(S026) The Ziggurat of Tharizdun
Entering the Temple of Tharizdun, the party survives psychic onslaughts, battles sword wraiths in the Obex Chamber, and tracks their enemies into the grand black stone chamber to confront Bargle and his forces.
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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 82
Time Passed: Morning Rest & Naval Skirmish
Rewards: Stone Skin Brooch,Wraith Dust
👥 PCs
👥 NPCs
🗺️ Locations
🗡️ Creatures
🏴 Factions
📦 Items of Note
| ◀️ Previous Session | ▶️ Next Session |
|---|---|
| 106 | 108 |
📝 Session Summary
The Wild Cards were called The Menagerie by some until they came up with the name The Wild Cards.
- Barlo: A grizzled tabaxi barbarian who has been doing some work for a network that one should be wary of.
- Bastion: An orphan human who spent his life studying magic and blades, even though his elder pushed him away from the sword. He replaced Reginald.
- Calliope: This bardic faun joined the party late when she needed to find help to save her homeland.
- Reginald: A leonin cleric who was off to show his family's royal background and would later find out there were secrets leading to him becoming a king.
- Sas: A tortle hermit was given an item of power and a quest.
- Shadow in the Snow: This tabaxi got a coin, and her curiosity set her on a path.
🎬 Scenes
- Scene 1: Barlo's Backstory — From The Bronze Canyon in Kampos. Gave up Tabaxi name, "Smiles". Help move people. On way to Eushia to help Black Road with a client. Currently on ship near Carrune.
- Scene 2: Bastion's Backstory — When Bastion Bladesinger was very young he lost both of his parents to a plague. He took care of himself as he taught himself how to use the rapier his father once wore. He lived in Dyrt and watched all of the great knights. He also had an interest in the ways of magic and he wished he could do both – use swords and excel in magic – like many elves he had heard about.
- Scene 3: Calliope's Backstory — Calliope was born into the nestled highlands of the Oraniad Mountains. The Skola Vale, wild and free, blessed by the gods and inhabited by whimsical Satyr and Faun. Deep within it among the lush valley, reside the Dawngreets, a long generational line of storytellers and lore keepers.
- Scene 4: Reginald's Backstory — He was born at home, a modest-sized mansion where his family lived a modest means – even though his father could never stop talking about how they were royalty and yet this was the only lands they currently possess. His childhood was generally a happy one full of several friends. He was an only child.
- Scene 5: Sas' Backstory — Sas was born on the continent of Oth'Mar – a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
- Scene 6: Shadow's Backstory — Deep in the snowy mountains high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.
📜 Missions & Quests
- Completed:
- Established individual party origins and initial connections to the world of Dierde.
- Active / Discovered Threads:
- Barlo's ties to the smuggling rings and the Black Road.
- Bastion's mysterious past and fallout with Grognard.
- Calliope's quest to save the Skola Vale.
- Reginald's pursuit of his family's royal mint commission and claim in Neyer.
- Sas's vision of the Cat Goddess Bast and journey to find her lost lands.
- Shadow's golden coin and mystical calling from her clan shaman.
NPCs
👥 NPCs with the party
None⚔️ NPCs Fought
None💬 NPCs Other Interactions
None🗣️ NPCs Discussed
NoneS026: The Ziggurat of Tharizdun
Date: 2022-01-29
Short
After a short rest, the party experienced a divine intervention when Sas suddenly vanished and was transported to meet the goddess Bast. Though only seconds passed for the others, Sas spent several minutes on a divine plane where Bast warned her that using spells on their mysterious orb could cause insanity and instructed her to deliver it to a pharaoh in a distant "city in the mist." The party then made a significant discovery about their shared past when Calliope examined Bastion's brooch and revealed it had belonged to Grognard, a storyteller from Barlo's childhood who had taken him in and later gave the protective Stone Skin Brooch to Bastion's mother. Fleeing from approaching orcs and goblins, the party entered an ancient temple dedicated to Tharizdun, the Chained Oblivion, where they experienced disturbing visions of darkness and fire, and a massive stone slab sealed them inside.
Within the cold temple chamber, the party discovered an arcane puzzle involving eight dragon heads with glass orbs, but their investigation was interrupted by two sword wraiths that attacked with life-draining strikes. After defeating the undead creatures and collecting valuable glowing dust from their remains, the party overheard two individuals plotting to capture a wizard boy named Pradam from the Outding refuge for his magical items. Following the voices through a curving tunnel, they entered a vast chamber where an old human with a goatee and his satyr companion awaited them with a force of orcs and troglodytes. The antagonist revealed he had been expecting the party and expressed disappointment that a red dragon had failed to stop them, then prepared his forces for battle as the confrontation began.
Summary
After their previous battle, the party took a much-needed short rest to recover their strength and review their resources. During this time, Bastion attuned to a ring he had recently acquired, while the group discussed their magical items and ensured everything was properly tracked. The temporary benefits from their morning Hero's Feast still lingered, providing them with additional resilience for the challenges ahead.
As the party examined some mysterious sand, Sas suddenly vanished before their eyes. To the others, she was gone for only a few seconds, but when she reappeared in the same spot, she explained that she had been away for several minutes. The goddess Bast had transported her to a divine plane, where she received crucial information about the powerful orb they carried. Bast warned that using spells on the orb could drive someone insane and instructed Sas to deliver it to a pharaoh in a "city in the mist" located in a desert on a different continent. The goddess assured her they could complete their current tasks before embarking on that distant journey.
The conversation turned to two mysterious figures who had appeared near an obelisk, one of whom wore a brooch identical to the one Bastion carried on his chest. When Calliope touched the brooch to learn its history, she discovered it had belonged to an adventurer named Grognard before being given to Bastion's mother, who passed it to her son for protection. Barlo recognized the name immediately—Grognard had been a storyteller from his childhood who took him in and regaled him with tales of grand adventures involving dragons, harpies, and journeys among the stars. The party realized Grognard had left Barlo's community before Bastion was born, connecting two party members through this mysterious figure from their pasts. Calliope also revealed that the brooch was a Stone Skin Brooch with three holes that could hold diamonds to cast protective magic, and Bastion sent a message requesting the necessary gems.
The party soon heard yelling behind them as orcs and goblins approached, prompting them to press forward toward an ancient temple. As they drew near, two large black stone statues came into view, and an unsettling coldness emanated from the structure. Most of the party heard vile whispers in their minds—words like "death" and "kill"—and when Barlo stepped onto the first stair, everyone experienced a vivid vision of darkness, fire, and an evil entity, feeling smoke choking their lungs before the vision faded. Bastion recalled that the temple's design, featuring an upside-down ziggurat called an Obex, was associated with Tharizdun, the Chained Oblivion.
Once inside, a massive stone slab slammed shut behind them, sealing the entrance. The chamber was cold despite four large bonfire-like lights, and the Obex structure descended in three-foot levels. Eight dragon heads lined the walls, each with a glass orb in its mouth and a black metal plate beneath. Celestial runes were inscribed on a far wall with graffiti in Elvish script beneath them, and a strange stain ran across the floor. Bastion examined the dragon heads and realized they represented an arcane puzzle, likely requiring the party to replicate different schools of magic to activate each orb.
Before they could investigate further, two sword wraiths materialized to attack. The undead creatures proved resistant to non-magical, non-silvered weapons, and one struck Barlo with a life-draining attack that sapped his very life force. Calliope conjured a swirling vortex of magical daggers around one wraith, while Shadow fired arrows and commanded her swarm. Artie the owlbear roared ferociously at the enemies, and Sas struck one wraith down with her magically-imbued staff, shouting "Shillelagh!" as the creature fell and dissolved into the stonework. She then finished the second wraith with a chilling beam that pierced through its head, causing it to disintegrate as well.
After the battle, Barlo noticed fine glowing dust where the wraiths had dissolved and recalled it could be used in crafting. Sas carefully collected a small amount in an empty bottle using one of her knitting tools, though Artie accidentally sneezed and blew some of it away. The party then heard voices echoing through the temple—two individuals discussing their plans to find a wizard boy named Pradam from the Outding refuge, whom they sought for his magic hat and other valuable items. They mentioned hiring mercenaries, taking a ship to the Arcane Order, and pursuing a mystical forge on an island. The party recognized Pradam and decided to pursue the speakers to stop them and warn the boy.
Moving stealthily through a curving tunnel, the party entered a vast chamber made of black stone. Four large pits, curving structures, a large portal, fire pits, and a blue-lit area filled the space, with large skulls carved into the brickwork. Several orcs and two troglodytes searched the area, while a satyr stood in the center and an old human with a well-manicured goatee walked toward them. The satyr alerted his boss that the party had arrived, and the old human revealed he had been expecting them, expressing disappointment that a red dragon had not stopped them. When Barlo introduced himself, the antagonists laughed, and the old human prepared his forces for battle as the party readied themselves for the confrontation ahead.
Scenes
Post-Battle Housekeeping and Short Rest
The DM addresses resource management and grants the party a short rest after their previous battle.
- The DM reminds players to track items in the bag of holding, gold, spell slots, and class features to avoid duplication or loss.
- The party is granted a short rest, allowing them to recover abilities and hit points.
- Bastion is reminded of his Arcane Recovery ability and that his trance counts as a long rest after four hours.
- The party reviews their attuned magic items, including the Cowl of Warning, Ring of Alertness, Frostbrand, and various amulets.
- Bastion reveals his tattoo is an eye behind his ear, while Sas has a white ink design behind her left ear.
- Bastion attunes to a ring he recently acquired during the short rest.
Sas's Divine Encounter with Bast
Sas mysteriously disappears and reappears, revealing she was taken to meet the goddess Bast.
- Sas vanishes while the party examines sand, disappearing for what feels like minutes to her but only seconds to the others.
- Sas reveals she was taken to Bast's divine plane and met the goddess she and Bastion had previously seen in visions.
- Bast warned Sas that the orb is powerful but dangerous—using a spell on it can cause insanity.
- The orb must be delivered to a pharaoh in a 'city in the mist' located in a desert on a different continent.
- Bast advised the party they can complete their current tasks before embarking on the journey to deliver the orb.
The Stone Skin Brooch and Grognard's Legacy
Calliope investigates Bastion's brooch, uncovering its magical properties and a connection to the adventurer Grognard.
- The party discusses two mysterious figures who appeared near an obelisk, one of whom wore a brooch matching Bastion's.
- Calliope touches Bastion's brooch and learns its history: it belonged to an adventurer named Grognard before being given to Bastion's mother, who gave it to Bastion for protection.
- The brooch is identified as a Stone Skin Brooch with three holes, each capable of holding a 100 gold piece diamond to cast Stone Skin on the wearer as a bonus action, consuming the diamond.
- Barlo recognizes Grognard as a storyteller from his childhood who took him in and told tales of grand adventures.
- The party realizes Grognard left Barlo's community before Bastion was born, suggesting he was a long-lived or well-traveled adventurer.
- Bastion sends a message via the Ender Box requesting two 100 gold piece diamonds, receiving a response that they can be found in about an hour.
Approaching the Temple of Tharizdun
The party approaches an ancient temple, experiencing unsettling psychic phenomena as they draw near.
- The party approaches a temple with two large black stone statues that resemble carved figures rather than nagas.
- Sas attempts to identify the statues with a Religion check but fails; a History check reveals Tharizdun is often depicted as amorphous, though this could be an avatar form.
- As the party nears the temple, they feel an unsettling coldness emanating from the stone.
- All party members except Sas hear vile whispers and murmurs in their minds, including words like 'death' and 'kill.'
- When Barlo steps onto the first stair, each party member experiences a vivid vision of darkness, fire, and an evil entity, feeling smoke choking their lungs before the vision fades.
- Yelling is heard from behind as orcs and goblins approach, prompting the party to enter the temple.
Sealed in the Obex Chamber
The party enters the temple and finds themselves sealed inside a cold chamber with an upside-down ziggurat structure.
- The party enters through an open entryway, and a large stone slab slams shut behind them, sealing the entrance.
- The chamber is cold despite four large bonfire-like lights that provide little warmth.
- The room features an 'Obex'—an upside-down ziggurat structure with descending levels of three feet each.
- Eight dragon heads line the walls, each with a glass orb in its mouth and a black metal plate underneath.
- A strange stain runs across the floor leading to the bottom of the Obex.
- Celestial runes are inscribed on a far wall, with graffiti in Espruar (Elvish/Undercommon) script beneath them.
- Bastion recalls that the Obex is a symbol associated with Tharizdun, the Chained Oblivion.
Battle with the Wraiths
The party engages two sword wraiths in combat, struggling with their resistances and life-draining abilities.
- Barlo attacks a wraith with his magical weapon, dealing damage despite the creature's resistance to non-silvered attacks.
- A sword wraith retaliates against Barlo with a life drain attack, inflicting 26 necrotic damage and reducing his maximum hit points.
- Calliope casts Cloud of Daggers, creating a swirling vortex of blades around one wraith.
- Shadow attacks with her bow and swarm, further injuring the wraiths.
- Artie the owlbear ferociously growls and roars at the wraiths, taking a dodge action.
- Sas uses Shillelagh to strike down one wraith, shouting 'Shillelagh!' as she swings, causing its corpse to fall and melt into the brickwork.
- Sas casts Ray of Frost, shooting a beam through the second wraith's head, causing it to fall and dissolve into the ground.
Collecting Wraith Dust and Deciphering the Temple
After the battle, the party collects wraith dust and examines the temple's magical properties.
- Barlo notices fine glowing dust where the wraiths dissolved and recalls that wraith dust can be used in crafting.
- Sas uses an empty bottle and a knitting tool to collect a small amount of wraith dust, though Artie sneezes and blows some away.
- Bastion examines the eight dragon heads and glass orbs, making an Arcana check to understand their purpose.
- Bastion realizes the dragon heads represent an Arcana task or puzzle, likely requiring the party to replicate different schools of magic to activate each orb.
Overhearing a Sinister Plot
The party overhears a conversation between two individuals discussing their plans to find Pradam and other objectives.
- Two voices discuss handling a 'winter issue' at an island and searching for 'Venger's realm' and a magic hat that might contain an orb.
- They mention hiring a mercenary outfit has drained their financial resources and consider taking a ship as a prize.
- The voices discuss taking the ship to the Arcane Order to fund an excursion to Outding, where rumors suggest a mystical forge exists.
- One voice mentions a contact from Ultharr named Vyerith who was supposed to travel by air but never arrived and was lost at sea.
- The voices decide to pursue 'the Pradam kid' for his orb and other interesting items.
- The party recognizes Pradam as the wizard boy from the Outding refuge and decides to pursue the speakers to warn him.
Confrontation in the Grand Chamber
The party stealthily follows the voices into a large chamber where they are immediately spotted by their enemies.
- The party attempts to move stealthily down a curving tunnel but struggles due to noisy movements.
- They enter a vast chamber made of black stone, featuring four large pits, curving structures, a large portal, fire pits, and a blue-lit area.
- Large skulls are carved into the brickwork, and several orcs and two troglodytes are seen searching the area.
- A satyr in the center of the room and an old human with a well-manicured goatee notice the party's arrival.
- The satyr alerts the human, saying 'boss, it looks like they made it down here after all.'
- The old human reveals he was expecting the party and expresses disappointment that a red dragon did not stop them.
- Barlo introduces himself, prompting laughter from the antagonists.
- The session ends with the DM calling for initiative rolls for the upcoming battle.
Memorable Moments
Sas vanishes for what feels like minutes to her but only seconds to the party, then reappears revealing she met the goddess Bast on a divine plane.
Bast warned about the orb's danger and gave a quest to deliver it to a pharaoh in a distant misty desert city
"Shillelagh!"
— Sas
Sas shouts triumphantly while swinging her magically-imbued staff to strike down a wraith
All party members except Sas hear vile whispers and experience a shared vision of darkness, fire, and an evil entity choking them with smoke as they approach the temple.
The temple's psychic defenses assault the party's minds as they step onto the stairs
Calliope touches Bastion's brooch and learns it belonged to Grognard, an adventurer who was both a friend of Bastion's parents and Barlo's childhood mentor.
The revelation connects two party members through a mysterious figure from their pasts
NPCs
Bast
A goddess who appeared to Sas in a vision and transported her to a divine plane. She provided crucial information about a powerful orb, warning that using a spell on it can cause insanity. She instructed Sas to deliver the orb to a pharaoh in a 'city in the mist' located in a desert on a different continent, and advised the party they can complete their current tasks first.
Grognard
An adventurer and friend of Bastion's parents who originally owned the Stone Skin Brooch before giving it to Bastion's mother. He was also a storyteller from Barlo's youth who took Barlo in as a boy and told tales of grand adventures, including slaying dragons and fighting harpies. He left Barlo's community before Bastion was born.
Sword Wraiths
Two undead entities encountered in the Obex Chamber. They are resistant to non-magical, non-silvered attacks and possess a life-draining ability that reduces maximum hit points. Upon defeat, their forms dissolve into the stonework, leaving behind fine glowing dust.
Satyr Warlock of Tharizdun
An antagonist encountered in the Grand Chamber who alerts the old human to the party's arrival, saying 'boss, it looks like they made it down here after all.' He laughs at Barlo's introduction.
Old Human, Bargle
A pale-skinned human with a well-manicured goatee who appears to be the leader of the enemies in the Grand Chamber. He was expecting the party and expresses disappointment that a red dragon did not stop them. He finds Barlo's name amusing.
Orcs
Several orcs are seen searching areas in the Grand Chamber, serving as minions for the antagonists. They were also heard approaching the temple earlier.
Troglodytes
Two troglodytes are present in the Grand Chamber alongside the orcs.
Pradam Estorich
A wizard boy from the Outding refuge, mentioned in an overheard conversation as a target being hunted for his magic hat and other interesting items, possibly including an orb.
Vyerith
A contact from Ultharr mentioned in an overheard conversation who was supposed to travel by air but never arrived and was lost at sea.
Arktos "Artie"
Shadow's owlbear companion who participates in combat by ferociously growling and roaring at the wraiths. He accidentally sneezes while Sas is collecting wraith dust, blowing some of it away.
Locations
Skola Vale
A location in the middle of a dark rainforest, serving as a conduit between the Fae Wild and the material plane. This conduit allows Fae Wild magic to help the rainforest grow and empowers the elder of the Vale. The party learns they are currently underneath this location.
Ziggurat of Tharizdun, below Skola Vale
An ancient temple featuring two large black stone statues and exuding an unsettling coldness. The party experiences psychic whispers and visions of darkness and evil as they approach. The entrance seals behind them with a stone slab once they enter.
Obex Chamber
A cold chamber within the temple, sealed by a stone slab. It features an upside-down ziggurat structure (Obex) with descending levels, four large bonfire-like lights that provide little warmth, eight dragon heads with glass orbs in their mouths, black metal plates beneath the heads, and a strange stain on the floor. Celestial runes and Espruar graffiti are inscribed on the far wall. This is where the party battles two sword wraiths.
Grand Chamber
A vast, dark chamber made of black stone, accessed through a curving tunnel from the Obex Chamber. It features four large pits, curving central structures, a large portal, fire pits, a blue-lit area, and large skulls carved into the brickwork. Orcs, troglodytes, a satyr, and an old human antagonist are present here when the party arrives.
Items
Bag of Holding
A magical bag used by the party to store heavy items like gold and platinum. The DM reminds players to track items placed in it to avoid duplication or loss.
Cowl of Warning
A magic item attuned to Shadow in the Snow that provides protection against mental psychic effects.
Ring of Alertness
A magic item attuned to Shadow in the Snow.
Frostbrand
A magic item attuned to Shadow in the Snow.
Amulet
A magic item attuned to multiple party members including Shadow in the Snow, Sas, Bastion, and Calliope.
Ring
A magic item attuned to Sas and Calliope. Bastion recently acquired a ring and attunes to it during the short rest.
Orb of Toril
A powerful orb carried by Sas that Bast warned could cause insanity if a spell is used on it. It features celestial runes similar to those found in the temple. It must be delivered to a pharaoh in a 'city in the mist' located in a desert on a different continent.
Stone Skin Brooch
A brooch worn by Bastion, originally belonging to the adventurer Grognard before being given to Bastion's mother, who gave it to Bastion for protection. It has three small holes, and if a 100 gold piece diamond is inserted into a hole, the wearer can cast Stone Skin on themselves as a bonus action, consuming the diamond. It is currently empty.
Enderbox
A magical container used by the party to send messages and small items. Bastion uses it to request two 100 gold piece diamonds, receiving a response that they can be found in about an hour.
Wraith Dust
Fine, glowing dust collected by Sas from the remains of defeated wraiths using an empty bottle and a knitting tool. It is known to have potential crafting uses.
Spells
Arcane Recovery
A wizard feature that allows Bastion to recover some expended spell slots once per day during a short rest. The DM reminds Bastion of this ability during the short rest.
Hero's Feast
A spell that provides temporary hit points and other benefits. The party received its effects at breakfast before heading out, and the effects are still active, granting 15 temporary hit points.
Blade Song
A Bladesinging Wizard feature that Bastion can regain after a short or long rest. The DM notes Bastion can recover this ability during the short rest.
Stone Skin
A spell that can be cast from Bastion's Stone Skin Brooch by inserting a 100 gold piece diamond into one of its holes. The spell provides protection to the wearer, is cast as a bonus action, and consumes the diamond.
Cloud of Daggers
A spell cast by Calliope during the wraith battle, creating a swirling vortex of magical daggers in a five-foot cube that damages creatures entering or starting their turn within its space.
Shillelagh
A spell used by Sas to imbue her staff with magical power, allowing her to strike down one of the sword wraiths with a powerful blow while shouting 'Shillelagh!'
Ray of Frost
A spell cast by Sas, manifesting as a chilling beam that pierces through the second wraith's head, causing it to fall and disintegrate.
Hex
A spell used by Sas during the wraith battle, which she moves to a new target after one wraith is defeated, adding extra damage to her attacks.
Classic
Last we left off, after surviving a harrowing battle and taking a brief respite, the party found themselves drawn deeper into mystery and danger. During their rest, Sas vanished before their eyes—transported by the goddess Bast to a divine plane where she received a dire warning about the orb they carried and a quest to deliver it to a distant pharaoh in a "city in the mist." Meanwhile, Calliope's investigation of Bastion's brooch revealed an unexpected connection: the item once belonged to Grognard, a legendary adventurer who had been a mentor and storyteller to Barlo in his youth, linking two party members through this mysterious figure from their pasts.
Pressing forward to escape pursuing orcs and goblins, the party approached an ancient temple that radiated an unsettling coldness and whispered vile promises of death into their minds. Bastion recognized the structure as an Obex—an upside-down ziggurat sacred to Tharizdun, the Chained Oblivion. Once inside, the entrance sealed behind them, trapping them within a chamber filled with dragon-headed sconces and celestial runes. Two sword wraiths materialized to defend the temple, their life-draining attacks striking at Barlo before Sas and the party destroyed them, leaving behind glowing dust that dissolved into the stonework.
As they recovered, the party overheard two voices discussing plans to hunt down a wizard boy named Pradam from the Outding refuge, seeking his magical possessions. Recognizing the boy's name, they pursued the speakers through winding tunnels into a vast chamber of black stone, where an old human with a manicured goatee stood waiting with his satyr companion, orcs, and troglodytes. The antagonist revealed he had been expecting them, expressing disappointment that a red dragon hadn't stopped their approach. Now, as Barlo introduced himself to mocking laughter and the enemy prepared their forces, the party steeled themselves for the deadly confrontation ahead...
Middle English
Harken well, ye gentlefolk brave,
Of heroes bold who ventured to the grave,
Where Bastion donned his ring with care,
And Sas did vanish in the air!
The goddess Bast, in divine light,
Did warn of orbs that steal the sight,
"To pharaoh's city, wreathed in mist,
Deliver this, I do insist!"
A brooch revealed a tale most strange,
Of Grognard's travels, wide in range,
Who knew both Bastion's mother dear,
And raised young Barlo without fear.
To temple dark the party fled,
Where whispers vile filled them with dread,
The Obex deep, Tharizdun's mark,
Sealed them within its chamber dark.
Eight dragon heads with orbs of glass,
A puzzle wrought for those who pass,
But sword wraiths rose with deathly chill,
Till Sas's staff did make the kill!
Then voices echoed through the stone,
Of villains seeking Pradam's home,
The party crept through tunnels deep,
Where orcs and troglodytes did keep.
An old man stood with goatee trim,
His satyr laughed with visage grim,
"We knew ye'd come," the villain spake,
And battle joined for honor's sake!
Snarky
When last we left our party, they'd gone from "mysterious temple puzzle" to "oh great, MORE people want to murder a child" real quick. After Sas got divine-kidnapped by Bast for a hot minute (which was apparently several minutes in goddess-time) and learned they're now courier service for a reality-breaking orb, the gang discovered that Bastion and Barlo are connected through some adventurer named Grognard who clearly got around. But before they could fully process that their found family might be more "found" than they thought, orcs started yelling and an evil temple started whispering sweet nothings like "death" and "kill" in their ears.
Inside the Temple of Bad Vibes™, they fought off some sword wraiths (Sas yelling "Shillelagh!" as a battle cry is peak energy), collected some spicy ghost dust, and overheard two jerks planning to rob and possibly murder young Pradam for his magic hat. Now they're face-to-face with Discount Gargamel and his satyr sidekick, who are very disappointed a red dragon didn't do their dirty work for them. With orcs, troglodytes, and whatever fresh nonsense these villains have planned, our heroes are about to throw down in a cursed temple dedicated to the Chained Oblivion. What could possibly go wrong?
Limerick
The party rested and attuned with care,
When Sas vanished right into thin air.
Bast gave her a quest,
An orb to divest,
To a pharaoh in mist-city there.
A brooch linked two heroes as one,
Grognard knew Barlo, then Bastion's mom.
With diamonds to place,
Stone Skin would embrace,
Protection before danger would come.
The temple of Tharizdun they found,
Where whispers of death did resound.
An Obex descended,
Dragon heads splendid,
A puzzle with magic spellbound.
Two sword wraiths attacked from the gloom,
Life-draining strikes spelling doom.
But Sas with her staff,
Cried "Shillelagh!" and laughed,
As wraiths dissolved into the room.
They heard voices plotting with greed,
To capture young Pradam indeed.
An old human waited,
His forces all baited,
As battle was certain to proceed.
Exported from GMAssistant on 2026-08-16