20011208 DyingToGoToHell

<H1> Dying to Go to Hell </H1>
<H2> Role Call </H2>
<TABLE>
<TR>
 <TD> Kill'Dar </TD>
 <TD> 12th/3rd Elf Wizard/Fighter </TD>
 <TD> Rick DiRicco </TD>
</TR>
<TR>
 <TD> Travian </TD>
 <TD> 15th Human Paladin </TD>
 <TD> Robert Giedt </TD>
</TR>
<TR>
 <TD> Estus </TD>
 <TD> 11th Human Cleric </TD>
 <TD> Ray Chiang </TD>
</TR>
<TR>
 <TD> Grackle </TD>
 <TD> 6th/9th Half-Elf Fighter/Rogue </TD>
 <TD> Mark Whisler </TD>
</TR>
<TR>
 <TD> Prince Donner </TD>
 <TD> 6th/10th Human Fighter/Wizard </TD>
 <TD> John Speck </TD>
</TR>
<TR>
 <TD> Colin </TD>
 <TD> 16th Human Fighter </TD>
 <TD> Jim Yonemura </TD>
</TR>
<TR>
 <TD> Fingle </TD>
 <TD> 3rd/11th Gnome Cleric/Wizard </TD>
 <TD> Richard Jacobsen </TD>
</TR>
<TR>
 <TD> Auric </TD>
 <TD> 10th (17th CL) Wemic Druid </TD>
 <TD> Keith Farrar </TD>
</TR>
</TABLE>
<H2> Session Summary </H2>
<H3> Prologue </H3>
At the end of the last session, Donner was speaking to Saint Morbios about a number of things. Morbios made it clear that he believes Vorn Kalak will seek to hunt down and destroy those who disturbed his library. Morbios also made it clear that the Lich King has a history of totally obliterating everyone and everything associated with a potential threat.
Thus, the timetable for moving against Vorn Kalak has been moved up. The crusaders of Hades are not quite as ready as they would like to be, but the potential exists for Kennetar and Home to be destroyed if the Lich King thinks these towns are associated with the party.
The Hades forces would be annihilated if they attempted to cross the Grey Vales at their current strength. However, St. Morbios has been in contact with powerful beings from the outer planes, and has uncovered information which could turn this otherwise hopeless situation around.
A portal to Ravenloft exists near the seat of Vorn Kalak's power among the ruins of Parthenel in the Grey Vales. This portal apparently is either colocated with, or is very near, a portal in the land of the dead. Morbios claims to have spoken with the spirit of the hero Perseus, who verified that the portal exists and agreed to show the way to it if asked in person by heroes mighty enough to make the journey.
Morbios stated that he believed the journey would be difficult, but that upon the party's return to this world, there would be no loss of life energy or knowledge. (Translation: it is believed that if someone walks out of the land of the dead under their own power, they don't lose a level.)
Donner, Kil'Dar, Colin, Grackle and Estus agreed to be slain by Hades priests and sent to the underworld in the pursuit of this quest. Auric, after some initial reluctance about disrupting the natural order in this way, has relented with George's help. Max and Hull will stand guard over the dead until the party's return.
One final message from Father Kultos: "We don't know the portal we are sending you to find. It might not be a portal as such. It could be a road, or something similar. All we know for certain is that there is a way out of Hades to the Lich King's lair."
<H3> Fingle's Day </H3>
Fingle returns after dinner. He has been at Home and in Delvondar, trying to determine if this quest to the otherworld is wise.
First, he visited Home. George taught him the Contact Other Plane spell, which took most of the day. George also made an effort to contact another plane himself, since both Fingle and Auric had come to him with concerns about the quest. The results of George's conversation with the great sorcerer Emrys (contacted in Annwn, the Celtic otherworld) have been posted to this list previously, but I include them here for reference:
<BLOCKQUOTE>
<B>George Mac Lir:</B> Will my friends go to Annwn when they go to Hades? <BR><B>Emrys:</B> Yes.
<B>George Mac Lir:</B> Can they bring aid from this world to that? <BR><B>Emrys:</B> No.
<B>George Mac Lir:</B> Can they leave the otherworld by their own doing? <BR><B>Emrys:</B> Yes.
<B>George Mac Lir:</B> What journeys with them from this world to Annwn? <BR><B>Emrys:</B> Life.
<B>George Mac Lir:</B> What else? <BR><B>Emrys:</B> Naught.
<B>George Mac Lir:</B> What is the result of death in the otherworld? <BR><B>Emrys:</B> Life.
<B>George Mac Lir:</B> Will this journey to the otherworld lead to the destruction of Vorn Kalak? <BR><B>Emrys:</B> Possibly.
</BLOCKQUOTE>
Then, Fingle teleported to Delvondar and went to the temple of Garl Glittergold. Fingle met with the priests and filled them in on the situation as it seemed like an important development. They were interested, mostly out of curiosity. Sort of "gee, that's real bad for the Plateau people."
Fingle managed to get some of his fellow priests to help him with Prayer (+1 Luck bonus on saves), Guidance (+1 competence bonus on any 1 roll) and Resistance (+1 resistance bonus on saves). Fingle's Augury with the Deck of Fate for using Contact Other Plane to reach Bytopia came up with The Sun, meaning good results.
So, he cast the spell. Success! Fingle's mind crossed the planes, traveling out to Bytopia, heading for the Golden Hills. He saw a pleasant, pastoral land with gnomish hill dwellings and farms.
Fingle's mind entered an ornate door into one of the hill dwellings. Warming his feet by the fire was a crusty old gnome smoking a golden pipe. His left hand appeared to be a steam-powered iron machine that hissed as he scratched his belly.
Fingle remembered from the old stories that this was the ancient hero Figli Filigree, a great explorer and inventor who traveled the world in his great golden flying machine. Figli is renowned for poking his nose into things he shouldn't and getting away with it. The hand was lost in one such adventure, so he went back to his tinker shop and built Figli's Fingers, an artifact which was lost when he died.
He blew a smoke ring and looked at Fingle with a twinkle in his eye.
Fingle asked, "Is there a better way to defeat the Lich King than the plan outlined by the Hades priests?"
Figli smiled. "Maybe."
Fingle asked, "Where can I look to find this 'better' plan?"
Figli responded cryptically, "The future."
Fingle then asked, "Other than dying as the Hades priests suggest, is there another way I can join Donner on this quest to the land of the dead?"
"Nope," said Figli.
"Who in Delvondar is in the greatest need of my help?" asked Fingle.
And Figli responded: "Durak the Red."
Fingle had heard the name before. He's a dwarven warrior descended from the destroyed Ironforge Clan. He adventures in the Underdark a lot. Word is, he's trying to find a way to retake the Red Islands. For that reason, many in Delvondar - especially gnomes - consider him dangerously mad.
Fingle then asked, "Who in the Westmarch is in the greatest need of my help?"
"Nils Thorsen," said Figli.
Nils Thorsen is leader of the Thorsen Clan, the Norse dwarves of the Plateau now living in The Teeth.
Fingle discussed his results and concerns with Hogli Hogbottom, Patriarch of Garl Glittergold in Delvondar, over an afternoon snack.
"Hummm. I advise you to consider taking on this quest, as it could save many lives," Father Hogbottom said. "You have surpassed the might and skill of many gnomes, and some think you are our champion in the larger world.
"You may not know this, but Vorn Kalak, curse his bones, destroyed the gnomish hill folk in the Parapets soon after he broke the power of the King of the West. We still owe him for that. This may be our hour come at last."
Father Hogbottom was quiet for a moment as he chewed his muffin. "I also think it's a sign that you contacted a bold adventurer's spirit," he said. "These things don't happen by chance, you know. I realize you've been a sensible homebody these many years, but as an adventurer, you really have shone like a well-cut jewel -- even if a bit late in life." He winked. "Old Garl may be trying to tell you something."
Fingle then teleported back to meet the party in Kennetar after dinner, in accordance with the party's "don't split up" philosophy.
<H3> Last Minute Lesson </H3>
<BLOCKQUOTE>
"Annwn, also called Hades, the Underworld, or the Otherworld, is a mirror of the living world in many ways."<BR />"Souls travel between our world and the Otherworld upon death. Often, souls are judged and sent to other spiritual realms as a reward or punishment for their deeds in life. Their arrival can take the form of a new life (as in the case of births or reincarnations) or that of a reflection of the old life."<BR />"This reflection is weaker and fainter than the original, growing stronger with time. Thus, souls freshly arrived in the Otherworld feel not quite at home, and can be recalled by mortal magic. The longer they remain, and the more often they return, the more 'at home' they feel."<BR />"Eventually, the transition becomes so complete that only events in the Otherworld can return that spirit to this life. In the natural course, such spirits eventually die in Annwn, returning to our world as newborns. This is why we mourn as we celebrate each new birth, and rejoice as we bury the dead; for each passing means a new beginning. Thus is the cycle of life completed."-- From "The Many Faces of Truth" by Father Andreus MacNiall of Parthenel
</BLOCKQUOTE>
Hearing of the journey they party is considering, Kieran talked to Kellian Sevenstar to see if there is anything in the Library which may help them prepare. Kellian pointed him to a religious text written by a priest of Arawn, where he found the above passage. Kieran sent a copy of this passage to Donner, accompanied by the following note from Kellian Sevenstar:
<BLOCKQUOTE>
Father Andreus MacNiall was an influential theologist during the time of the Kingdom of the West. He wrote several books on multitheology, which is the philosophy that all faiths are true and coexist. As a priest of Arawn, however, his writings tended to support the Celtic worldview.
</BLOCKQUOTE>
<H3> Hell of a Way to Start the Day </H3>
As the party all awakens in Annwn (or Hades, depending on your faith), you stand at the shores of a great black river. Much of the party's previous life, and indeed your current existence, seems faint and unreal to you. Those who have been across this river before, however, immediately begin to recall your surroundings.
The net effect is this: for the newly arrived in the Otherworld, the character's effective level is 1 for each time they have visited the Otherworld -- including this time. So, everyone's new level is:
<TABLE>
<TR>
 <TD> Kill'Dar </TD>
 <TD> 3rd/1st Elf Wizard/Fighter </TD>
</TR>
<TR>
 <TD> Colin </TD>
 <TD> 4th Human Fighter </TD>
</TR>
<TR>
 <TD> Estus </TD>
 <TD> 1st Human Cleric </TD>
</TR>
<TR>
 <TD> Grackle </TD>
 <TD> 1st/3rd Half-Elf Fighter/Rogue </TD>
</TR>
<TR>
 <TD> Prince Donner </TD>
 <TD> 1st/1st Human Fighter/Wizard </TD>
</TR>
<TR>
 <TD> Travian </TD>
 <TD> 1st Human Paladin </TD>
</TR>
<TR>
 <TD> Fingle </TD>
 <TD> 2nd/1st Gnome Cleric/Wizard </TD>
</TR>
<TR>
 <TD> Auric </TD>
 <TD> 2nd Human Druid </TD>
</TR>
</TABLE>
The holy men known the following. The group will ride down the river Styx. From there, there is a path that forks. At the fork is the Halls of Judgement, where an appropriate religious figure judges the individual. From there, the being can either go to the "happy place" or the "not so happy place".
Auric remembers that when he was last here, he was judged and allowed to go to the happy place. There, there is a chance for reincarnation. Not so much at the other place. As part of the reincarnation process, he remembers drinking from the River Lethe. Those that drink deeply from the river end up as newborns. Auric remembers taking a smaller dose.
The group is following a being. The being appears to be running on air. He runs down the earth, along the banks of a black river. Sometime later, the being speeds up even faster and loses the party and ends up on the black river.
The group finds each other quickly. There is no sense of movement, but thinking of a destination moves the individual towards. Eventually, the party ends up together. As they look around, they notice that the other spirits appear to be moving at a casual rate. As the group sees the river, they notice that it is really huge (a la the Mississippi). Out on the river, the party sees a dim large figure.
<UL>
<LI> (15+ Spot) There appears to be a huge ship.
<LI> (20+ Spot) The gunwales are covered in skulls. Along the top are several armed figures.
</UL>
The ship appears to be coming towards the group, but like everything else is moving at a casual rate.
As the ship approaches, the group sees (15+ Spot) a group of spirits gathering and heading toward the group. Those who move closely see that (20+ Spot) there are even more. As the group approaches, there appears to be a large figure, followed by some orcs, and even some smaller ones. As the group approaches, the ogre appears to be the priest from Zachary's team. The orcs appear to be the temple guards from Og-Kund.
<B>Round 1:</B> The group is hit by a Bane spell. Colin charges and hits the ogre. Estus casts Bless on the party. Donner runs up behind Colin and uses the Wand of Magic Missiles on the shaman in the back, knocking him unconscious. Fingle casts Grease on the area around the Ogre. The ogre slips and falls. Travian runs up. Kill'Dar shoots one of the orcs, knocking him unconscious. Auric moves up.
<B>Round 2:</B> The ogre hits Colin for 16 points. The rest of the orcs and kobolds rush up. Grackle sneaks up on one of the orcs on Estus, killing it--it disappears in a poof of dust, leaving behind its rags and makeshift weapon. Colin swings at the ogre again. Estus swings at an orc, wounding it. Kill'Dar steps back and fires two more arrows, knocking another orc unconscious. Donner puts away the wand and draws his sword while Fingle pulls out the magic carpet. Travian attacks a nearby orc, also knocking it unconscious. Auric swings at the ogre, missing.
<B>Round 3:</B> Several orcs and ogres swing, wounding various party members. Grackle sneaks up on another orc, knocking it unconscious. Estus swings and misses, while Colin knocks the ogre unconscious. Fingle gets on the carpet and fires a sling stone at an orc. Donner hits the orc in front of him. Travian criticals the nearby kobolds, dissipating it. Kill'Dar shoots the other orc, knocking it unconscious. Auric swings and misses.
<B>Round 4:</B> The remaining orcs attack. Grackle sneak attacks the orc on Donner, knocking it unconscious. Colin finishes the one on him. Estus moves over to the last kobold and wounds it. Donner swings and knocks the last one unconscious.
As time goes by, the unconscious spirts begin to dissipate. Those who understand religion believe:
<UL>
<LI> (10+) In general, spirits cannot be killed or destroyed.
<LI> (15+) There are several very clear suggestions as to what happens. One common theme is that they come back (e.g. endless torture, Valhalla, etc.).
<LI> (20+) It's very likely that when the spirit is destroyed or disrupted and probably go back through the land of the dead cycle.
</UL>
The ship comes up and a small raft with a lone figure comes to the shore. The figure stands between the party and the raft and stands' with his hand out. He appears to be an old man, and under the hood appears to be a dark metal crown. The party members each give a coin and boards the raft.
The guards have harpoon-like spears, and with shields with crying skulls. They appear to be skeletons. The ferryman appears at the captains position and now appears like an older captain (shifting from Charon of Greek myth to Arawn of Celtic myth). The guard remain vigilant, moving constantly and looking out over the water.
<UL>
<LI> (15+) The surface of the river appears to be disturbed by the movement of things below the surface.
<LI> (20+) There also appear to be Erinyes flying above the river. Consider that they are the torturers in Tarterus, the party suspects that those who attempt to fly across the river will end up in difficult straights.
</UL>
There appear to be other figures on the ship as well. They mostly appear to be unresponsive. During the trip, the party notices that the "river" doesn't actually flow like a river. There appear to be some small shifts and waves, but not nearly as much as any natural body of water. The sky is about as bright as twilight, but mostly gloomy and gray.
<UL>
<LI> (15+) There appear to be several large shapes moving in concert towards the ship.
<LI> (20+) 
</UL>
Fingle points out the shapes to one of the soldiers and they start hurling their spears into the water. There is a great movement and bellowing from the creatures. Several burst up out of the water. Their upper bodies appear to be humanoid, but very large. Their heads are mostly teeth and have glowing red eyes. There is a thumping noise from the rear of the ship.
<B>Round 1:</B> A huge, hulking oily figure grabs the steersman and comes up over the edge of the boat. Grackle runs up to the figure and attacks. While doing so, it attacks Grackle and clutches him close where Grackle attacks it. Travian moves up and Auric fires a sling stone, but misses. Donner moves up and uses the wand, wounding it. Colin moves up. Fingle looks at the back of the ship and greases the rudder where the other creatures appear to be climbing. Estus turns on the creature and uses the circlet, but misses.
<B>Round 2:</B> The creature grapples Grackle and attempts to leave. Grackle turns gaseous. Travian swings and misses. Auric moves up. Arawn appears next to the figure and swings at it with his greatsword and it is instantly slain, but does not dissipate (apparently, it is alive). Those close by hear Arawn say "How dare you!"
The boat continues the way across the dark river. On the other side, it pulls up to a nice dock and the gangplank is lowered. From the dock, there is a broad road leading to the plains. Out in the horizon, there is a large structure in the distance. Those who have come here before recognize it as the Halls of Judgement. The party begin walking through the Fields of Judgement towards the Halls. Everything appears to be colored in shades of gray.
There is a large adamantine gate where Cerberus stands. Also at the gate are several of Hades servants: Old Age, etc.
Standing on the stones along the road is a figure with a shield slung over the shoulder, a shield at his hip, a bag at his hip, and wearing a helmet. He appears to be watching the figures as they move down the road. He looks more substantial than the other spirits the party has seen. As the party approaches, he looks towards the party and squints.
<BLOCKQUOTE>
<B>Donner:</B> Are you Perseus?
<B>Perseus:</B> Are you Donner?
<B>Donner:</B> I'm flattered that you know of me.
<B>Perseus:</B> We know much about the land of the living. After all, everything eventually makes its way here.
<B>Donner:</B> Well, it's an honor to meet you.
<B>Perseus:</B> I have led a long and full life. Though I would give anything to live again.
<B>Donner:</B> Well, it's an honor to meet you.
<B>Perseus:</B> The gods make decisions about who lives and who dies. I have not always agreed with the gods.
<B>Donner:</B> They were probably more active in your time than in mine.
<B>Perseus:</B> You might be surprised. However, I refused to drink from the river Lethe. I will find my way back.
<B>Colin:</B>
<B>Perseus:</B> Hades has asked me to do him a favor. He does not see it that way, but I see it as such so that he will eventually let me back to the land of the living. As such, I ran across something which interests one of his minions. Hades has asked me to
<B>Donner:</B> I suppose that there would not be sufficient time to ask about your exploits in the land of the living.
<B>Perseus:</B> I have all the time in the world. However, know that the longer you stay, the more difficult it will be to stay.
<B>Donner:</B> Well, perhaps we should move along.
<B>Perseus:</B> If you wish to leave, you must do one of three things: you must have Hades' permission, you must forego judgement, or you must not eat.
<B>Donner:</B> (Asks several questions about the rules involved) Well, what next?
<B>Perseus:</B> Well, the first this is that we are not going down this road. We will go to the Stygian Marsh where all the rivers meet. There, I have found a way to another land. I may not travel that way, since I do not have Hades' permission.
		However, any way you take out of Hades, you will have to pass by Cerberus.
<B>Donner:</B> Maybe we can sneak past him.
<B>Perseus:</B> It is the nature of Cerberus that he is anywhere he can be needed. I have even heard stories that Hercules tamed Cerberus.
<B>Grackle:</B> Isn't he a god?
<B>Perseus:</B> Well, yes, but that shows that it can be done.
<B>Perseus:</B> Well, let us go now and I can explain along the way.
</BLOCKQUOTE>
As they continue along the way to the marsh, Perseus warns the party about the dangers of the river.
<UL>
<LI> On the far shore, you have to watch for vengeful spirits. You have a high likelihood of running into those who carry a grudge. Vengeful spirits mostly tend to torture those who wronged them in their life.
<LI> On this side of the river, have either undergone judgement or are avoiding judgement. As such, most of those spirits are not allowed to cause such trouble.
<LI> Near the marsh, there may be such wandering spirits. There may be some spirits who have touched the river Lethe and are wandering the area.
<LI> Creatures from other realms come here to steal souls. The realms who respect Hades' rule the least are those from the chaotic realms. There is very little difficulty from the lawful realms. "Some would say they get their unfair share of souls since they have the best lawyers."
<LI> Particularly in the marsh, one must be careful of the Slaadi. For some reason, they are immune to the effects of the various rivers. Thus, they inhabit the swamp waiting to kidnap souls that wander the swamps.
<LI> Once the party attempts to leave the land of the dead, Perseus can no longer help the party. "I cannot remove obstacles in your way. I cannot seek to stop those who wish to bring you to judgement. I can help against those who would remove you from Hades' realm."
<LI> The party should also be wary of agents of the judges. They have different forms and depend on the judge who sends them. The judges are Aeacus (king of Aegina), Minos (king of Crete), Rhadamanthus (brother of Minos), and Anubis. Minos makes the overall final decision. Rhadamanthus judges those from another spiritual realm (those who come from the East), Aeacus judges those from our realm and the North. Anubis judges those from the South.
<LI> The minions of Minos are the ones to watch out for. As the final arbiter, Minos' arbiters take the form of huge men or minotaurs. Aeacus' servants take the form of winged creatures or normal men.
</UL>
Donner suggests that the party can use the flying carpet to quickly travel to the marsh. Everyone piles in.
<BLOCKQUOTE>
<B>Perseus:</B> Interesting. You appear to have had several gifts from the gods.
<B>Estus:</B> Gifts? We wish!
<B>Donner:</B> Fighting one medusa might have been tough. But let me tell you about these things called beholders...
<B>Perseus:</B> Well, if you wish to travel that way, I can join you if you wish. (Whistles and a white winged horse comes along)
</BLOCKQUOTE>
The party has been travelling for several hours and are beginning to feel the effects of hunger, sleep, and especially thirst. Perseus pulls out a waterskin and drinks, annoying the party. Talking to Perseus, apparently very few spirits are able to memorize spells.
<UL>
<LI> River of Forgetfulness (Lethe):
<LI> River of Fire (Phlegethon):
<LI> River of Woe (Acheron): Cursed waters. Those who touch begin suffering in great measure in many ways.
<LI> River of Hate (Styx): It will cause you to do things which will affect your future judgement in Hades.
<LI> River of Lamentation (Cocytus): Really impede journey if anyone touches. No one has led a perfect life and it will make you fret over a lot of it.
</UL>
Donner expresses some surprise at the spirits desire to return to the land of the living. Perseus explains that the land never changes. Thus it is difficult to make a difference of any sort in this land. "The flash and color of life are far more vibrant than everything in the land of the dead. Where is the sense of victory without the threat of death? (Sort of like Everquest)"
The party continues to talk to Perseus during the day
<UL>
<LI> Perseus is a hero born of ancient Greca, predating the modern Imperium.
<LI> Perseus talks about the Planes of Reward (Elysium) and the Planes of Punishment (Tarterus). He uses the terms generically, even though there are planes with those exact names.
<LI> Hades is not in support of the Lich King. He is almost willing to violate the Covenant to punish the Lich King.
<LI> Holos is the Titan of the City Brass. He was dethroned by Apollo as guardian of the sun. Holos was a proud being and probably has a grudge. When Holos was cast down, he lost his godhood and would have to have a campaign about regaining his godhood before he can have his revenge against Apollo.
<LI> The tale of Gorath. He attempted to face Corellon Larethian in direct combat. Grummsh successfully interceded to avoid his destruction, but not his imprisoned. It is unclear whether it was Corellon or his minions who did the actual work. Since the form of punishment wasn't in Corellon's style, perhaps a third party (such as dwarves) ended up with the decisions.
<LI> House Marvad has existed during the time of Greca and Roma and have always dabbled in dark sorceries. They gathered such items via trading.
<LI> Perseus knows of a lady who was a witch and prophet in life and has only grown stronger in death. She always tells the truth (i.e. complete and satisfying), even though her questions don't always lead to good results. She used to be known as the Great Oracle at Delos.
<LI> There is a region of mists in the marsh which appeared only a few centuries again and has been growing significantly since then. Presumably, this is a sign of the the fact that Ravenloft is becoming less a demiplane and more of a plane. The time corresponds very roughly to the creation of the Gray Vales and the City of the Ancients.
<LI> Perseus believes that Lord Malbain received judgement, was going to go to Elysium and was instead permitted to commit to one task before going to Elysium. Apparently, Hades stepped in and agreed to Malbain's request. He was not permitted to leave, but he was allowed to complete his quest.
<LI> Apollo doesn't come to Hades. Darkness visits on a daily basis to bring night. Where Erybus comes from is at the origin of the darkness.
</UL>
The next day, two rivers are visible: one appears to be spreading and the other flaming with rolling boulders. Auric sees a lot of unusual plants growing along the river that resemble plants back home (nightshade, hemlock, mandrake, etc.).
<BLOCKQUOTE>
<B>Perseus:</B> We must unfortunately travel beneath the trees, since the plants overgrow to the point where it will be difficult to fly through.
<B>Donner:</B> I was hoping we'd be able to avoid encountering the creatures in the swamp.
<B>Perseus:</B> How did you plan on doing that?
<B>Donner:</B> Here's our plan. We have the means to disappear from plain sight.
<B>Perseus:</B> Like my shoes.
<B>Donner:</B> Oh yeah. And we have the means to disappear from plain sight.
<B>Perseus:</B> Like my helmet.
<B>Donner:</B> Right. (Takes mental inventory of Perseus' equipment)
</BLOCKQUOTE>
The plan is to have Grackle and the entire carpet invisible fly through the swamp. He spots a frog-like blue creature which is looking in the general direction of the party.
<BLOCKQUOTE>
<B>Grackle:</B> Psst.
<B>Perseus:</B> Look away.
<B>Grackle:</B> (Looks away, hears the hissing of snakes)
<B>Perseus:</B> It's clear.
<B>Grackle:</B> (Looks back and sees the Sladd has be turned to stone)
</BLOCKQUOTE>
They continue along and end up encountering a Red Slaad. Perseus engages it in combat while Kill'Dar is boosted by the party and he shoots at it. Kill'Dar uses the ring to heal Perseus and Donner agrees to have Estus use two charges from the wand to heal him as well.
The party continues along and Perseus stops:
<BLOCKQUOTE>
<B>Perseus:</B> This is as far as I can take you.
<B>Donner:</B> Why is that?
<B>Perseus:</B> The mists mark the edge of the swamp. Beyond that is the way out of Hades' realm.
</BLOCKQUOTE>
The party moves into the mist and they are immediately greeted by Cerberus. The legendary three-headed guard dog of Hades appears to be 15 feet at the shoulder. Fingle attempts to give the Sleeper Stone to Cerberus, but Colin stops him. Colin and Auric volunteer to use his animal skills to approach Cerberus. After several failed attempts to make friends with the dog, the group eventually tries to give the Sleeper Stone to the dog as a part of a collar. One of the heads accepts, and Cerberus falls asleep.
Now that the group has entered the mists, the feeling of sedateness passes and is replaced by fear. The party's vision also becomes obscured-- presumably the party has left Hades' realm and entered Ravenloft. As they continue moving away from the Land of the Dead, the group slowly also begins to remember more of their living lives. About 30 minutes later, Grackle sees a great stone tower beyond the trees. It is completely isolated. Fingle identifies the stone as the heavy volcanic stonework that was used to build Blackvault.
As the group comes out, they regain their single enchantments and any charges expended are not used. Unfortunately, the group is in Ravenloft.
<H2> Foes Fought </H2>
1 Red Slaad<BR>Cerebus