals are broken into separate pieces to hopefully prevent their use in the future.
That night, Marcus was visited in his dreams by the dryad, who begged his forgiveness and asked to speak with him. He told the rest of the group, and they agreed that they would seek to destroy the Oculus before setting foot into the dryad's domain again.
The group then make their way north to speak with the Nome. Xamat leads to his people, and his mother Karana is overjoyed to see him returned safely. The Speakers of the Sun, Moon and Stars thank the heroes for defeating the ancient enemy of their people, and call a blessing down upon them. They also tell the heroes that the Varnholder should prepare an envoy to meet with the Queen of the Nome, for a new treaty to be signed.
The group then head to Varnhold, and finally return the soul-trapped villagers to life. Thankfully, there don't appear to be too many serious long-term effects from their imprisonment, and an impromtue celebration begins - though not for the small number of people whose relatives were destroyed by Vordakai. Abbot Bresmus had dispatched some Pharasman clerics to Varnhold to meet the returning heroes, and Sister Beatrix confirms that the souls of the people in the feast hall, as well as Maeger Varn and Cephal are not with the Lady of Graves - Vordakai must have destroyed them.
Amongst the released is Julia Varn, Maegar's daughter and new baroness. She calls a council with her father's remaining advisors, and then later they asked to speak with the leaders of Greenhaven. Realising that Varnhold could not continue to operate as an independent barony, the Varnlings offered to swear fealty to Greenhaven. They'd offer up taxes and the proceeds of their adamantium mine; in return, Greenhaven will keep them fed and guarded.
During the negotiations, Julia approached Marcus, and suggested the obvious - a political marriage to seal the union between the two baronies. While not perhaps the most romantic proposal, Marcus agreed, and the wedding was announced.
Their next call was Nivatka's Crossing, to seek Abbot Bresmus's advice about the Oculus of Abaddon. He thanked them on behalf of his church and his god for ending Vordakai's existing - a soul-eating undead-raising lich being pretty unpopular with the Lady of Graves.
Bresmus agreed that the Oculus should be destroyed, but there was no one at Nivatka's Crossing or Restov who could do so (a good-aligned permanently blinded person wielding a holy bludgeoning weapon). He did suggest one option - a paladin of Vildeis (emperyal lord of self-sacrifice) named Kormac was currently in New Stetven, and would no doubt agree to blind himself to destroy the Oculus. SOme debate ensued about the morality of doing so - but in the end, their worries about the dryad's interest in the Oculus swayed the heroes, and word was sent to Kormac.
While they wait, they hear more news about the Brevoyan civil war - the Rostlandic forces continue to succeed, and the war seems likely to carry on again in the new year, once the snows are thawed.
Kormac arrived a week later, a grim and scarred figure. When the matter of the Oculus's destruction was explained, he agreed immediately to destroy it, asking simply for a night to pray and prepare. The next morning, a blinded Kormac was led into the room, and destroyed the Oculus using his holy weapon.
The heroes finally headed home, but decided to see if Tiressia the dryad could offer them some advice about 'their' dryad. They travelled via the Shadow Plane, and decided to investigate the shadow echo of the Old Sycamore en route.
The great tree existed in this plane too, its dead form reaching high into the sky. Around the base of the tree was a hive of insectile d'ziriak, one of the groups native to the Shadow Plane. The heroes were able to speak peacefully with them, and persuaded the d'ziriak to allow them access to the tunnels under the tree - wondering if there would be a clue here to help identify what was stolen from beneath the 'real' Old Sycamore. It took them some time to find the right cavern - and within it was the faint shadow of a sword.
Pressing onwards, they quickly reached Tiressia's grove and re-entered the Material Plane. Tiressia and her satyr lover Falchos were initially very pleased to see the heroes again. When they began asking questions about the other dryad, the pair grew nervous, and were clearly reluctant to answer. They confirmed that the other dryad held power over the Narlmarches as well as the Greenbelt, and that she was very powerful. Tiressia tried to answer their questions about whether the stolen item from the Old Scyamore could be used to the control the other dryad, but was unable to explain (though this time because she struggled to explain concepts that were basic to her, but alien to someone not linked to a tree, rather than due to fear).
Lamashan The heroes finally return home, and their people are relieved to see them back - and to hear that the cause of the Varnhold Vanishing has been dealt with. They explain the full details, including the dryad's actions, to their councillors, but no-one there can provide any new insight into the matter.
Waiting to speak with them is Arikos Ismort, the repentant paladin of Abadar, now returned to his god's favour. Ismort now serves in Hannis Drelev's barony, and comes with several proposals from his barony.
Firstly, he suggests that a trade road is built between Tuskglen and Bridgton, via the Temple of the Elk. The Followers of the Elk are in agreement, and Greenhaven also agrees to help co-fund the new road. Marcus realises this may anger his relatives in House Lebeda, but is far more concerned with Greenhaven's prosperity.
Akiros then speaks to them about the military peril Drelev finds himself in. Last year, the barony won some battles against a group of Numerian barbarians known as the Tiger Lords - but they now threaten the barony again, having given up their offensive against Pitax (Drelev suspects that Pitax is behind the Tiger Lord's change of plan). The barony's military is small, and was largely reliant on support from House Surtova, and hiring mercenaries. The ongoing civil war puts paid to both sources of aid - House Surtova has no troops to spare, and every mercenary troop in a 100 miles is hired out. As an added complication, what troops Drelev does have are busy dealing with ongoing piracy from the boggard tribes against the trade passing through Lake Hooktongue - trade which is vital to the barony's wellbeing.
The one thing Drelev does have is money, and Akiros explains that his lord will pay to hire Greenhaven troops, or will reward Greenhaven if it's leaders can manage to negotiate a truce with the boggards. Having recently taken command of the Varnlands, Greenhaven decides against hiring its own troops out - but the heroes do agree to pay a visit to the swamps of the Hooktongue Slough, and see if they can do better at diplomacy than Hannis Drelev.