Release of the Lich

Following the battle of Elysis town square, the Mage Penelope informs the heroes; Kargrimm, Valrith and Nephrus of a new quest. The group were to travel north to the mountains to find an obelisk with strange runes.

The party interrogate some of the captures cultists, they learn several things of the Cult, they learn of The East Pentar Company, a merchant guild that has been supplying the cult and they also learn that the cult has a handful of benefactors that fund their operations.

The party travel northwards, finding a logging camp, fire rising from the chimney. As the party closed in they discovered the loggers were in fact zombies.

After killing the zombies Valrith smashed open the door of the structure, within was a ghost. The party failed to damage the villain who smiled then possessed Nephrus. Valrith managed to convince this ghost to give control of his body back to Nephrus.

Further up the mountain the group find a sort of excavation site operated by the cultists. After killing the guards the party tried to rest nearby but remained vigilant. A cultist emerged from the entrance to the under mountain citadel. The first man is captured and killed, later in the night another appears who discovered the party and fled into the mountain, the party pursued.

Within the structure the party discover a room with a barred door inside that room were animated skeleton horses. The walls were decorated with noble house iconography, some of which was Dwarven in culture.

The ghost in Nephrus' head tells him that this is 'The Underhome' a settlement of learning.

The group travel lower finding an abandoned city of sorts, overtaken by spiders. The party engage and kill the large spiders and discover a throne room, though not Dwarven in nature. In the corner was a sleeping cultist, the group interrogate him and learn that there were six layers to this settlement.

Kargrimm disguised himself as one of the Dwarven guards. HE finds information about the place, around 40 hired guards, a foreman Glaz, only high ranking cultists were allowed in the lowest level.

Meanwhile Valrith and Nephrus had found a prison area, they ended up is a fight with the guards, Kargrimm arrived in time to join in. Here the party find a Drow named Erevan Faowind, who claimed to have been held captive here for 200 years. Thankful for his rescue Erevan joins the party for the meanwhile.

After killing the commanders in their meeting room the group finds evidence of some noble houses involved; House Vizar and House Heron, this along with evidence of other chapters.

In the lowest level the ghost possessing Nephrus leads him towards a glowing crystal. Here the party find some sort of cultist ritual, led by Father Chillwind from the Monastery in Elysis. A reckless battle ensued, the cultists and animated armour were killed by the heroes thus ending the ritual. A large Lich appears where the crystal once floated, the Lich thanks Nephrus and then leaves killing all beings on his way to the surface.

While leaving the city in a calm manor after all the guards were killed the group explore further, giving in to their curiosity. They discover some sort of bank, operated by skeletons and a floating head, Darius of House Zar. After talking to the patrons the party learn that whatever happened to leave them cursed to this bank forever happened in the spring of the year 225.

In the commanders room Kargrimm finds documents and learns that the cult were trying to stop the return of the Lich who was named Artaxerxes.

Once they return to the surface world, the trees are dead, the party then returned to Elysis.