World of Al'Dravin

The Charnel Lord

- Half the party deals with the harpys, sahuagin bridge room, other half deal with boar and arborians from behind
- Attempt to full rest but trigger the pivoting floor and wall trap starting the charnel lord fight
- Andaron reveals himself as an arborian druid bard / arch enemy of the charnel lord
- Gary dies
- Andaron creates tree of life from necrosis of charnel lord
- Andaron enhanced full rest
- Party roll call: Zeke, Rham, Taklinn, Narshan, Andaron

Meeting Andaron

- Camnor, Arborian ritual leader, with plant terror and cave bear
- Short rest or full rest?
- Andaron, satyr bard, and pit of plant terrors
- Ettercap and spider illusion room
- Travel past other arborian room and into charnel lord area
- Cade disappears… and subsequently died.
- Party gets split – flanking on both sides
- Party roll call: Zeke, Rham, Taklinn, Narshan, Gary, Andaron

Headtaker Ettin

- Gurrak the ettin headtaker
- Kater Dies
- Vyrellis orb found
- Arborean encounters
- Party roll call: Zeke, Taklinn, Narshan, Cade, Gary

Beginning of Timetravel to Pyramid of Shadows

- Rham takes portal to Alderhyde
- RP in Silentone’s tower
- Meet and RP with Smeragdus
- time travel
- Jungle encounter and karavakos
- Cune dies
- Party roll call: Zeke, Taklinn, Narshann, Cade, Kater, Gary

Recap of Gray land to Silentone's tower

- Awoke in grey mist
- Recruit Narshan
- Narshan meets an Inevitable
- Zeke gains a friend…
- Zeke gets his eye replaced with blue sapphire
- Recruit Kater, Cade, Gary, Cune
- Rescued by old sage
- Reunited with Odand
- Party roll call: Zeke, Rham, Taklinn, Narshan, Cade, Kater, Gary, Cune

Counterstrike on the Bandit camp
vampire spawns, riddles, and death

• The party assists the town for the next two weeks cutting down surrounding trees and contrust a fence around the town.

• Duri decides to travel to Zuria with Axund Bogison in search of his son.

• Odand – the tiefling rogue – asks to join the party after overhearing them talking about tracking down the bandits that fled to meet this ogre vampire threat headon. afterall, he used to be a bandit himself and knows how they think.

• The bandit camp, known and blackskull, was north of the dwarven structure. Odand sniffed out multiple traps and ultimately found the entrance. The hideout is literally a giant blackened skull sitting atop the ground with ruins strewn all about.

• once inside the heros were presented with a gruesome scene, dead bandits laying about all with missing hands. the bodies were lying – like a trail – to the back of the cave.

slowly treading through the cave the party was ambushed by numberous severed hands – all moving on their own accord. The hands were jumping, scratching, gripping, and clawing but Ezekiel made quick work of them with a radiant bomb.

• just after three bandit vampire spawns assaulted the group but they too ultimately were defeated with expert tactics and sunlight (Rham’s positioning tactics and Ezekiel blowing a hole in the top of the hideout). However, one vampire spawn fled deeper into the cavern – into a secret trap door leading underground. While the party was searching for the bandit vampire spawn – wyny appeared from no where and urged the party to leave this alone. They are out of their league and assured them he will take care of everything. Wyny dissapeared in a gout of flame just as fast as he appeared.

• The party didn’t feel much like trusting Wyny and didn’t want to leave this bandit issue where it lies and decided to persue the vampire spawnling once they found where he had escaped.

Down below the ground, the party was exposed to a sensation very alien to them. Everything was different than the world above. magical tingling and odd creatures scurried about. the adventurers pressed on defensively until they came upon a great stone carving of a sphynx half burried with other stone statues. as the party approached to investigate the scene they heard a voice in their minds; A riddle. One by one each member answered and one by one each hero’s life force drifted away. The world went black.

Bandit Raid on Befield
lost eyes, earthquake, sorcerer farmer, vampire ogre

• Taklinn leads the expedition to clean out the dwarven structure with pervia, Duri, Rewis, and a few others. On there way back they encounter a swarm of stirges that aren’t deterred by the usual smoke deployment – a confusing and overwhelming battle ensues where Rewis and Pervia end up losing an eye each to the stirges large stingers.

• Meanwhile Ezekiel and Rham (along with a large portion of the village) get attacked by a considerable sized bandit raid at night. One of the farmers, Wine, is slain during the raid and another farmer, who goes by Wyny, is exposed as an arcane caster – even though he was using his arcane arts for the defense of the town – Wyny flees the scene in fear of what the townsfolk will do to him. *note: Taklinn and the others arrive right at the end of the night raid to help defend Befield.

• A number of bandits surrendered and taken captive. After questioning the bandits the townsfolk and adventurers learn their leader is a marauding Ogre by the name of Balug the nimble. Furthermore, the bandits that attacked Befield were promised unimaginable power if they prove their worth by successfully raiding the village that is harboring the adventurers that that freed the slaves from their imprisonment in the dwarven structure – the same one Taklinn had been clearing (the secret cyst of souls).

A few bandits fled the fight and escaped.

Upon more interrogation the adventurers learned Balug – the bandit leader – isn’t a mere Ogre, but holds the curse of vampirism (proudly it seems) and was promising to bestow the same fate onto the bandits that returned from the raid on Befield.

• After the bandits were imprisoned in the village’s make-shift holding cells (abandoned warehouse) Exekiel and Rham decided to investigate Wyny’s farm house. Wyny is the only farmer in Befield without a family. Yet when they went into the house they found paintings of Wyny, with a wife, two boys, and another painting – who’s canvas had mostly been removed from the frame.

Ezekiel cast Mend on the parchment – which still had some paint brushing of what looked like locks of hair on the part of the parchment that remained inside the frame – to reveal a picture of a beautiful girl. The parchment looked to have been torn out of the frame in haste.

Rham and Ezekiel also found – in a back room – tables sprawled with open books covered in arcane symbols and runes. Maps and pieces of parchment with strange writing nailed to the room’s walls.

Even more interesting, the heroes discovered a book detailing information about vampirism. The two heroes left the house to go speak with the town leader and the other party members.

Outside Wyny’s house there were 4 graves – loving wife, two brave sons, and his beautiful daughter.

• While the party and town leader (Reder Dysley) was discussing the night’s events Merovious brought in a sack and told the others he had something to share. He emptied the contents of the bag to reveal the crystal stones from the ritual Reder Dysley (the town leader) was involved in at the dwarven structure. There were less stones than originally obtained and one of the stones was larger now.

• The next day, as the group was looking at the crystals they began to shake – but then.. so did the table, and the rest of the room and soon the entire area was violently thrashing as a powerful earthquake was upon the land – again.

After the shaking and the aftershocks had left the damage was assessed. Half of wyny’s home had been engulfed in a deep sinkhole – taking the arcane scribbling, grave sight, and clues on vampirism with it.

Does Wyny have something to do with the Ogre’s vampire curse? What connection could he possibly have?

The end of the Secret Cyst of Souls

Cliffnotes from previous adventure:

  • Taklinn and Rham hold a funeral (burning) service for Ezekiel. 10 days go by or so (Taklinn trains and Rham continues to train the guards).
  • one night while the Befield villagers and the adventurers are enjoying a quiet night in the tavern, hear a scream coming from the church.
  • when they go to investigate – they find Ezekiel holding a woman that is passed out. first taklin and rham are on edge not believing it is ezekiel but he starts to tell them things only zeke would know and explain how he’s back. not 100 percent trusting him they are convinced enough this new zeke wants to help. and offers to go with them back to the dwarven structure to help clean it out.
  • Party goes back to dwarven structure to finish clearing it out. (Duri accompanies Ezekiel, Taklinn, and Rham)
  • Back in the dwarven structure the group finds a smithing room with a secret door (any more traps) inside the smithy room they find an adamantine anvil, a cooling trough lined with mithril, and a book full of crafting designs and formulas (one of which is a magical shield).
  • the party decides to go down to the next level where they find a type of glowing phosphorescent moss – which is also discovered to be fire resistent.
  • this second level appears to be a storage area for the dwarves.
  • inside this level the party fights a carrion crawler, a gelatenous cube (that almost ends them), a grick (and another grick down a tunnel where they discover a magical clock called the cape of the mounteback).
  • the party discovers more blue prints which appear to be a layout of a brewery that was never started.
  • they also find an old dwarven crypt / sarcophagus with the name of Thrumaul etched into the stone – there is also an unfinished mural of a dragon breathing fire in this room.
  • the adventurers locate another passage leading down another level, which turns out to be a flooded network of mining tunnels. there are veins of gemstones and crystals on the walls.
  • the party explores one tunnel and finds some gems, then go down another tunnel where voices begin to speak to taklinn. urging him to take the crystals on the walls. against his will he approaches them almost ready to break the crystals off the walls but snaps out of it. ezekiel starts to hear the same thing and snaps out of it as well but strikes out with his hammer, smashing the crystals thinking that’ll stop whatever is happening.
  • instead this sets off an explosion of psionic and force throwing the party back. nearly killing them. Zeke and rham get a concussion and duri has a hemerage and internal bleeding in her brain. Taklinn is the only one left standing and quickly magically heals the party for 1 hit point.
  • the entire party hears the voices and are instantly surrounded by a whole mess of ghosts accusing the party for their deaths. the ghosts include the dwarves that lived there previously, prisoners that were sacrificed there by the Ogre-mage, the hobgoblins and half ogre, along with the bandits that recently tried to take over the structure but were turned into zombies by the ghoul the party dealt with previously.
  • the ghosts started to close in on the party and Ararr Daleson, the dwarf mercenary, todl the party to flee, that he would deal with these bastards, and told them they need to kill the beast to free them. Ararr throws himself at the ghosts making an opening for the party.
  • the party intercepts the beast and funnel it into a tunnel. the party fights off the the creature that is something more than a rust monster. during the fight it continues to weaken the parties weapons and armor.
  • taklinn decides to make a drastic action to end this fight telling the party to retreat whil he simutaneously throws one of the dwarven thunder stone at a formation of crystals on the wall next to the beast. the explotion throws taklinn back and collapses on the rust monster. ezekiel catches taklinn before he hits the ground, sents him down and watches the stones to make sure the beast still isn’t alive.
  • the stones begin to move so zeke decides to approach and hit one of the rocks with his hammer to hopefully crush the beast more.
  • zeke moves the rock aside and the creatures head pops with goo all over zeke
  • the ghosts walk out of the cavernous room they were in and drift higher into the air – clearly free of their imprisonment. the dwarven family nod to taklinn as though to give their approval for not only his actions but also their approval for him to reside here.
  • Ararr places his hand on zeke’s shoulder and tells zeke it isn’t his fault. then dissapates with a smile on his face as well.
  • With the entire structure now fully explored the party returns to town to rest and recover again and begin preparing to clean out the dwarven structure.
Zeke's quest part 2
  • upon entering the Zuria it looks like a ghost town. he witnesses what appears to be zombies wheeling a cart around full of dead bodies. when zeke approaches they leave in the opposite direction but not fast enough and zeke destroys them.
  • Zeke seeks a glow in the sky and moves in that direction. it leads hiim toward the church where he meets an odd gnome dressed in rags.
  • Zeke questions the crazed gnome and discovers the names of two potential baddies the crazy gnome calls “scabby” and “wolfie”. the gnome also mentioned a secret tunnel in the basement of the tavern that leads deep under the church – under the monolith.
  • zeke approaches the church and realizes there are quite a number of people inside.
  • they eventually let him in and tell him father Nichols and Father Bradic have gone missing First nichols, then a monstrous attack on the town, then father bradic left to get help but they haven’t heard back from him. the church is full of survivors and acolytes of the church. who are both followers of Samas and old gods.
  • while they’re talking zeke hears a roar of a cry – for help. outside the window there is a large monstrous beast surrounded by ghouls crying for help.
  • zeke goes to help and fights off the ghouls. then discovers from “wolfie” that he was released by father nichols to kill the townsfolk. “wolfie” just wants to be set free but he is bound as a guardian to something deep under the town. “wolfie” goes a little too far and explains that he was stealing the souls for himself (as that is what he feasts on) so father nichols couldn’t have them. This struck Zeke too far and he dealt a fatal blow to the creature – killing it as it tried to run away from zeke.
  • back in the church one of the acolytes reads a part of Father Nichols diary:

“I saw it as i stood on the stairwell leading to the seventh level. the creature was trying to pass through the final ward to beyond the white crystal’s light. the creature looks like a wight; its leathery skin pulled taut over exposed, protruding bones and a malevolent glean in its eyes. however, this is no mere wight. with all the unholy appearance of the undead, it seemed greater, with a more imposing presence. horns protrude from his head, and there is something more evil in his eyes than a simple hatred of life and desire to devour it. when i captured its attention, it came at me and i fled. right before i reached the stairs to the fifth level, i heard a scream most horrid and wretched pierce through the sepulcher, but i dare not stop running until i reached the surface”

  • zeke goes to the tavern to investigate the secret passage the crazy gnome told him about. in the basement he finds a majestic unicorn traped in some sort of ritual circle and flying magiccal skulls immediately attack zeke.
  • zeke dispatches the skulls and frees the unicorn with holy water. the unicorn communicates (telepathically) saying her essence was being used in a ritual – it needed something pure.
  • Zeke locates the secret tunnel and the unicorn offers to join him – it shapeshifts into a dryad.
  • zeke travels down into a room with a locked door and a stairwell leading down another level.
  • as zeke is about to travel down to the next level he hears the door (that was locked) creak open and he hears shuffling inside. zeke investigates and finds the crazed gnome putting on cloths and quickly pulling them off. strapping on a weapon then throwing it away from him mumbling something about only one – only one and is clutching a dagger tightly in his grip. on a hunch Zeke casts dispel curse and frees the gnome from the dagger’s curse. the gnome – who introduces himself as Glim Garrick offers to assist zeke for curing his curse.
  • zeke, the unicorn/dryad Alia, and Glim go down the next level to find brother nichols creating undead from a black crystal shard that is pumping energy into the glowing obelisk above it.
  • a fight breaks out and father nichols eventually surrenders. zeke asks father Bichols how to stop the ritual and father nichols tells him there is a dagger from one of the knights. it is an artifact used in the creation of the white monolith, called the dagger of Juren, a gold gilded dagger carried by one of the great rulers that rests in the tomb of kings. Glim glances down at his gold gilded dagger at his side. he unsheathes it and offers it to Zeke slyly… obviously had raided the tomb of kings and took the dagger for himself – thus cursing him.
  • zeke touches the black soul stone with the dagger and it shatters – which drops father nichols to his knees.
  • zeke brings father nichols to the church and the acolytes will seek a way to redeem father nichols.
  • with that zeke goes on his way out of town. glim following close behind. Alia the unicorn tells zeke that if he ever needs her to say her name in the blowing wind and she’ll come – shes magical like that.
  • on his way down the ravine he stops at the crates because he sees a sparkle of an amulet, he goes down to retrieve it and finds a holy symbol.
Zeke's quest part 1


  • Ezekiel wakes up on a grassy hill with a nice view overlooking the top of a forest and a thunderstorm rolling in. Abdomen throbbing in a dull pain.
  • A divine presence instructs Zeke to travel to Zuria discover what happened to the two religious leaders and make sure the obelisk is safe.
  • divine presence bestows power to zeke
  • During the travel zeke gets ambushed by close to 20 ghouls and dispatches them quite easily with his newfound power.
  • Zeke sees a croup of crates on a ledge down below the path on the ravine – sees a sparkle of an amulet but chooses not to risk the descent and continues on to Zuria.

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