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Fate of Istus

General Summary

Day 1
Plague is abroad in Rookroost—or that's what a large percentage of its populace believes. A week ago, the city was as disease-free as a city like Rookroost ever is. Now scores are suffering from a malady that has herbalists and clerics puzzled . . . and worried. The disease starts innocuously enough, with feelings of lassitude, dull pain in the joints, swollen lymph nodes, and a throbbing headache. Within hours, the lassitude grows, and the victim shows a mild fever. Then strange red blotches, or edemas, appear, and the headache becomes a crippling, trip- hammer pounding. The victim becomes incapable of concentration and unable to move without assistance. The duration of the disease varies from person to person; sometimes it takes two or three days to progress to the incapacitating phase, sometimes (particularly with children or frail adults) less than a day. Nobody knows the origin of the disease— although there are many theories, some of them farfetched in the extreme—and there are only guesses as to its nature and manner of transmission. Judging by its rapid spread through the city, it must be contagious. But how is the contagion passed on? By physical contact? Through the air, or the water? Or by some other mysterious—perhaps supernatural—agency? Even more worrisome is its resistance to all attempted cures. Poultices, infusions, draughts, quack medicines, potions from reputable herbalists, leeching, bleeding—all are ineffective. Even magics and the ministrations of clerics (cure disease, heal, and the like) have proven useless. Certain herbal treatments have been found to lessen the pain in the joints and ease the worst of the headache, but even these seem to work in only some of the cases. Old records describe a plague that decimated the Bandit Kingdom's population as it swept across the Flanaess some four score years ago. The Red Death, as it was called, also started with aches and a fever, but soon showed its lethal nature. More than two thousand people died in Rookroost alone, and no cure was ever found. The disease simply burned itself out, vanishing as mysteriously as it had appeared. While the old records are now seen only by sages, some clerics, and a handful of herbalists, the knowledge has somehow spread. The word on the streets is that the Red Death has returned. Already, the populace talks of a number of people who've died of the plague. True, the victims (most of whom dwell in Outwall) are all old and might be expected to have died from even a minor fever, but memories are very long and imaginations very fertile when it comes to plagues. Although the necessary commerce of Rookroost makes it impossible to close the gates and isolate the city, the richer neighborhoods are enforcing quarantines to varying degrees. The gates to The Peak are closed and guarded, and nobody is allowed admission without a very good reason. A thriving business has sprung up among unscrupulous herbalists and con men, all hawking patent nostrums "guaranteed" to protect against the Red Death. Triumphary and most of the street corners near the two outermost gates are stages for more or less elaborate patent-medicine shows, and similar booths and stalls have sprung up throughout Outwall. Most of these "medicines" are harmless, although a few are mildly noxious. All of them are ineffective.   Each of this stalwart band has a friend or family member that is stricken by the Red Death as it is known. Kara Zor friend who Dropped out of the University of Magical Arts and was so ashamed they move far away is on the brink of this plague. Korgran the Wild & Orknrgar are concerned about Orkngar's brother who travelled with them and became stricken. Stromness has immediate family who is stricken, Rosamund friends, many of them have become stricken as they are very vulnerable living on the streets, and finally Tazlira is merely curious. Each of them is searching for a cure for the plague, Tazlira simply curious if she could find one.   While traveling the streets of the city, each PC (or each group of two or more, assuming that some of them have made contact with each other already) is approached by a well-dressed (some might even say foppish) half-elf male with long, flowing silver hair, clad in a white mantle over chain mail. He introduces himself as Cymbelline.   Cymbelline introduces himself to the group as a "footloose poet, a wayfarer, and part- time scoundrel." He's come to know the highways and byways of Rookroost, and has stumbled upon some information that might be of interest to thems—if, that is, they're on the lookout for a little bit of loot... and the possibility of renown as saviors of the city.
Near the heart of the city is the Sage's Tower—the home of Ereaden, known to the townsfolk of Rookroost as a great wizard. The word on the street is that Ereaden has recently been in the employ of The General himself, conducting experiments on the nature of disease. Cymbelline has a nasty suspicion that he was working on some kind of biological weapon (or maybe a way of disposing of Elara on The General's behalf). Perhaps, Cymbelline speculates, he was a mite too successful....   A week or so before the plague appeared in Rookroost, the sage received a delivery from a travel-soiled ranger: a caged creature of unknown sort. (Cymbelline wasn't present at the time, and his source—one of the sage's neighbors, who eavesdropped on the delivery—didn't get a good enough look at the creature to have a chance of identifying it.) Ereaden took the cage into his tower, and since a few days later he hasn't been heard from or seen.
  For the past several years, the sage has paid his neighbors to bring him food and supplies on a regular basis, so he never has to leave his residence. Cymbelline has talked to the neighbors and found out that the supplies they brought almost a week ago still haven't been taken inside the tower—and the structure is locked up tight from the inside. Cymbelline thinks the sage is dead, and believes the strange beast was a carrier of the plague. The creature is probably still in the Sage's Tower, Cymbelline theorizes, and— considering Ereaden's reputed competence— a cure or treatment might be found there as well. Cymbelline suggests that if the PCs really care about finding a cure for the plague sweeping Rookroost, then their next step should be to get into the tower and look around. (If the PCs ask why Cymbelline won't do it himself, he'll answer with something like, "I said I was a part-time scoundrel, not a congenital idiot. If I'm right, there's plague in that tower.")
Cymbelliine gathers them together. They agree to join, especially Stromness who can't take his eyes off Tazlira.   Some constables try to shake them down. Korgran Stares them down and they leave. 2. They are swarmed by street urchins but Orknar and Kara entertain them with cantrips. They fight off Rats and rabid dogs and Orknrgar gives water to a plague victim.   They investigate the tower, and realize there is no way in. They do not have the magic necessary to pass a Wizard Lock so they must climb. They decide to climb. Rosamund can bring a rope up for the others. She can do this easily.   They return at night, and scale the walls. There is a bolted trap door and Korgran rips it out. The stairway was trapped as they see 2 dead thieves, but Rosamund determines the traps have to be set by hand. They make it down.  

Sage's Tower

1.
You're in a square room 15 feet on a side. The walls, ceiling and floor are unornamented stone, lighter in color and much smoother in texture than the rough-cut basalt that comprises the outside walls and the tower itself. At the foot of the spiral stairs you've just descended is a door. There's no lock visible. The air is heavy with complex scentsanimals, chemicals, blood, a hint of decay—sweet, sharp, constantly changing.
 
2.
The walls are lined with bookcases and scroll racks, and a large—and messytable stands in the middle of the room. Piled beneath it are several dirty plates; this apparently doubles as the sage's dining room. In the darkness, you can see that all of the bookcases and scroll racks are shimmering faintly with a blue-white light. There are several oil lanterns mounted in racks on the wall, but all have burned out. The floor is carpeted.
  There is a magical shocking trap on the book cases but Rosamund figures out a way to get by it. Rosamund is starting to be able to deduce the creature the Sage was studying by looking at the open books and notes by Ereaden's hand that are on the table of the study.  
3.
The rough walls are covered with drapes of delicate gray cloth. Your feet sink sumptuously into the thick carpeting. Against the north wall is a large bed, covered in a spread of rich brocade. Beside it is a small night table, on which rests an oil lamp and a heavy, leather-bound book. A high wardrobe stands in the northeast corner, its doors shut. You can smell a delicate scent that counteracts the complex odors elsewhere. After a moment you identify it: sandalwood.
 
4.
You recognize this room immediately as a lavatory. All of the fixtures are of the best materials—for example, the washbasin is fine white marble. Strangely, there's no pump by the basin, just a spigot arrangement similar to the tap on a keg of beer.
Kara Zor figures out the toilet: The toilet uses a form of teleportation to relocate anything, organic or inorganic, deposited in it to the sewers below the tower.
5.
You disturb dust on the floor as you open the door. Waist-high counters run along the south and west wall. A washbasin of polished metal is mounted in the southern countertop; a disk of dark iron is inset in the western counter. A great number of wooden cabinets are mounted on the walls and under the counters.
  Kara Zor finds a Magical Stove  
7.
As you open the door, you're suddenly in the middle of a war. A handful of huge rats seemed to be fighting a pitched battle with an equal number of winged creatures. But now they're all after you. . .
Unlike the rest of the building, this room is illuminated with an even, glare-free light. You notice that the whole ceiling glows with a cold white light. The walls are lined with small cages, most containing one or more creatures. There are lots of mice and normal rats, a number of cats, a few dogs, and two stirges who hadn't managed to escape. There are several cages whose frames have been gnawed through.
      Orknrgar uses speak with animals.  
8.
The door swings open . . . and suddenly something gray hurtles at your faces. With an almost inaudible screech, it's by, over your heads and out into the corridor. . . .You instantly realize that this must be Ereaden's lab. The air is pungent: a strange animal musk blended with the reek of something unpleasant burning. The guttering flame of a single gas burner sets macabre shadows dancing on the stone walls. The burner rests on a marbletopped counter along one wall. In a stand over the burner is a flask, coated on the inside with the brown residue of liquid that has long since boiled away. Standing in the far corner is a set of wooden shelves on which stand a number of glass vials. Next to the shelves is a tall metal cabinet, like a cross between a wardrobe and a safe, its iron doors shut. In the center of the room is a table. Its marble top has grooves cut into it, leading to a drain at one end. Around the edges are attachments for straps, belts, and other means of restraint. One strap is buckled across the middle of the table, but the leather has been gnawed through and broken. A smaller table stands beside the marble- topped one. Arrayed on its spotless metal top is a collection of medical instruments. You notice there's a gray, crumpled shape under the table.
  They kill a bat that flies out at them. There are notes that these Bats are from the Rel Mord area, but Ereadan does not think they caused the Red Death although they are suspected. Kara Zor figured out the cure. Day 2-20
Travel on the Road from Rookroost to Rel Mord in Nyrond.

Swords for Hire

Day 20, Spend the night in one of the inns of the commoner residences.
Day 21-22
Investigate the city and can find no outbreak of the Red Death. Even in the poor section.   On the evening of day 22 they are accosted. A Mercenary stops in front of them and throws a bladder of sleep gas. With DC 20 they all fall asleep. They awaken in the Temple of HEXTOR!
Within 10 minutes , 15 guards appear at the edges of the pit (area F) and begin muttering among themselves. Then two tough-looking fighter-types (Alaric and Bakrak) and a man in black robes (the High Priest of the temple) arrive along the western edge of the pit. Alaric raises both hands, and the warriors become silent.
Alaric says to the group, "In the tradition of true combat, we have prepared a contest which will test the strength of many. Today you shall see fighting in its purest form—no armor, no blades, no rules. Let these battles inspire you to maintain the fighting spirit of true warriors."
Kara Zor Yells to Alaric but she is shoved out of the door to fight. In walks a very large and tough combatant. (Warrior Veteran). Kara uses a shield spell but that only covers the first set of attacks. Kara hits him but her punches are just too ineffective. He punches her twice, her shield fails, she misses him with a punch and he grabs her in inappropriate places causing damage. This starts getting Korgran Angry. Ogarro violently fondles her again and she is bleeding but concious. This causes Korgran to go into a rage and he Defeats Ogarro.
Everyone else defeats their combatants. Stromness overpowers Carradine the skilled fighter. Then Orknrgar, Rosamund, and Tazlira each had to face 2 rank and file mercenaries. Orknrgar changed into a boar, and defeated them, Rosamund used stealth to knock them out though she killed one, and Talzira looked like she fought them but she used the great old ones power to defeat them with an illusion of herself and dissonant whispers that killed the last infantryman. As a reward they were all put to sleep again.
      Day 23
They awaken in the city dungeons. There are 2 guards outside their cell and they are being questioned by a guard named Landon.
, "My name is Landon. An officer of the Iron Fist Guild gave us a statement, but I want to hear your side of it. Why did you start a brawl in the Iron Fist Tavern?"
  Karazor Tells their story.  
s, "I was told that you entered the tavern around midnight and attacked several of the customers. The only reason we haven't executed you is because you didn't use your weapons, just bare hands." They describe the kidnapping and the arena duels, Landon listens carefully. Then he says, "I'll state your case to the judge this afternoon. But your story has no proof. The tavern customers are wounded, while you don't have a scratch."
"Still," he continues with a knowing smile, "I have a hunch that your story is true. I'll have a talk with the judge and see if I can get you free by tonight." Then he leaves
  They talk about escape but there is really no way out.   Day 24  
On the afternoon of the second day of their imprisonment, the lieutenant returns with a scroll and reads aloud: "For their crimes against the people of the Kingdom of Nyrond, each prisoner shall be fined 500 gold pieces, or a combination of possessions whose worth shall not be less than 500 gold pieces, or all of the prisoner's possessions, whichever amounts to the lowest value. These are the orders of Sir Gadron, Judge-officer of Rel Mord."
  They are lead to their gear minus the fine. Landon then sends the guards away.  
"While we're alone, I should tell you that your business with the Iron Fist Guild may not be finished. If you're interested in doing a job for me, and if you succeed, I can get back the money and possessions you've lost and add 500 extra gold pieces for each of you, as well."
They enthusiastically agree.  
"For months I have suspected that the Iron Fist Guild has been providing victims for the Temple of Hextor, but the city officials won't let me investigate because they are afraid of starting problems with the temple priests. As long as the priests don't cause open trouble, the politicians prefer to leave them alone. But if you can find positive evidence of kidnapping or murder, then I'll have public support to prosecute the priests and the guild members who are behind the plot."
  Karazor says she will agree if they can get their money back. Lando agrees.
Day 25
They check their gear and explore the city more to gether information on the Iron fist and Hextor. They have 3 Secrets. Day 26
In the morning they go to the guildhall, and they will find some way in they hope. They do find the note on the desk as reported below, but Alaric is in the office. Its unlikely any charms would work. Alaric is in the office, and there is no way for them to get through. They travel to the Temple of Hextor instead.
They enter and wind up in the Library. There after Rosamund picks the lock they surprise the High Priest. Korgran Smashes his head in after Rosamund surprises him. The room across the way is Storage. They kill the ghouls in the storage room, and Karazor finds lockets and bracelets that can be used to positively identify kidnapped bodies. They enter one more room, the Blood Pool of Hextor and kill the meditating Priests.   They flee the temple, and they wait until evening to go back to the Iron Fist. Rosamund just thinks she has to get back into the office, and she will be able to find evidence. Wait until night. She breaks in very smoothly but cannot find anything. She brings in Karazor and it even takes her a long time. Kara also made too much noise and the guild came and attacked. They defeated the guild members, but for some reason Alaric never attacked and only defended himself, then he ran away. They decide to search the rest of the guild even though they have the evidence they need.
  They go back to the Temple of Hextor to find out more. They invade the temple and the last grey priest as well as the 2 red priests make a final stand. They go back to the arena section because they remember prisoners in the cages. They want to see if they are still alive. Talzira thinks its a risk not worth taking.   They return the evidence to Landon as well return with one prisoner. A male commoner. The rest were all sacrificed. They get their reward money and a banquet for freeing the prisoner.
, it is Bakrak—not Alaric—who was in league with the temple (with, of course, the knowledge and assistance of Gazem). Thus, Landon will not be interested in prosecuting Alaric (and actually will be glad to see him leave the city).
Day 28
Praise in town square and Banquet in the Great Hall of the Palace. Day 32
Depart Relmord
Day 44
Arrive Nessermouth looking for a ship to Ulek.
Day 45
Find ship to Scant
Day 50
Arrive at Scant Day 52
Depart Scant for Gryrax
Day 67
Arrive in Gryrax.
Depart for Jurnre
Day 72
Arrive Jurnre
the place is .. . healthy. The word "outbreak" in the letter discovered by the PCs in Rel Mord seems to have been a gross overstatement. The party decides to explore the city.

Countdown in Jurnre

They are first looking for an Inn. As they round a corner, they come upon a scene that has already attracted a large knot of observers. A cart piled high with hides and furs, apparently abandoned, blocks half the street. In the doorway of a nearby brewery stands a centaur, Hloth Shadowfoot. He carries two small casks, one under each arm, and is arguing loudly and heatedly with a city watchman (one Red Haleman, if a name enters the discussion). Hloth entered the shop to buy the two casks, and lingered to chat and have a drink with the proprietor, leaving his cart outside. The watchman meanwhile passed by, noticed the blockage of the road, and stopped to find the owner and deliver a warning. The Centaur is arguing with the watchman, and Orknrgar happens to see the Centaur show a druidic sign for HELP. This shocks Orknrgar, but he goes to assist anyway. The guard is very receptive, and Orknrgar convinces the Centaur to apologize.
He volunteers that his next stop will be "Senneth's—he's the best herbalist in town" once he has found an inn where he can park his cart. The cart bears a number of rabbit, raccoon, and wildcat skins, as well as a very fine tiger skin hidden under the others, a bear skin, several buffalo hides, and two large sealed jars of wild honey. Beneath the skins are concealed a large cudgel and a longbow
Later that afternoon, they hear a preacher, a cleric of Istus, taking about how Foreigners bring the plague. When the Priest looks upon them she yells that they are the plague bringers! Watch takes her away, but the party tracks her down several hours later. While they are travelling to her last known point, a man passes by some dogs that are leashed. The dogs start barking loudly and act distressed. Orknrgar casts speak with animals: they will insist that the supposed merchant doesn't smell like a human, and that they don't trust him. Any weasel, cat, horse, dog, or other creature that the characters may have with them will confirm that Morgorath has an odd smell.
Day 73
In the morning as they are going to the poor section of town, they see a rat looking like its on the brink of death. Orknrgar has a hunch and speaks with it: , unnaturally still and in broad daylight. The rat has contracted the plague, and is feeling dizzy and confused. If speak with animals is used, it will on careful questioning reveal that it began to feel ill after coming into close contact with a rat from one of the boats tied up in the harbor, which was also not feeling well. Such a confused and worried rat as this one will not give any sort of coherent story, and will not of course be inclined to attack.
  The party decides to check this boat out. It is owned by the Merchant Androch Larrojid. There is a guard dog and Orknrgar befriends it. Rosamund sneaks onto the ship to investigate. She finds the map detailed below and some treasure.   Later that day a drunk halfling bumps into Orknrgar. After this he hears dogs barking violently at the halfling. Orknrgar goes to talk to the dog. The dog gives the same report as before. They begin to suspect a shape changer of some sort is testing them.   As they are looking for that Halfling, they are being shot by a cloaked figure on a rooftop garden. They pursue and when they get to the garden they find a Raven flying away and find a cloak, a jug, and some excess bolts. When the cloak is lifted they find a Boneset Herb. Orknrgar recognizes it.   After several hours they track it to the Quarry Garden. There is nobody there though.
They meet up with the centaur at the Inn, and he informs them someone is trying to ambush the count. He was just in the woods and came back to get the Party. They immediately travel to the ambush site.
  They arrive in time to save the count. They are rewarded with honorary knight hoods.
They are guests of the Count for 3 weeks. They are treated with high honors and awarded with lordships. The count also pays for passage for them and their mounts on a ship to Elredd. It takes 28 days.
Day 122

Diambeth's Delving

They get to town and find the gate is barred. They pound on it to gain entry and they are inspected by a guard. Korgran suspects its to look for symptoms of the disease. They are allowed entry, and they are surprised to see Cymbelline again. Its been a few months.
"I recognized your voices as you talked with the guard," he says, "and I wondered whether you were making any progress. The plague is here, y'know. I wonder if you might be carriers .. . ?"
  They question him and he claims that he, too, has been following the spread of the disease, and so it shouldn't be too surprising that they've met once more. They blame him for misinforming them with regard to the Sage's Tower and the creature in Rookroost, he claims that he advised them rightly: all the evidence showed that the beasts from Relmor Bay were the cause of the plague.
"In any case," he says cryptically, "you comported yourselves well." Now he has further clues concerning the nature of—and possible cure for—the disease. "Are you familiar," he asks, "with the bard Diambeth?"
  Brae immeditely recognizes the name and both agree that one of his songs from a century ago may have been about this very plague.
t it's Cymbelline's contention that the song as it's sung now has obviously been altered. Surely there must be more information on the wasting disease—and on the cure—in Diambeth's original notes.   Where are these notes? Well, Cymbelline explains, they weren't found when Diambeth's possessions were moved out of his villa after his death. But he's heard from another bard who in his youth was apprenticed to Diambeth that there was a set of cellars under Harper's Hold—"Diambeth's Delving," the old bard called them in jest. There has been no mention of the cellars since Zymor Giantbane took possession of the villa, and Cymbelline is convinced that the dwarf has never found them .. . or the papers they contain. Cymbelline suggests that they should continue their search by exploring Diambeth's Delving
  Cymbelline offers to lead them to the villa. They agree, but say they need a day to settle in. Cymbelline Agrees.
Day 124
 
Cymbelline leads them to the gates of Diambeth's old villa. Harper's Hold is a sprawling, gracious mansion constructed of fine marble. Its lines bespeak great wealth, but wealth tempered with good taste: there's no feature that doesn't enhance the building's sense of serene dignity
  Zymor Giantbane, male dwarf 10th level Fighter owns the Villa. But he is not serene.  
—Cymbelline returns. He's done a little research, he says: he thinks there's another entrance to the cellars. In fact, it was probably designed as an escape tunnel, since it emerges outside the villa's walls; Diambeth was always a realist about the possibility of attack on his adopted city. The half-elf believes it should get them into the cellars, however... if they can find it. He knows its approximate location, but believes it's almost certain to be concealed in some way. Cymbelline leads the PCs into an alley that winds its way behind the wall surrounding Harper's Hold. Unlike the beautiful grounds on the other side of the wall, the alley is foulsmelling and filthy, with a midden at the end of it. Cymbelline looks doubtfully at the midden, but says that he thinks the escape tunnel ends around there.
  Lowie finds the Secret door:
1. You squeeze through the narrow opening into darkness. As you make light, you see a passageway stretching westward ahead of you. The passage is narrow, forcing you to move in single file, and your shoulders brush the cold stone walls on each side. The ceiling is correspondingly low, no more than five feet above the floor. Cobwebs festoon the ceiling, and your feet disturb dust which hangs in the cool, dry air as you move uncomfortably along. The musty smell of disuse is in your nostrils. The tunnel slopes steadily downward, and ends with a stone wall. Under a layer of dust, you can see a painting of sorts, composed of symbols and parallel lines.
They fight 2 spiders and after they are dispatched, Brae Mes'Norfin recognizes the painting as musical notes. The symbols on the parallel lines are notes, forming a musical phrase: F#, E, G, A, D, A. The dust has clung to the wall, making it easier to see the cracks where the secret door fits. This gives PCs a +1 bonus to their normal chances of detecting the door. It isn't locked, and opens easily.  
2. As you open the door, a voice speaks out of the shadows to your right: "Go back or you will be killed." Your light casts hideous, misshapen shadows onto the walls as you turn toward the voice. In an alcove to the right of the door stands a figure that looks almost like a human .. . but not quite. Its angular head almost brushes the 10-foot-high ceiling, and its shoulders are two axe-handles across. Your light glints off metal—here and there darkened by patches of rust— and reflects redly, like newly kindled fire, from deep crystal eyes. With a mechanical grinding, the metal monstrosity steps forward, raising an arm to block your progress. "Go back," it intones again, "or you will be killed."
  Karazor tells Brae to play the notes on the painting. When she does the Golem stops and lets them pass.
3. In the center of the room is a low stone parapet surrounding a well. The water level is five or six feet below the top of the parapet. A bucket on a mildewing rope lies abandoned in a corner. There seems to be a flaw in the brickwork on the north side of the well, six inches above the water's surface.
6. Ahead of you a stairway leads upward. At the top of the stair, you see a closed door, secured with a latch. They open it and see it goes into a study.
  They go back the way they came. to explore more. They go through the door on their left instead of down the hallway.
Weapons hang on the walls—a longsword, a bastard sword, a hand axe, a light crossbow, and a rack with half a dozen javelins. A quiver hanging from a hook contains 15 bolts for the crossbow. All of the weapons show signs of heavy use coupled with careful maintenance: the mark of a careful adventurer. On the wall opposite the door are several mementos and trophies: two notched and rusted ore scimitars crossed beneath a cloven shield; a huge stone axe that must weigh almost 100 pounds; and a bloodstained green banner with the symbol of a red hand on it. After a moment you notice that this wall is different from the others. While they are stone, this one is made of brick.
  They break through the stone wall.
As you crane forward for a better view, the object moves, lunging for you with frightening speed. Long, dirty claws reach for your throat.
  They fight a wight. On its body, the wight has a gold brooch worth 250 g.p. Its garb—now mostly moldered away—was once green with the emblem of a red hand on the left breast.  
4. Five barrels of blackened oak rest on trestle stands. The air is rich with a bittersweet smell: wine mixed with vinegar.
 
7. Three lutes hang on the walls. A workbench holds a fourth lute, only partially finished. Tools of the lutemaker's trade are scattered around the work surface, along with pieces of teak, ebony, maple, and rosewood. Even under its patina of dust, you immediately sense that this room was the place where Diambeth spent some of his happiest hours.
 
8. Cobweb-shrouded racks on the wall contain sheets of parchment; other shelves hold writing implements—quills, ink pots, sand shakers, and bottles of ink (their contents long since dried to a crumbly black residue). There are also lute strings hanging from pegs, and small boxes that contain reeds for oboes and other instruments. You can also see a small box with a lock sitting on one of the shelves.
  Brae takes the spare parts of instruments.  
9. There are several coat hooks on both walls. On the floor in one corner is a shapeless mass that seems to be covered in some kind of fur. The door to your left is different from the others you've seen. Instead of dark oak bound with brass, this one is made of a light-colored and fine-grained woodperhaps elm. There is no handle; in its place is a delicate carving composed of symbols and parallel lines.
  Brae immediately recognizes that the carving represents a bar from a piece of music. The symbols on the parallel lines are notes, forming a musical phrase: F#, E, G, A, D, A. (This is the same phrase that was painted on the secret door into room 2.) The door is magically sealed, and cannot be opened by force or by simple spells like dispel magic or knock. She realizes that the carving is the lock to the door. Brae figures out the LOCK!  
10. Even under the ever-present layer of dust, this room still looks cozy and comfortable. A woven carpet covers the floor, while faded tapestries showing scenes of forests and hunting decorate the walls. A small bookcase is packed with leather-bound books, and more are piled precariously on top. Against the far wall is a roll-top desk of intriguing, possibly elvish, design, its finely worked top closed. A comfortablelooking chair stands next to it. Even though you're the only ones to enter this room in forty years, you still feel an inexplicable sense of presence, as though Diambeth has just stepped away for a while and might soon return. As you gaze into the room, there's a cry of exaltation from behind you. You turn as one. It's Cymbelline—he holds a flaming sword high above his head, and in its harsh white light his face looks inhuman in its expression of overpowering joy. Suddenly you feel torpor wash over you like a wave. Your movements—even your thoughts—become grindingly slow.
  Only Lowie and Karazor resisted the Slow spell, but Cymbelline ran past them all.
Cymbelline sprints past you, easily evading your sluggish movements in his rush toward Diambeth's desk. He flings open the roll-top desk and pulls a sheaf of parchments out of its depths. He wheels back to face you. "Hold!" he cries, emphasizing the order by pointing the dazzling sword at you. He raises the sheaf of parchments above his head. "I have what you want—Diambeth's notes. They can be yours, if you earn them. I propose a wager." He smiles, for an instant appearing as the irresponsible Cymbelline of old. "A battle of wits, you might say, of legend and lore." And then the moment is gone. Authority seems to build around him like a nimbus. "Put forward one of your number to meet my challenge. The stakes are high. If you win, I grant you the knowledge you seek plus a powerful gift of magic. In balance, if you lose, my sword drinks from your challenger's life force, and I destroy these notes. Who takes my challenge?"
  Lowie stops his attack, and Brae agrees to his lore challenge! Brae had to consult with Karazor who had the correct answer. Istus.
Cymbelline smiles. "Well answered, my friend. All hail to the victor." And with that he resheathes his sword. With a half-bow, he hands the sheaf of parchments to you. "The first half of my bargain. And now the second." From around his neck he takes his elaborate necklace. Respectfully he lays it into your hands. The half-elf bows to you all. "Congratulations. You have comported yourselves well. What you seek may be found in Wintershiven in the Theocracy of the Pale—a priest/alchemist in that city can help you. Your destiny lies there." And with that, Cymbelline is suddenly gone.
  He is truly disappeared, not just gone. They look through the parchment and it is indeed what became Diambeth's song on the Red Death. they merely state that the original Red Death was transmitted at least partially by air. Isolating contagious victims with vinegar-soaked curtains around them will prevent others from becoming infected. In addition to these notes, there's also a draft of a "new" song by Diambeth, one never before seen. This song—entitled "The Fall of the Scarlet Brotherhood"—deals with how the Brotherhood hierarchy dabbled in demonology, and summoned something that was too powerful for them. The demon laid waste to their citadel and killed most of their members. The only Brethren alive today (so says the song) are scattered remnants. They may be trying to re-form the Brotherhood, but the order's historical enemies are busily stamping out the survivors as soon as their existence becomes known. (The song is a work of speculative fiction, loosely based on unsubstantiated rumors) Written in Diambeth's hand, this original draft of the song is worth up to 2,000 g.p. to the right buyer. Any bard in the party, or any PC with a knowledge of and appreciation for history, will realize that this is a significant find that must be preserved for posterity.   When they exit the underground, there is a mob waiting for them. Its clear there is an instigator and they take him down. It was an Elf, and after he died the mob broke up. Korgran tried to get information out of him but the Elf cast magic missile in his own face. He died.   They leave for Wintershiven in The Pale They get a ship, a fast merchantmen in 2 days.
Day 126
20 day by sea, they helped the ships crew in many fights
Day 146
Arrive in Mithat Nyrond. Continue Land Journey. They buy provisions, and it takes 19 days to reach Wintershiven.
Day 165

Service for the Dead

the disease has preceded them by perhaps a week. The toll of people suffering from the sickness has started to grow, as has the fear. Even though the reaction in Wintershiven is as strong as anywhere else the PCs have gone, here it's taken a different form. There are no hawkers on the street corners selling amulets to ward off infection, no smooth-talking herbalists in the squares peddling their quack nostrums. Instead of displaying such outward expressions of fear, Wintershiven is reacting to the plague by turning in on itself. There are fewer people on the streets than normal, and they almost always seem to be in a hurry. Many of them dart nervous looks over their shoulders as they walk or ride, as though they're worried about something other than disease. . . .
 
Night Time when they arrive. Up ahead is an inn. The door's shut, but firelight shines through the windows, while voices and the comfortable smell of ale drift out into the night air. As you approach the inn, however, there's a sharp order from behind you: "Hold!" You turn as one to see nine armed men approaching you.
  They stop. As they approach they notice Sir Lowie upon his Celestial Steed. The Symbol of Heironeous is Blazoned on his shield.
The leader of the patrol turns to your cleric with a scowl. "And what business do you have with a devout city?" he snarls. "Come to spread your lies?" He turns to the rest of you. "If you look for the hospitality of Wintershiven, I suggest you find another traveling companion."
  Brae is about to say something, but Sir Lowie stops her and just stares the patrol down without saying a word. They sneer at him and walk on by.
r the inn—assuming they escape arrest—they find it almost deserted. A handful of men dressed as laborers (but all with at least a flash of white somewhere on their persons) sit at the bar. As the PCs step inside, the laborers silently look them over, then pointedly turn away, returning to their drinks. Apart from the staff, there's only one other person in the barroom. Sitting alone at a table is a young woman dressed in dark gray, with golden blonde hair falling down her back.
Sir Lowie approaches her because she seems interested. After a few seconds he calls the rest of the group over.
Several months ago, a cleric of Istus was visiting Wintershiven alone, and died a violent death through the overzealous actions of the Church Militant. The people involved were disciplined for overstepping the bounds of their authority. But the cleric was dead, so thoroughly so that resurrection or the equivalent was impossible, even if the members of the Theocracy's Church would consider performing the act for a cleric of another faith— which they wouldn't. The cleric was buried in the major state cemetery with a reasonable display of respect. But there was something the officiating clerics missed through lack of knowledge. The cleric was a messenger, and all important messengers of Istus bear a magical device—the Amulet of the Spirit— that protects them from magics that directly attack the soul or spirit (trap the soul, magic jar, the attack of a ghost, possession, and so forth). Anyone wearing the amulet is immune to such effects. This protection has an interesting side effect, however: if the person dies while wearing the amulet, his spirit can't progress to the Outer Plane awaiting it: the spirit remains trapped in the decaying body. (This doesn't mean the spirit can animate the body in any way, nor is the resulting entity considered an undead creature. It just means that the person's destiny is "on hold.") Thus, the appropriate funeral service for anyone bearing an amulet includes removing the amulet and casting three simple spells over the body: bless, protection from evil, and chant. Then the soul can move on. Unfortunately, the clerics presiding at the funeral didn't know this, and the messenger was entombed still wearing the amulet.
  Sir Lowie discusses matter with her, he is not keen on breaking into a cemetary. But he will find a way.  
"The messenger—my friend—rests in a mausoleum in the far northwest corner of the cemetery," she tells you. "Its entrance has wrought-iron gates, and there are two carriage lamps, one on each side of the door. You should have no difficulty recognizing it. My friend is interred within. His name is Warin." She looks earnestly into your eyes. "Free his soul," she says quietly.
  They spend the next day touring the city and making plans. A young Commoner becomes infatuated with Sir Lowie,
and her father a zealous cleric gets angry at the party. He snatches the girl away. She keeps returning. Lowie sends her away but this leads to a miscommunication. The father comes BACK! Ready to kill Lowie! The father is about to attack yet Sir Lowie convinces him to stop. He persuades with masterful words about religion that the young girl was lying and he was in fact innocent. The father concedes but is very mad at his daughter.
Day 166
They wait until night, to go to the cemetery. Still there are guards. Lowie does not wish to do this dishonorably He speaks with the guards. Brae comes up with a great story and the guards let them through. They reach the Mausoleum.
They battle the leader of the Death Cult, who was not a challenge. They find the body of Warin the messenger. Karazor casts dispel magic on the corpse, and a message appears. She removes the message and the Amulet. Remembering the spells necessary, Lowie casts the necessary Spells. The soul is freed!   They return the amulet to Arlina. They feel as if they did somethign really good, and are anxious to leave this awful city.
Day 167
Depart for Leukish

THE GARDEN OF EVIL

Day 183
Arrive at Leukish
As they search for a place to stay, they hear lots of intereting conversation.
1. Lord Karll, the Duke of Urnst, is in Leukish on a royal visit. He sleeps in Leukish Castle (area 1) and meets each day with Governor Hadric in Government Hall (area 14).
2. Shipments of gems have been vanishing from the shipyard warehouses. These gems normally arrive weekly from mines in the Cairn Hills, then are sent out to Furyondy and the Shield Lands. After each theft, the warehouse guards are found with crushed skulls, and as a result, few men-at-arms are now applying for work at the shipyards.
3. Governor Hadric refuses to send military aid to the shipyards because he believes that the problem concerns only merchants, and so is not of national significance. He seems to feel that more important matters require his full attention, such as pirates and monsters from the lake, desert raiders in the south, and Lord Karll's visit.
  Day 184
They are eating Dinner and a merchant approaches them.
He introduces himself as a merchant and asks to speak to them. "As you may know, a large caravan of unfinished rubies and diamonds is arriving from the mines in the south. I'm in charge of their safety, but I won't sleep until the stones are delivered to Furyondy. "Right now, my greatest fear is their storage at the lake docks. Six crates of uncut rocks are to be stored in the warehouses, where they can be loaded immediately onto the merchant ships which are sailing in from Willip. Because of delays, the stones will be locked in the warehouses for two nights. I fear that the stones will be stolen by the same thieves who've taken several other shipments in the last year."
"I need strong fighters to guard the shipment. I'll pay each of you 50 gold pieces per night, plus 500 more for the group if you repel a substantial force of thieves." Each nightly wage, he says, will be paid on the following day, and the bonus is payable any time the PCs defeat or run off a band of thieves and can bring Hiram some evidence that a burglary had been attempted.
  Brae tries to negotiate but Hiram says that is all he is able to pay. The Party Accepts.   They prepare themselves with a short rest and proceed to the docks.
Day 185
They are all paid 50 gp.
Second Night begins after their long rest. They are attacked by invisible Hill Giants and quickly dispatch them.
They were suspicious of the Spells, and looked for tracks. Brae found, Tracks. Orknrgar and Korgran go to find them. Orknrgar stays in the shape of a Rabbit, and Korgran goes back so they all can take a short rest.   They confront Alaric and the Mercenaries. The fight was hard fought but they were victorious. They captured the Governor. One mercenary surrendered. Suddenly the Garden was surrounded. The Duke of Urnst was there Lord Karll and the Party is subject to a lot of scrutiny. Hadric claims innocence, but Lord Karll orders him to be chained and taken away. He then orders the Party to remain in Leukish for one week; this demand is echoed by every soldier and honest sailor in the city.
Day 185
Hiram is waiting for them in their inn. He has their pay and bonus.
"You did even more than I would have hoped for," he says. "Perhaps you will also accept this as a token of my gratitude." He pulls out a map showing the location of a sunken fleet of Furyondian ships in Nyr Dyv— ships that most probably contain treasure. (Hiram got the map from a magic-user who discovered the ships with the help of a water breathing spell. The magician didn't have enough gold to mount an expedition, so he made a map and sold it to Hiram
During the week that PCs stay as guests of the duke, Hadric is put on trial in Government Hall. The Duke himself acts as High Judge. Primarily because of the testimony of Sir Lowie, Duke Karll declares Hadric guilty and sentences the ex-governor to spend the rest of his life in the national prison. Hadric is carted away on the next prison wagon.
The duke takes them to a private chamber and says, "You have opened my eyes to the corruption in my own land. From now on, I shall fight evil within as well as outside the Duchy of Urnst. I thank you for your efforts."
  The Duke offers them a job as a secret police for the Duchy. Sir Lowie says they must decline because he has vowed to stop this Red Plague. Day 191
Followed the map to the Shipwreck, but had to retreat due to a Dragon Turtle Day 196
Travel to Rauxes via roads

DOWN WITH THE WIZARD

Wealsun 24th, 581 CY
Arrive in Rauxes
They are in search of Narlond. Karazor asked soem people in town aTHye nd thought they were nasty and wanted coin, Karazor was too pleasant for them to deny. They got directions. They stay at the Red Unicorn Inn where they stable the horses. They sleep the Night. Wealsun 25th, 581 CY
In the morning they have a meal and leave for the tower.
come to Narlond's stone tower. Above the doorway is a metal plaque inscribed with the words "Narlond's Alchemy and Herbals." individuals—citizens, no doubt. The group notices an open shutter on the second story of this three-story tower as they approach the door. It closes after a second. A knock on the door brings a response from one of the people sitting nearby: "He won't answer it." He then looks at his companions, who only murmur unintelligibly. "We've been here for two days." He looks away just as the door opens. In the doorway stands a man in white robes. His hair is slicked back, and his black eyes are very alert. Just then the man who spoke to you jumps up and in a demanding voice shouts, "We was here first; cure us, wizard!" As if in answer to that, an armored man of great stature springs forward from the shadows of the hallway. He brandishes a spear at the man in rags. Sir Lowie interposes himself between them. Narlond calms the situation by claiming he will see to the citizens when their business is done. After a tense moment the citizens depart, hurling curses behind them as they limp off. Sir Lowie yells after them to come back and wait . This satisfies them, and their spokesperson sits down
  Narlond claims he is aware of their business and offers to help.
"It is the curse of Xaene, the Overking's former court wizard," he exclaims. "Xaene has disappeared, and is rumored to be dead, but I know of his general location, and of those people you must seek to help you in finding his place of hiding so that he may be destroyed. Until then," he says with a sigh, "nothing can be done to help those suffering—though they" (he tilts his head in the direction of the doorway, indicating the four supplicants on his doorstep) "would not have believed this story, notwithstanding my sincerity and true feelings." "Go to the Blue Dagger Tavern; in back of it is a hovel lived in by Barley, a sculler for the tavern. His friends will be there, no doubt— sewer-men all. Below the hovel is the entryway into the sewers. Barley knows the tunnels well. He'll guide you—to a point. Pay him handsomely; he deserves more of life."
  They head to the Blue Dagger. There they see Barley. He has some items from the sewers and by the looks of it he thinks he is in trouble. Sir Lowie introduces himself and claims he needs to get into the sewers. He gives him 60 gp. Barley leads him in the hovel and digs around until he finds a slab of stone. Korgran and Lowie move it quickly and a waft of putrid air infiltrates from below, replacing the now welcome stench of the hovel with a nauseating rankness. They descend, Orknrgar cast Daylight on a stone, hands it to Brae, and then transforms into a giant rat.
1. Your light reveals a dank and musty corridor leading to the south and then branching southeast and southwest. A noticeable stench permeates the area.
2. Several ghouls jump upon you from what apparently are roosting holes high on the walls. You hear more noises—guttural sounds mixed with slaverings and highpitched titterings, the latter sounding much like noises small children would make upon receiving their dessert.
slaughter the ghouls.
3. All of a sudden, the area in front of you is filled with a thick mist. A brief examination determines that the mist itself is not harmful. As you move into the cloud, you can't help wondering how you're going to keep from getting lost in the stuff.
4. You enter an area containing mist which swirls slightly, drifting in a southerly direction. After a moment you hear the sound of whistling wind to your south.
  Through various battles they fought wights, wraiths, spectres, and shadows. Then they met an intelligent Displacer Beast that surrendered and gave them information for its life.   They came into the Room with a Vampire but they have not yet found them. After destroying a mob of 50 skeletons, they had to retreat back to the surface.
Wealsun 26th
For some reason after rest, those with energy draining felt fully healthy again (They do not know Narlond cast a greater Restoration on them). They leave the Barrel and Coffin Artifact in their room. They thought they were going the same way as before but the Guards and Wards spell tricked them and they come to a strange room of a tapestry:
You see a tapestry on black cloth, outlined with red trim and gold thread, fastened to the outside wall along this section of corridor. In the scene visible immediately to the east, white figures—skeletons, undead, cowled humans, etc.—dance and cavort in a scene representing utter degradation. One end of the 10-foot-high tapestry is a few feet away from you to the east, and another section of tapestry is visible in a corridor heading to the northeast. If both pieces you see are ends of the same tapestry, the entire thing must be immensely long!
  Ralthora experiences a mental vision that leaves her stressed. They continue to the huge room fight Grey Oozes, Otyughs, and more wraiths. They eventually come to a huge room with a pool:
You see a pool of shallow water that completely covers the corridor. It must be 10 feet wide by 30 feet long, and it blocks the southern passage.
  Karazor knows exactly what this is, its an unholy tear of the god Nerull. They took a risk, and Brae cast Dispel Magic on the pool, they quickly ran across.   They found a Heward's Haversack. Within was a spell book, and Notes on the Red Death. They take the treasure of the lich, and take a tunnel out. They return to the city to see if they can sell the treasure.
Richfest 1st, 581
Depart Rauxes for Chendl.
Reaping 13th, 581
Back to Leukish. Pays the Alchemist for use of his shop so that Karazor can enchant Sir Lowie's Sword. Takes 25 Days with Orknrgar and Brae's Help.
Goodmonth 11th, 581 CY
Free Passage to Willip used.
9 days to Willip, 9 Days to chendl with a stay.

AT THE KINGS RIGHT HAND

  Harvester 3rd, 581 CY
  Unfortunately the plague has reached the city for some time. 10% of the population are feeling its effects. There've been remarkably few deaths (so far)—mainly due to the efficiency of the city's "medical" services. As soon as the seriousness of the disease became known, the City Administration set up free clinics I throughout the city. At these clinics, patients | are kept in quarantine in an attempt to halt the I spread of the disease. They're kept warm and well fed, with apothecaries and clerics to help in any way possible.
Although they can't cure the disease, at least the clinics can prevent patients from dying from related causes (dehydration, exposure, etc.). The clinics in the Inner City are considerably more luxurious than the rest, but all represent an honest attempt to stop the epidemic. Despite everything the clinics are doing, the plague is continuing to spread. If the level of infection reaches 15%, the clinics will be totally overwhelmed, and the system will break down.   Lowie knows this is where he is supposed to be. After the inquiries Lowie makes at some of the clinics, they run again into Arlina. She informas them she has much to tell them and they go into a small tavern.
"When you met me in Wintershiven," Arlina says, "I was suffering from the plague. Soon after you left, my fever grew, and I fell deathly ill. Drifting in and out of delirium, I dreamt that I was walking in a fine garden with the Lady of Our Fate, the goddess Istus herself. As we walked, Istus plucked a blossom from a tree and gave it to me. Somehow, as she gave me the bloom, I realized we were in the city of Chendl. Also in the garden was the young king of Furyondy. He strolled with a friend, a friend as dark of hair and eye as the king is bright. The two young men talked and laughed as companions, free of care. But, as I watched, the dark man changed. His skin turned the color of rusted iron, and wings burst through his jerkin. Unconcerned, the king walked on, laughing, as the wings spread over him, casting dark shadows on his golden head.
"Then I awoke." Arlina sighs. "Of course, at first I thought it just a dream, a product of my fevered imagination. But then I realized I had something clutched in my hand." She holds out toward you a crushed blossomunfamiliar in form, and of surpassing beauty. "My fever was gone," Arlina continues. "I was free of the disease. I realized then that the dream had been a true vision.
"There was more to the vision than the surface events I told you," she goes on. "I felt things—great evil, a malevolent intelligence, and a gloating amusement—that are not of this plane. I also felt some connection, I know not what, with the plague. I fear fell things are afoot.
"I hurried to Chendl. As I reached the gate, I saw a scene that could have been from the vision. The young king was returning from a hunting trip with some of his companions. Riding knee to knee with him was the dark man I saw in my dream.
"His name is Torc, this young companion of the king—I found that from talking to citizens—and he arrived in town some four weeks ago. That was the day before the first case of the plague was found."
Arlina leans forward earnestly. "I fear for the king," she tells you. "I fear for Furyondy, and I fear for the balance. Since I arrived in Chendl, your faces have come to me in visions. You helped me once before. Will you help me again?"
  The Istus' Adventurers ask further questions. Arlina's fears aren't exactly clear, even to herself, but they concern Tore. If her visions are to be believed, he's not of this plane. There's no doubt that he has somehow worked his way into a position of trust, a position where he can perhaps influence the king. She begs the PCs to discover Tore's true nature, and to remove him as a potential threat to the balance of good and evil. She has no concrete suggestions as to how to go about this, but doubts that the PCs can succeed without killing Torc.   The group talks it over but there is little doubt they would accept. This seems to be tied to the Red Plague and United Kingdom of Furyondy well being.   They decide to find out more about this Torc and casually ask about him. Brae sets up some performances at the King's Inn over the next few nights and as she meets patrons she asks them about Torc.
Tore was born in Chendl some thirty years ago to a family of middle-class merchants. Then, as now, Chendl was a very caste-bound society: to reach the highest levels of achievement in any field, one must be noble-born. Although Tore's potential was obvious to everyone, he was doomed to a life of mediocrity .. . if he stayed in Chendl. As soon as the young Tore realized this, he left home to make his own way in the world. He found success in the Shield Lands, where he earned his spurs through brilliance in battle and single combat, and was invested as a Knight of the Shield. After several years in the service of Holmer, Knight Commander of the Shield Lands, he decided to return to the land of his birth. He arrived in Furyondy just in time to aid a hunting party that had been ambushed by hobgoblin raiders. Tore distinguished himself in the fight, defeating the hobgoblin chieftain in single combat, and saving the beleaguered hunting party . . . which just happened to include His Pious Majesty, Belvor IV. Tore was welcomed back into his own city with great pomp and ceremony. As a Knight of the Shield, and as a bonafide hero, class status is no longer an issue for him. Tore was granted full citizenship, and all the rights of the Inner City. At first Tore stayed in an inn (The Wyrm, near the north gate to the Inner City), but the king would have none of that: a hero must stay in the palace. Over the next weeks, the king and Tore spent much time together: riding, hunting, and just talking. It was obvious that both had found a kindred spirit in the other, and a strong bond of friendship grew between them. Now the two are almost inseparable. Most citizens do not dislike Tore or suspect him of any evil motives. With his dark good looks and dashing figure, he looks a fitting companion for their king. Many among the Seven Families are aiming their unmarried daughters toward Tore, but with little success—although he's always polite and good company, he seems to have little or no interest in girls (or boys either, for that matter) . The speculation is that celibacy was one of the oaths he took when he became a Knight of the Shield. There are some who disapprove of the influence Tore has over the king—the same ones who disapprove of Belvor's youthful nature—but these are greatly in the minority. Not everything is sweetness and light with Tore, however. He's easily irritated, and has already slain four noblemen who rubbed him the wrong way. According to the laws and customs of the city, he was perfectly within his rights in all four cases to challenge and then dispatch them on the field of honor, but few others would have been so picky as to demand death for such trifling slights. The king still supports Tore, however, and will hear nothing bad spoken about him
  She also discovers rumors she can't substantiate.
  1. Torc is actually related to Belvor IV. He was the black sheep of the family, but the obvious reconciliation between them means that Tore will be considered for the succession if Belvor should die.
  2. Tore is a paladin as well as a knight, and wields a Holy Avenger sword.
  3. Tore is not the man's real name. He's actually an important noble from another land who's disguising his true identity for some reason.
  4. As well as being a warrior, Tore is a magic-user of great power.
  5. Torc's numerous duels are actually at the instigation of the king. Belvor is using Torc as an instrument to rid him of people he doesn't like.
  6. Tore is being forced into his duels by people who are jealous of his position at Belvor's right hand. Torc doesn't want to fight, and hates the necessity of the challenge.
  She finds out some additional very interesting information:
First, when Torc arrived in town, he rented a room at The Wyrm. He paid for this room for a month in advance before he knew he would be invited to stay at the palace. The room is still held for him in case he should return, and will be held until the advance payment runs out three days from now. Second, the house in which Torc was supposedly born is still standing. It's a small dwelling on Windward Avenue in the merchants quarter.

Harvester 4th

They go first to investigate the Wyrm. The Innkeeper realizes they are not here to rent a room and so grows cold, but with 5gp and Brae warming him he actually lets them into the room.
As the clerk told you, room five is empty. Against the far wall, under the window, is a bed. A low cabinet serving as a bedside table holds an empty bud vase. A wardrobe stands against another wall. It looks empty but Brae finds a book that fell between the dresser and the wall. It's a small book, not much larger than the palm of a man's hand, bound in black leather. On the front cover, embossed in red, is a symbol that looks somewhat like a scythe. As you open the book and flip through the pages, you realize it's a form of journal or diary . . . but one unlike any you've ever seen before. The writing inside, in red ink, is in a harsh, jaggedly ugly script. None of you can read the language, but you feel certain the writing isn't discussing gardening. . . . On the last written page is another symbol, sketched by hand in the same red ink: a four-armed cross of some kind that looks like a throwing star.
  They cannot get a translation of the Diary, Kara says it is a strange dialect from one of the Lower Planes probably Tarterus since its Nerull. But they recognize BOTH the Symbol of Nerull and the Scarlet Brotherhood.

Harvester 5

Continuing on to the old childhood home of Torc, it is apparent that his old home is now a Brothel.
A beautiful woman—slender and statuesque, with rich auburn hair, barely wearing something white and diaphanous—stands in the doorway, bathing you in the warmth of her smile. But then she looks perplexedly from one to the other of you and her smile fades. "All of you?" she asks in a mellifluous voice. "We don't normally cater to so many at once. But I'll see what we can do."
It is apparent none of the Harlots know anything about this place before it became a brothel.  
As you step outside again, you notice somebody watching you from across the street. She's a little old lady, silver-haired and stooped, standing in the doorway of one of the facing houses. Though her face shows her years, her eyes are bright and alert. She smiles at you and beckons you over. "I'm Maria," she says in a chirpy little voice. "I see you met my neighbors. But they weren't exactly what you'd come for, hm?"
  Her expression changes when they mention they were looking for Torc.
For a moment she looks forlorn, and her bright eyes mist. But then she pulls herself together. "I know Tore," Maria says quietly. "He was my son. Well, not my real son—I never had children of my own. But when his parents died in that tragic accident, he was still so young. So I took him in and I raised him as mine. He called me his mother." Again her eyes mist. "Would you like to see his room?"
The bedroom is small, with a single bed, a wardrobe and a tiny table. It's decorated as though it belongs to a young boy: drawings of knights on the walls, a small bow and a wooden sword carefully propped up in the corner. Even though the room is spotless, you feel that it's not used. "I keep it clean," Maria says. "I keep it just like it was when he went away, in case he ever comes back." She leads you back downstairs. "I know he's in the city," she tells you. "I'm so glad for him, he's done so well for himself. Knight, hero, friend of His Majesty and all. He's so busy." She pauses, and seems to look off into the distance. "But stiD. I wish he'd come and visit me one day. Just so I can look into those bright blue eyes one more time. . . ."
  She also embellishes on the tragic death of his parents, and always mentions his blue eyes.   A fighter introduces himself to them named Merrin Halek a Half Elf fighter. He does not get far. Korgran seems to like him but Sir Lowie senses a taint of evil on him and sends him away.

Harvester 6th

There is a noticeable amount of Scarlet Brotherhood Monks in the street. During their travels in the city, many of them are seen. There is also a pilgrimage occuring for Istus. At one point the party witnesses Scarlet Brotherhood bodyguards beating on Istus Pilgrims. The party quickly knocks out the Brotherhood warriors.   The guard comes but Lowie shows them all is well.   That night they are attacked.
They kill all the assassins and the monk leading them. They strongly suspect the Scarlet Brotherhood.

Harvester 7th, 581 CY

  They decide they need a more direct investigation. They go venture into the Inner City. Due to their Lifestyle of Wealthy and Aristocratic most people are friendly or at least indifferent to them. They look like they could belong there, except for Orknrgar. Korgran does not dress like it but he displays wealth through Jewelry.   They first seek an audience with the king through diplomacy. 3 phases: DC 20 1 day, DC 15 3 days, DC 10 1 week A DC 25+ Skips an entire phase. In 2 days they get in to see the King.

Harvester 9th, 581 CY

 
Investigate Torc as introducing himself as a paladin to King Avras. They meet the Kings Agents. Kings Favor: High. Torc: Brae flusters him by pointing out the fact his mother said he had blue eyes, and how can he disrespect his mother by not visiting him. She then asks what happened to his parents and he did not answer accurately. She managed to fluster him and then pushed the advantage getting him to challenge her to a duel. MacLyonis very interested in this backstory not matching. Torc Challenges Brae to a duel over an insult. She choses Lowie as her champion and Lowie chooses Long Sword and Shield as Weapon.
The duel will he held in 4 days. Istus' Adventurers spend a lot of time with the Kings Agents.  

Harvester 13th, 581 CY

The Duel!
Lowie starts to achieve victory and Torc TRANSFORMS! The entire event is disrupted. The rest of the party charges in to attack as well, as the Kings Agents! The King is grabbed and sequestered back.
Korgran landed the Killing Blow, and as he did, Torc's body ignited and turned to ashes. Brae recognizes this as something called Nerull's Retribution. The two adventuring parties confer with each other over what happened. The King's Agents, tell the adventurers to meet them in the evening, and they will escort them to the king. The party is attacked by two scarlet brotherhood monks, as they leave their Inn. They kill the monks easily.   When they meet the King's Agents (Who also destoyred the Temple of Elemental Evil) they leads the party to an attractive but not excessively lavish house in the Inner City. They are instructed to proceed inside. MacLyongoes with them.  
Sitting in the main room is His Pious Majesty, King Belvor IV. He looks you over appraisingly as you enter. "You must understand me," he says without preamble. "The duel today, the, er, unexpected events . . . None of that happened. It cannot have happened." He stands and begins to pace, a little nervously. "A people must have confidence in their king," he continues. "How would that confidence suffer if the people came to know that their king had taken an evil dragon into his confidence? Had offered his friendship and trust to a creature who returned none of the same? No. None of that happened. "I'll tell you how matters actually occurred. During the duel today, a red dragon came to kill me. My friend Tore attacked it and slew it, but at the cost of his own destruction. You were merely witnesses to his final act of heroism. Do I make myself clear?"
The king looks searchingly at you for a long moment. "You were in my dreams," he says at last. "As I slept, a crone came to me and showed me your faces. She told me that your destiny lies in the Free City of Verbobonc. You should follow your fate there, and see how it is intertwined with Carlan Dieg."
  The party is not entirely shocked by this revelation and more is becoming clear.
"Kingship is nothing more than expediency," the king continues, "but expediency need not exclude gratitude." He slides a ring off his finger and puts it down on the table in front of you. For the first time, he smiles. "How silly of me. I seem to have lost a ring." With that, he turns and leaves the room by a second door.
  MacLyon of the King's Agents offers to join them. He knows EXACTLY where they are going!

Harvester 24th 581 CY

They arrive in Verbobonc
The Plague is here.
As you wander down a street attempting to get your bearings, a deformed and diseased man in ragged magic-user garments blocks your path. Before anything can be done he raises his hand and speaks in a cracked, dry voice: "By Boccob I prophesy gratis! You look, and you'll find. Deep. Yes. Deep and under. You'll Dieg him up, but will not be happy, no. For it is his father's time, and the son has rooted; nay, he gnaws at the roots of good, awaiting its destruction from within!"
  They recognize Dig pronounced Long. MacLyon stops him.  
"Are your ears a-prickle? Good! Then know that there are ways to win your victory before the son's aware, but be stealthy! Ask the neighbors, do not go knocking; for announcements now work against you! Dieg is the answer, for Dieg is dead, yet Dieg is not! That's the riddle, and yet there's more. For when are neighbors who were once friends no longer both yet both? Eyes can see yet be blind. . .."
  They continue their search for Dieg. Korgran, Orknrgar, and MacLyon figure that Someone is probably impersonating Dieg. They see a sign with a Rent sign on it. They actually think this may make a good investigation point so they inquire. They walk to a house not far, and talk to Jarvos. He clams up about it. Kara and Lowie sense there is something going on and Lowie detects no evil. So he intimidates the man into giving more information. He said he was paid not to rent the house until a group came by. He says he was paid by Deig.

Harvester 24th-28th: Investigating

More information led them to the Jewel of the Velverdyva, an Inn frequented by many powerful people in town. The bartender is silent but is willing to part with information for a very steep sum. Instead Brae tricks and charms him into giving the information:
Gahr will only be able to relate other workers' suspicions, which would indicate that strange people are spending a lot of time in the inn; that Dieg no longer frequents the inn, although he used to be a steady customer; and that the inn's guards have been talking to a lot of street peddlers recently

Brewfest 1st

They devise a plan to enter Dieg's house. They devise a plan. Orknrgar changed into a giant rat, but couldn't find a way in. So he changed into an Owl and went int the second floor. He lowers a rope down.   They surprise the guards and explore the first floor. They encounter Hyrmie who claims to be a lowly servant. He begs for life and Lowie can sense his evil. He uses a Zone of Truth and finds out he's lying. He allows Korgran to kill Hyrmie. They go back to the locked room and find it is a Master Bedroom, but it has a gold Symbol of Iuz in it. Sir Lowie destroys the Symbol with help from Korgran.   They proceed to the basement slaughtering Iuz servants.
As you enter this room, you get a brief glimpse of a man in yellowish robes. Suddenly, before you can do anything, the man disappears and the room is cast into utter darkness.
  Sir Lowie cancels the darkness with Daylight from his sword. The priest is killed.
The room is sparsely furnished, as if the man hadn't intended to stay here long. A cot, a stand with a filled water basin on it, a leather waterskin (half full), a small brass incense burner, and a cot with a blanket are all the items decorating the room.  
  They leave the room
You notice two human-sized idols as the corridor turns west. One must be of Iuz, for it matches his known description perfectly. The other is less definite in origin; its posture suggests filial subservience. Its features are human but yet demonic, the latter consisting of razor-sharp teeth and mottled skin with a reptilian texture; its shaggy head of hair is surmounted by a diadem normally worn by human princes of Furyondy.
  The party destroy the Idols. MacLyon tells them about the King's agents success in destroying the ToEE.   They kill some underpriests of Iuz, and go to a passage with strange stairs:
After proceeding about 8 feet west you enter a rectangular shaped room at a point 12 feet above it; below you is a sandy area extending toward a marble floor, which approximately covers the western half of the chamber. On the marble floor is an altar of some sort: it is a raised ovoid stone affair, inset with six large stones that glow in the light. You see no stairs or other ways to descend to it.
  Orknrgar Destroys the Altar with a Transmute Rock to Mud Spell. The gems are shattered.   They descend the strange stairs and are confronted with an Earth Elemantal that wants to be freed. Brae Figures out how to free it. Korgran destroys the symbol trapping it.   They proceed
This room is carpeted in gray and littered with pillows. Centered upon a teakwood table are bust-sized brass idols of Iuz and another demonlike humanoid.
  The idols are destoryed.   They confront the High Priest of Iuz and defeat him.  

Brewfest 2nd: Report to the leader

They hand the staff of curing to the leader of Verbobonc. They are granted a reward of Legendary Magic Items.  

The Scarlet Masque

On Brewfest 7th, Kara Zor teleported to the Scarlet Brotherhood city of Hesuel Ilshar. They are there for 1 week where they strike a serious blow to the Scarlet Brotherhood by causing Disarray in that city. The Brotherhood recovers.  

Rewards Granted

pp: 315
gp: 20,476
ep: 1600
sp: 34
cp:
 

Gems:

10 gp: , 50 gp: 6 , 1,000 gp: 20
Art Objects: Small gold amulet 35 gp
Bejewelled Necklace 100 gp
Gold Brooch 250 gp
Writing Set w/ Griffon Feather and Silver Ink pot 100 gp
Gold Ring with Emerald 350 gp
Bracelet 25 gp
Silver Amethyst Ring 780 gp
       
 
Magic Items: Mace +2 x2
Amulet of Non detection
 
 
XP:  

Missions/Quests Completed

Found Book: a speculative treatment of how intelligent life developed on the world of Oerth. A note on the flyleaf describes the book as a translation of a work by someone called Lysenko. No one quite knows where the original came from, because it was written in an unknown tongue and because it was printed on strange, almost glossy parchment.   Need to destroy The evil barrel and coffer minor artifact. Accomplished

Related Reports

With the Bejewelled necklace in Art objects: a note: "Keep your gift; I'll keep my freedom." With the case is a spellbook containing the spells affect normal fires, burning hands, comprehend languages, dancing lights, erase, feather fall, friends, hold portal, identify, jump, mending, message, shield, spider climb, and write. The spells are inscribed in the same hand as the note.
In the Iron Fist Headquarters they find a note on the desk but do not take it. : "Outbreak of the disease in Jurnre in the County of Ulek. Host creature suspected to be there." The letter is signed: "Helen, Archcleric of Istus."
  Rosamund finds: tacked up on the wall in plain sight. It is a rough sketch of the Kewl River and the coastline bordering the Azure Sea and Woolly Bay, with a dotted line describing a route down the Kewl to the sea, east around the peninsula, and northwest along the shore of the Wild Coast to the city of Elredd.
  Cymbelline tells them to go find an alchemist at Wintershriven. in The Pale. When they arrive they meet a High Priestess of Istus. She tells them she needs their help freeing a soul of a messenger from her temple, and his message may contain information about the Red Death Cure.
  message is mainly a dissertation on rumors claiming that the Scarlet Brotherhood was recently all but wiped out by a plague, and their power broken perhaps forever. The message goes on to say that these rumors might be confirmed or denied by an expert on strange diseases, an unnamed sage residing in the city of Leukish in the Duchy of Urnst.
  Scrawled on the back of the map that was given to them by the sage, in the magicuser's hand, are a few words: "White Alchemist in Rauxes—cure for plague?" Hiram has no idea what the sentence means. "And even if I did," he adds, "I'm not going anywhere near a plague."
  In the Haversack is a note wherein they discover vague hints about more people associated with the plague. They also find out that Xaene, even though he was close to discovering the identity of the actual mastermind, is missing a piece to the puzzle that might be found in the city of Chendl, in Furyondy.   In Verbobonc: Image of Iuz: The image of Iuz appears, and he stares at you as he says, "You have but slighted me by this defeat, for who can defeat the will of Iuz, greatest of all on Oerth?! You shall reap my wrath, humans. You shall be blighted, just as I loose my venom upon the Scarlet Ones! So speaks the great Iuz!" He spits upon the floor, and his image disappears in a flash! Where the spittle landed are some words, burned into the floor and still smoldering: "The Brotherhood shall suffer!"   After 1 week the Red Death is destroyed along with the Servant of Istus Morgorath.
seek the heart of the blood red city where a casket holds the price of kings a sovereign remedy if found in time
Zymor Giantbane, male dwarf 10th level fighter

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