BLOOD AND SOULS FOR MY LORD ARIOCH : ELRIC OF MELNIBONE

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The Quest of the Great Oak

Where an two ancient evils are fought, sure annihilation is thwarted through bold deeds and a heroes luck, a priest’s faith is proven, and the wealth of a dead civilization won.

Spring 2,304 Meldigian Reckoning

The party gathers at it’s base at Little Boy Mountain and by way of Chutikik casting a dimensional folding spell they arrive at the ruins of the Dridanis temple in time for their appointed (geased) meeting with the Great Oak. The party enters the sacred garden and pass through the thorn hedge barrier to stand before the Great Oak however no response is forthcoming. The party realises they are early and retire to the temple complex to await the appointed day. Again they present themselves to the Great Oak. After some time of waiting the deep resonant telepathic voice of the Great Oak booms through the party’s minds saying:

Four seasons have passed by since ye departed my domain. Such time in the lives or mortals, even in half elves, can enable genuflection and regret. Four seasons for I is like a day to you. Four seasons ago you entered my domain and struck out against the living trees of this mighty forest and murdered some of it’s woodland creatures. This caused great anger in my heart and indeed your lives were then forfeited. You were spared only because your crimes were performed in reckless ignorance and because you drove many creatures of evil from my domain that had for so long desecrated these scared grounds and had themselves killed so many of my children. Pharin Phantalsm you are singled out amongst your companions because for you their was no reckless ignorance but instead knowing arrogance. You stood proudly before me in full knowledge that I am kin to your god and proclaimed yourself worthy to adopt and protect this grove despite the very crimes you participated in which I have singled out. You stand shamed before your god and indeed the displeasure of your god has been a mark against you for these last four seasons. Indeed only your prior faithful deeds, as evidenced by the torc you wear about your neck, saved you from harsher punishment.

You have all returned to this place today as I decreed so that you can atone for your wrongs by offering me service, so that you can be my hammer to smite the enemies of the forest and thus redeem yourselves. For you Pharin this atonement will also be a test of worthiness which you may be able to live up to, however on your deeds you will be judged.

An ancient pestilence has awoken and now defiles nature by it’s very existence. This enemy of nature is the antithesis of all that is natural about this world and must be destroyed. Your quest is to seek out and to destroy this being. So that you may know your enemy and know how it can be destroyed I share with you ancient law that was first learnt by me before the great cities of mankind were raised about my forest.

This forest once stretched from the Starlit Mountains all the way to the coast of the Broadwater ocean covering the Dreaded Hills and extending to the dark forest now known as the Tunwood. To the south and east of here in what is now known as the Dreaded Hills was a great elven city which flourished in the primeval forest. For a score of centuries the elves lived in symbiosis with the forest and created works of great art and beauty. Elven mages worked wonders of magic and in those days were more trusting of man than they are today. Human wizards of power and skill were invited to work with the elven mages for despite the short lives of man their lives burn brightly and the power of the greatest human mages was more than that of that of the elves. The elves taught the humans much however the elves needed the humans to work the mightiest of magics which were beyond their power to wield. A great school of wizardry was established in the elven court where incredible wonders were worked in magic.

Their came one day to the school a human mage of power named Azimer. Azimer was amongst the greatest and most noble of the men invited to share and work upon the splendors of the elven court. Azimer became the head of the School of Wizardry and was said to be a great teacher of magic. Alas as is the bane of men he yearned for more power and in his heart he nurtured a desire for first dominion over the elves and then over fellow men. As is the way with the corrupt others with black hearts can see the darkness in them before the person themselves see their corruption and thus are they led down the path of wickedness. And so it was for Azimer who was first befriended, then brought into the fold, of the Cult of the Dragon. This Cult believes that "Dead Dragons" will rule the world and the Cult was founded with the aim of creating and serving these "Dead Dragons". The cult perfected a process to create Draco Liches and performed the rites usually upon the most ancient and powerful spell casting evil Dragons that it could coerce into acceptance of an undead existence. Azimer learnt the art of creating the Draco Lich and with his mortal years fast encroaching upon him reasoned that he could also take on a similar status and be the ruler of the "Dead Dragons". Azimer however conducted long and secret experiments and formulated a different way to create a Draco Lich which he believed would be of greater power but linked to his own existence and hence controllable by him. Azimer sought out an ancient Dragon to share in his scheme who agreed to undergo the process of lichdom, the price been the destruction of the elven court as the dragon with whom he shared his scheme had a long hatred of elves.

And so it came to pass that Azimer left the School of Wizardry on a quest and had been gone for some years, which in the eyes of elves, was no great time at all. His return however was a time of great terror for he came upon the wings of a thing of nightmares, a Skeletal Dragon of immense size, who was shrouded in cold and darkness and whose passing left all things dead. It was said that this King of Undead Dragons was a creature who existed more on the plane of negative energy than in the prime for it’s breath was said to consume life itself. How this creature came to exist is not known for it was beyond the skills of the Cult of the Dragon to create and who knows what dark pact Azimer entered into to bring this nightmare into existence. What is known is that Azimer came back as a Lich and the last thread of humanity within him had perished. Along with this terror also flew Dragons of all evil types which had accepted life without life. These Dragons were Draco Liches created by the ways of the cult and were as they were in life save they were dead and had about them the strengths and powers that those who chose death command. In addition a vast army of humanoids swept through the forest on a rampage of death and destruction.

The elven court was struck down and the lands about it blasted until they became wastelands and earned the name the Dreaded Hills. The polluted waters from this land of murder corrupted the Great Swamp so that it no longer is a Swamp of life and beauty but a Swamp of death and corruption. The humanoid armies dispersed into various racial tribes after the killing and looting was done in fear of the Draco Liches. It is said that the Dragons took up residence in the blasted ruins of the Citadel of the Stars which was the once beautiful home of the elven nobles. About this citadel the dragons would have the animated corpses of the dead elves dance about in a hideous imitation of there former lives. Over time the Dragons lost interest even in these foul pursuits and turned upon themselves till only the King of the Draco Liches remained. Even this foul creation fell into a slumber of death as it had gorged mightily on first the powerful spirits of elven life and then upon the unlife of it’s fellows. Azimer himself could not control the King of the Undead Dragons for this creature was the epitome of evil and wickedness and so he fell into a madness and retreated into his once loved School of Wizardry never to be seen again.

And so the centuries past with the Dreaded Hills been a place of waste and attracting foul monsters which thrive in such places. Of the King of the Draco Liches naught was heard and the death of the Elven court fell into myth. Many centuries ago after the kingdoms of men had been raised in these lands those men then sought new lands south of the Dreaded Hills and a road was forged through those barren and befouled bluffs. It was the bright souls of these men that stirred the King of the Draco Liches from it’s long rest and caused it’s awakening. The strength of the King of the Draco Liches had waned over the years for indeed it’s unnatural state caused it to drift further away from the realm of flesh and blood to that of death. However with fresh lives to devour it become active again. At first the King of the Droco Liches kept to it’s blasted domain as it’s life force was closely connected to a magical gem in which it’s undead life force is bound and in which it can seek refuge if it’s material form is destroyed. Where this gem is hidden none know however it was once reasoned that if Azimer wished to control such a beast then surely he would have secreted it himself. None however know the truth.

Death attracts death and unlife yields unlife and so through the Dreaded Hills roam the undead souls of many. These hateful entities have now entered my domain and you have successfully destroyed some that had sought out the heart of what is good and natural in the Termlaine. Yet their numbers grow and with the strength of the King of the Draco Liches behind them the very life of the forest is under threat. If the King of the Draocoliches was to return then the entire forest is at risk of been blasted as was the Elven Court and the Dreaded Hills and for this reason this monstrosity must be destroyed.

Though the might of the King of the Draco Liches is formidable it’s full strength has not yet been gained and it has yet to reach into my forest. However as it grows stronger it is only a matter of time before it threatens the borders of my domain. To destroy this abomination will take much skill and courage but even this may not be enough. Within the ruins of the Elven court are the remains of the School of Wizardry and here may be found objects of power that may be vital to the destruction of the Droco Lich. Perhaps even in the sanctuary that was once Azimers could be found clues to it’s unmaking as he was there at it’s making. This School of Wizardry has ancient wards still in place that prevent it been scried upon and entered by non corporeal beings and thus what lies within its crumbling walls is unknown to me.

This is your quest, to recover what magic can be found in the School of Wizardry and to then use this to destroy the Drocoliche. To reach the ruins I will open the paths to the forest lake to the south of here. Awaiting you there will be boats that will take you to the Torel River then upstream along the Cursed River to the old jetties of the Elven Court. These boats, once unmoored and unmanned will return to the jetty on the lake. Fare ye well.

From the garden comes the whinnying of horses and the thunder of hooves. Seven unicorns gallop towards the party and pull up, one beside each party member. The unicorns dip their forelegs and the part mounts. The unicorns soon reach a gallop and hurl themselves along the narrow forest trails. What appears first as tangled forest suddenly turns into a discernible trail with each twist of hoof and fetlock. Soon the party is upon the jetty and on the lake approaching the jetty are two 20’ long boats. The party dismounts and the unicorns nicker and gallop away. The party boards the boats and commence paddling across the lake.

The boat are narrow skiff like vessels each requiring two men to paddle, one standing on each side located at fore and aft. The ores are 10’long and are manipulated like a gondola. The boats are 25’ long and are only 4’ wide with high bows and sterns. The have a shallow draft (3/4’) and are quite unstable thus requiring a good deal of dexterity to prevent capsizing particularly whilst stationary. The journey commences :

Days 1 to 4 : The lake is crossed and a narrow moderately paced stream is entered. The stream is overhung by large trees often with vines dangling to the water. The sound of birds is loud and many animals move along the banks as well as frequent splashing of fish.

Days 5 to 6 : The stream enters the mighty Torel River which is some 300’ to 400’ wide and open to the sky. Sounds of birds and animals less in the center of the River where current is fastest. Muddy beaches occasionally along banks. In this expanse of Water the party are attacked by some giant Gar which drive the party to the shore. Pharin decides to transform into a shark to fight however the hunter becomes the hunted and he barely makes it to shore as the pike tear at him with their razor sharp teeth. The party use the Broom of flying to scout ahead and the dimension folding to recommence the journey further downstream.

Days 7 to 20 :The Torel River enters a lake known as the "Divide" by the river boat captains. Here the Torel splits, the main body of water continuing and a side river starts known as the Cursed River. The divide occurs where the Torel becomes a large deep lake with a long spur to the south that becomes shallow and turns into a watery fen with stunted water trees, clumps of drifting tangles vegetation made up of logs and branches that have accumulated silt to become small floating islands. Channels open amongst these islands allowing passage. This area is enshrouded by a hot miasma and the strong smell of rot. Insects swarm and the air is sticky. Eventually if the gently flow of water through this area is followed the Cursed River is entered. Amongst these islands the party chances upon some incredible metallic oversized stork like birds. Plumes of steam can be seen wisping from their beaks. Upon seeing this the part attacks and the Thork’s respond by drinking river water which is then jetted at the party as scalding water. The Thork’s are destroyed but could easily have been avoided. The part enters the Cursed River which is narrow and sluggish and is overhung by swamp trees with many vines and reeds and is frequently blocked by logs and old drift islands from upstream. During this journey several strange creatures are encountered. The first are aggressive hippopotamus like creatures called Behomoths which charge into the water to attack the boats. The second is a strange insect swarm that takes on a humanoid form called a Cifil. This creature when destroyed kept reforming by attracting more of the numerous insects in the area. The next was a dinosaur like creature called a babbler which stalked the party attempting to sneak on it’s belly into the party’s riverside camp site. The last and perhaps most unusual was a humanoid shaped creature comprised of algae which used psionics to attack the party. All of these menaces were defeated. After many days travel the river widened from some 60’ to around 120’. After 168 miles the river entered the Dreaded Hills and its character changed significantly, as later does its name to the Defiled river. This transition from the forest to the stark Dreaded Hills is sudden with the forest thinning rapidly till reduced to sparse stunted trees and woody scrub then later barren ground with occasional coarse sickly vegetation. The river enters into a gradually deepening gorge and becomes more polluted as the run off from the Hills contaminates it. The miasma of the Cursed River is left behind to be replaced with a corrupt metallic smell and the gloom of the gorge. Strange mists and fogs seem to hang over the river restricting visibility and light such that the light is never stronger than on a gloomy day. Some distance into the Dreaded Hills the river begins to widen to become a long narrow lake with a relatively sluggish current. To the left protected from the current by a jagged rock outcrop could be seen a lone stone jetty reaching into a small bay of the lake proper. The crumbing remains of some building lay behind the jetty and a cracked and upheaved pathway lead into the misty gloom. Despite clear visibility been restricted to 100’ the party could tell by the shadows of the hills that they were in a wide basin like valley that stretched some distance to the north. Once this must have been a beautiful tree filled basin leading down to the shores of an exquisite lake but now it is just rocky ground leading to a polluted lake. The air had a peculiar chill to it and the area is shadowed such that light is as twilight. Other than the slapping of water against the hull of the boat their were no other sounds of life other than the occasional whine of wind coming from the barren hill tops.

The party followed the trail uphill for about two miles where it began to parallel a small watercourse which after another half a mile lead to a small lake. Scattered around this lake were ruins of stone buildings. Evidently most of the elven dwellings here had once been perched in the branches of mighty trees which are long gone. From the toppled masonry it is evident that the buildings were of exquisite workmanship for the broken blocks despite the ravages of time have been carefully crafted of marble and other fine decorative stone and have been engraved with scenes of woodland and elven life. From amongst the ruins the party is assaulted by numerous shadows which flee when challenged by Chutikik with his presented holy symbol.

Heading further uphill the party saw in the distance a structure that had not fallen and appeared to be a hall of some sort. The building was some 80’ square and dome topped with the dome reaching some 45’ into the pallid sky. The building was surrounded by a verandah with columns sculptured like twisting vines supporting the crumbling roof. Open windows lined the inner structure that was surrounding by the verandah. A convex stairway some 40’ across lead up to the verandah onto double oaken doors, carved with woodland scenes and magic symbols, which stood slightly ajar.

The main hall of the building was 30’ x 40’ and it’s roof reached up 45’ to the top of the dome. Supporting this structure were pillars and vaulting carved as trees so that it appears that the roof was indeed a canopy of trees. Adding weight to that illusion was the ceiling which was carved to appear as a leafy canopy. Only the peeled paint of the leaves and the gaping holes in the roof belied the illusion. In the center of the room was a 10’ diameter stone dais upon which in a tile mosaic was the symbol of the school of wizardry. From the gloom at the back of the chamber advances a wraith like form. This could not be turned by Chutikik and proved not be a wraith but a Drelb. The rest of the building consist of small 10’ x 15’ room which were empty save the odd crumbling bone and remains of fires long ago.

After many guesses it was discovered that if the magical symbol of the school on the dais was traced by a Magic User then it glowed and the dais slid to the rear of the temple to reveal a circular stairway leading below. Realising that school of wizardry could potentially be a dangerous place the party cast an assortment of detection spells to forewarn them of any perils. This proved to be a very wise course of action. The party then descended the stair into the dank gloom below. The long disused stairway was littered with dust and debris and finally entered into a small octagonal room with four doorways. One of these was guarded by a stone statue. The others were explored first, the first entering a rubble filled corridor. The second accessed a small ante-room and the third led to a series of chambers. In these chambers were found larvae and some powerful magic. The party returned to the last door and as expected the statue animated to prevent their ingress however the party destroyed this. The doorway opened onto a corridor which had doorways along it’s length leading to two small unexceptional rooms. The corridor ended on the brink of an 80’ wide underground chasm. Across the chasm could be seen another portal which was clearly the continuation of the corridor on the other side. Accessing this portal was a series of seven glowing, pearly white squares, apparently made up of only light each separated by 3’of open air. The party set about traversing this obstacle and were set upon by Doombats. After some near falls saved only by sensible roping the party destroyed these menaces to proceed.

The party continued searching the corridors and found a secret passage leading to a hidden cavern. From here another secret cavern was found in which were many spell books and other weapons and items radiating strong magic. Most of the books detected traps and radiated magic. Amongst these items was a bastard sword with a strange half flesh, half skeletal dragon design on it’s hilt. To have found such a prize the party figured that danger must be nearby and were right for in the next chamber entered they encountered Azimer himself. With no plan for parlay the party rushed to the attack which commenced a mighty battle of magic and steel. Ankara led the assault and struck a mighty blow upon the fell creature of death and decay but to his dismay Azimers skin was like stone and Ankara’s might Two Handed Sword shuddered in his hands doing the lich no harm. Oh shit the party thought and though thoughts of flight were not far from been enacted they realised that to turn their backs would mean their death so they fought on. Caldo unleashed a spell at the Azimer who was effectively prevented from spell casting owing to the hail of blows been rained upon him by the warriors. Alas Azimer was protected by a powerful contingency spell which resulted in both a feeblemind and polymorph spell been released at Caldo which turned Caldo into a drooling idiot. (As opposed into a drooling idiotic worm which would have been the result if he had failed his save against the polymorph spell). The battle continued but the warriors were unable to cause Azimer any harm. Azimer on the other hand was able to cast various quick low level magics to harm the attackers. Suddenly Azimer vanished and the party concluded that he had fled. Using a heal scroll Caldo had his intellect returned and Chutickik cast a detection spell to locate Azimer. Using this the party charged off in the hope of slaying the Lich which they presumed had weakened. (Why else would it flee).

The party found a long corridor at the end of which in the darkness lurked the invisible Azimer who sent a mighty bolt of lightning thundering down the corridor. Lives were saved thanks to some well planned defensive fire and lightning magic previously cast on the party but despite this Swiftsword was felled with great injuries in the corridor. The warriors (including Chutikik) charged onwards whilst the spell casters held back knowing that a bolt of lightning like the one just witnessed would turn them into charred messes. Caldo cast a magic missile which fizzled harmlessly upon reaching the lich. Again Azimer unleashed a spell this time a fireball - aimed at the spell casters hiding in a chamber at the end of the corridor. From his fingertip the telltale ball of fire shot forth streaking down the corridor to it’s target. Chutikik in about of battle madness (demonstrating incredibly uncharacteristic self sacrifice) attempted to dive into the fireball to intercept it’s flight. Needing to hit AC0 he succeeded and took the brunt of the mighty conflagration. He survived owing to a spell of fire protection. Ankara was the first to reach Azimer and engaged in combat. For the first time his blows struck and damaged Azimer and soon the lich was destroyed. The party then searched for the Phylactery holding Azimers lifeforce. In his throne room was found a flagstone (actually a polymorphed gemstone) and the party destroyed this. After healing the party continued there search of the school.

In a nearby chamber carved from solid rock was found a huge crescent shaped table fashioned of black wood with thirty three straight backed chairs of the same material drawn up around it. Three globes of glowing immaterial light hung in midair an the far side of the room and each had an item hanging suspended within it: a staff, a large egg-shaped spheroid and a crown. Seated on the opposite side of the chamber and facing the door was a naked female with long dark hair. Arrayed before her on the table were three swords and three axes along with four different coloured and shaped gem like stones. She looked up at the party and granted them a smile under which was a quite laugh. She greeted the party mockingly and laughed unwholesomely. Using trueseeing she was revealed to be a demon with the lower body of a great serpent and the upper body of a comely woman with six arms. She picked up he weapons ready to meet the attack of the party. The warriors assault must of caused her great harm for in surprise she teleported out of the combat. The party searched for her magically and found her in the chasm discovered earlier. When getting their they found themselves assaulted by other grotesque demons which after taking damage again teleported away.

The party then rested and healed then searched the rest of the school complex. With the various magic found the party leave the School of Wizardry with the next mission been to destroy King of the Dracolichs. The party retired to Dresden to recoup before continuing the adventure and to lean the properties of some of the magic found.

The party returned and a search was made of the ruins by the lake and a dirt covered stone tablet was found upon which were carved diagrams depicting in a stylized manner the lay of the surrounding land and annotated with elven script. This map depicted the location of the Citadel of the Stars.

A trail was followed to reach the Citadel. On route the party were attacked by strange one legged, armed and eyed ogre like creatures called Fachan. The trail joined a stream till it finally a crater like valley some 400 yards in circumference. The western side of this crater was eroded and on the eastern side stood near shear cliffs rising up into the gloom. Against the base of the these cliffs is was small circular lake in the middle of which is was island upon which is a stand of towering dead trees. A small stone jetty jutted from this island. On the eastern side of the lake was a stone jetty and just to the south of this jetty water discharges from the lake to feed the stream the party had followed. Water fed the lake via a small waterfall which gushed out of a yawning hole some 30 feet wide in the cliff face about 50 feet above the lake surface. The base of the waterfall was surrounded by slender arching stairs on either side which led from portals on either side of the waterfall discharge point in the cliff face to connect to a raised circular stone platform in front of the waterfall. Part of the southern stairway had clearly collapsed into the lake making that stairway uncrossable. The effect is for the stairway to enclose the area where the waterfall strikes the lake surface.

The party found the wreckage of some ancient boats and from this put together a usable boat which leaked a lot. Four party members used this boat and the other three under the influence of a water walking spell headed to the island in the center of the lake. Upon approaching the isle a feeling of malignity was noted and some ruins were spotted in the center of the isle in a clearing of the dead trees. The party investigated only to be attacked by some undead treants which the party destroyed.

The party then headed to the stairway leading into the cliff face. After ascending the ramping steps a 50 foot wide tunnel was entered. A stream ran through the center of this tunnel with two raised walkways run on either side. From these, on each side of the stream, could be seen portals leading presumable to other caverns. An intricately carved stone railing prevented falling into the stream though in places this railing was in ruin as if smashed by some great force. The ceiling of the corridor vaulted some 80’ high, supported at 40’intervals by arched buttresses, to create a cathedral like entranceway. The remnants of ancient carvings of woodland scenes could still be seen on the stonework. This hallway must once have been an impressive site indeed. From further up the hallway came the sound of cascading water. The party investigated the galleries running parallel to the stream tunnel to find skeletons rising from amongst the debris which were destroyed by Chutikiks holy might.

The main tunnel was then followed and as the end was approached the sound of cascading water becomes almost deafening. The corridor then entered a fantastic octagonal some 230’wide. The center of this room was occupied by a lake some 150’wide which fed the stream through the entry hallway. This room vaulted to a height of 150’ and a cylindrical shaft, also 150’in diameter, continued upwards. Plummeting down the eastern side of this shaft was a waterfall which crashed into the lake below generating huge amounts of spume which filled the room. Shrouded by the spume was an island in the middle of the lake. This island was 50’in diameter. Built on this island was a 30’ diameter tower which rose beyond the height of the chamber to disappear into the dark reaches of the shaft above. A small doorway was seen at the base of the tower. On four of the walls of the octagonal chamber could be seen passages exiting the chamber. From amongst the spume emerge 12 Wraiths which were turned by Chutikik.

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All but one of these passageways were blocked with rubble. The open passageway led into a spiraling stairway which after 150’ of vertical ascent led onto a level. The party investigated this and heard from a side passage sound of sobbing. With remarkable intuition this was guessed to be a groaning spirit which the party destroyed after casting a silence 15’ radius spell. The party then returned to the stairwell to continue their ascent. After passing through various sublevels the stairwell eventually opened up into a vast angular vaulted chamber much of which was hidden in gloomy shadows. The tower from the lower levels stuck up 30’ into the room out of the circular shaft through which the waterfall poured. The tower was once capped by a domed top however this had been shattered and instead it had a flat top which was covered in a kings ransom of coins and jewels. Siting upon this tower was a gigantic skeletal undead dragon. The party closed to battle this beast and it in turn unleashed bolts of lightning from it’s fingertips and took to the air. Chutikik cast a Sunray spell at the dragon from a scroll causing great damage and blinding it. The party tried to further damage it with spells and missiles however the effects were little owing to its ancient hardened bones and magic resistance. The creature descended upon Ankara who battles it with the magic sword of Dragon slaying found in Azimers lair. Ankara barely survived been torn apart or worse having his life essence consumed before he destroyed the feel creature with the powerful weapon wielded in the hands of a truly foolhardy warrior. Upon the destruction of the Dracolich a mighty ruby on the end of the sword gained a dim glow. Ankara promptly destroyed this gem thus destroying the phylactery of the Dracolich. The party then investigated the tower top to find the wealth of a long dead nation of elves. This was transported back to their base in little boy mountain using a dimensional folding spell.

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Introduction ] Halls of Tizen Thane ] Trouble at Embertrees ] The Chagmat Spiderfolk of LBM ] Attack of the Fishmen Assassins ] The Desert Light ] A Dark Rising at Irilian ] A Wander in the Forest ] The Retaking of Blue Hills Keep ] The Valley of the Earth Mother ] The Battle of Dungaelen ] The Forest of Doom ] The Dragon Hunt ] The Wandering Trees ] The Forgotten Temple of Tharizdun ] [ The Quest of the Great Oak ] The Sacking of Little Boy Mountain ] The Hunt for Zolta the Black ] The Abduction of Pharin ] Assault on the Githyanki Fortress ] The Githyanki Offensive ] White Plume Mountain ] Tomb of Horrors ] Necklace of Brisingamen ]

Credit : This adventure was based on "Into the Forgotten Realms" by Ed Greenwood that appeared in Dragon Magazine #95 1985.