The Plotline of 'The Unlit World'
The Plotline:Last Updated:
Silverhall | Payment Overdue | Blood Hunt! | The Astral Shard | Out of Body, Out of Mind | The End of Part One

My own thoughts so far:

Well, as this was the first campaign I ever started in 3rd Edition (apart from a rather abortive attempt that I originally conceived of while playing 2nd Edition) - and also the fact that it wasn't me that decided on the ground rules of the campaign so far, I was actually rather apprehensive about the entire idea.

I therefore quickly decided to base at least the first couple of scenarios heavily on the pre-made modules I had bought - partially because I was (and, to a certain extent still is) unsure of the exact changes from 2nd to 3rd Edition, and partially because I have - literally - heaps of scenarios for 2nd Edition that I've never played through. I wasn't about to allow the same situation to develop for 3rd Edition.

Silverhall

Background:
Silverhall is based on the scenario The Hidden Vault, a Legend & Lairs d20 Instant Adventure, made by [
Fantasy Flight Games]. The areas and monsters are used as-is - the backstory is something I added. The Hidden Vault is designed for 4-6 characters of level 5-7 - in order to make it more of a challenge, I doubled the number of R'Karg drones encountered, as well as ignoring some of the penalties they got - and increased the hit points of the Mother, and granting her a couple of Special Qualities. All in all, I think the module was perceived as a challenge, even though the player characters were 10th level characters.

Overview:
The first couple of sessions covered the characters traveling through the Underdark from their Citadel of Mirrors to Demonskull Gate, where they transferred to the Overland. Edging the cursed Char'gr Wastelands and hugging the foothills of the mountain range the Stormtops, the characters fought their way to the duergar mining colony they were supposed to check up on - Silverhall. They then fought their way through Silverhall, destroyed the R'Karg Mother that had made Silverhall her nest, and collapsed the tunnel that the duergar had accidentally opened to a system of tunnels and caverns stretching deep into (or should I say under?) the Char'gr Wastelands.

Experience:
The player characters were awarded 1 000 xp per night they had participated, plus a 2 000 xp story bonus. As this was a four-nighter, this resulted in mostly 5 000 xp, with 6 000 for those who had participated in all four.

Details:
Presented with their mission by a duergar priest, they were told that the duergar hadn't received their ore caravan on time. They therefore had sent a party of scouts. None returned. They then sent a party of warriors. None returned. If the Mirrorlords could help them, the duergar would be grateful - and some appropriate payment would of course be included.

After some haggling, the drow agreed to do this for 3 grakh of Truesilver (Mithril - just over 3 pounds) as well as 5 000 gold pieces' worth of gold and silver. A bargain, as the duergar were prepared to go quite a lot higher at that time - but the player characters didn't know that at the time.

Granted the help of a duergar 'guide' - which in reality were one of the elite soldiers of the duergar lord that ruled the fief Silverhall belonged to, and whose claim to being a guide resided solely on the map which he had been provided with - the drow set out for the duergar mining colony Silverhall.

Encountering a couple of strange Underdark-altered beasts on their way to the Demonskull Gate, the drow made fairly good time. At Demonskull Gate things threatened to erupt into more violence, as the 'pet' of the drow cleric - a very young green dragon - ate the pet of some shaggy humanoid race there, and the drow insisted he had left his money in his 'other suit of armor'. The discovery of something which appeared to be double crossbows at Demonskull Gate caused some interest.

After the near-altercation when the dragon ate the shaggy pet, the party then moved on into the foothills of the Stormtops, hugging close to the edge of the Char'gr Wastelands, their speed vastly improved by the duergar being able to buy himself a duergar riding lizard, which he called a springer lizard. The duergar also got some feed for the lizard, consisting of what appeared to be insects mashed into a paste, mixed with lard, and divided into large blocks of lard-and-insect food. The lizard seemed quite happy with the food, as well as the dragon - which managed to sneak a bite, after having tried to eat the lizard.

A couple of fights in the Wasteland later - and a number of strange 'encounters', one where they observed a gigantic worm of some sort deep in the wastelands, as well as three tall humanoids wandering by as well as experiencing the Char'gr Curse of Hopelessness and the Curse of Unluck, the party - now bolstered with their hobgoblin retainer and a kobold sorcerer that also lived in the Citadel of Mirrors - finally reached Silverhall.

Quickly ascertaining the reason why the ore caravan had been missing - Silverhall was overrun with strange monsters - the party then proceeded with a traditional mop-up operation. Interestingly enough, the players' dungeon crawl reflexes had been somewhat dulled, and they missed the entirety of magical treasure that The Hidden Vault module would have granted them. However, the mission must be called a success, as no player characters died.

Payment Overdue

Background:
Payment Overdue is a continuation of the scenario The Hidden Vault. In this scenario, the characters learn a bit more about their duergar 'friends', as well as encountering interesting monsters - and killing them.

Overview:
The first session covered the aftermath of Silverhall, where some of the equipment the characters had collected in their big day out was identified. The equipment from the Shattershadow Captain is still unknown, but the duergar mithral full plate was found to have been magical, its dweomer probably unraveled by the attack that removed everything beneath the knees of the unlucky duergar that wore it.

The party learned something more about the nature of the Curse of the Char'gr Wastelands, as well as being shown a glimpse of the inner workings of the duergar Kingdom of the Anvil. The duergar are apt to keep their end of bargains - though they are likely to try and twist them to their own advantage. Of course.

Furthermore, they learned that although Light may be defeated, it doesn't mean that it is gone. And, just perhaps, there might be one last stronghold of Light.

Experience:
The player characters were awarded 1 000 xp per night they had participated, plus a 2 000 xp story bonus. This was a three-nighter. People whose characters had died, did not receive the story bonus. A special 1 500 xp story bonus was awarded to the character of the player that had (correctly) unraveled the backstory so far - an impressive feat.

Details:
Their payment overdue, and getting anxious for some action, the drow decided to take matters into their own hands. The drow cleric and one of the twin drow wizards - and their hobgoblin sla... umm... advisor, of course - set out for Demonskull Gate, the closest duergar stronghold they knew of.

Barging in without any clues whatsoever to the inner workings of the duergar politics of Demonskull Gate, the characters nevertheless did not let their cluelessness be any hindrance to overwhelming arrogance. After nearly provoking the duergar administration into attacking the drow with intent to kill, they managed to get hold of a member of the Oredelver clan.

The poor duergar nearly bolted when he saw who he was supposed to meet. The Keymaster clan, not overly fond of neither the Rocksteady nor the Oredelver clan, had said nothing about who he was supposed to meet.

Fearing painful death - clergy of Sargonnas, the Consort of the Spider Queen aren't well known for their sane and cheery demeanor - the duergar swore that he knew that the small caravan carrying the payment for the drow had been sent. Whether it had actually reached its destination - well, that was something he had to check up on.

A few hours later - half a day or so - he returned, with a map inscribed in a small disc of brass. Containing little in the way of details, Demonskull Gate was clearly noted, as well as a symbol of two hands, close together and open towards the sky. This pair of hands, known as - quite simply - the Open Hands, denotes the edge of the lands where the duergar regularly patrol rather than just claiming control. This was the last known point where it was certain the caravan had passed - the guards that had followed the caravan up to this point had returned.

The curse of the Char'gr Wastelands reared its ugly head twice in the first two sessions. First and foremost, the curse on the duergar mithral full plate found in the Char'gr Wastelands faded, its curse a direct function of it being buried in the wastes themselves and fading with time.

The second effect of the curse manifested itself at an inopportune moment indeed. During the second session, the party of characters (then comprising the drow cleric, the drow wizard Thular Noquar, and the hobgoblin fighter/druid) encountered a mated pair of Tiger Renders. The Tiger Render (a variant of the Grey Render) surprised the druid quite thoroughly (that should teach the players to post a guard with absolutely no skill ranks in Spot), and after a few rounds of combat the hobbie druid decided to let loose with a call lightning. After all, the sky above the Char'gr Wastelands is an eternally roiling dust storm.

Sure enough, the call lightning spell worked beautifully, and called down a powerful bolt of lightning from the overcast sky. A forked bolt. One bolt hit the Tiger Render - and one bolt hit the hobbie druid. Quite nasty, that.

Later on, the hobbie druid lead the party around a couple of encounters that promised to have been quite painful. One large nest of Fire Vipers was handily bypassed, as well as a ravine in which something tough lives - tough enough to kill and eat a dire bear, evidenced by the crushed skull of a dire bear.

Reaching the Open Hands, the party found that someone was waiting for them - the duergar fighter that had been their guide on their previous jaunt which had led them to Silverhall. He informed them that he was there to help them recover their payment (and, obviously, though noone mentioned it - to keep them honest).

The party foolishly started by searching the ravine where they had spotted the crushed skull of a dire bear. In the end of the ravine, there was a sulphurous pool of hot water. After having repositioned themselves so that they could drop things into the pool, the cleric started tossing big rocks into the pool - to see what happened.

Then, the acid dragon that laired there came crawling out to see what had dared disturb it while it was relaxing in its lair. After some preliminary fighting without either side really committing to the fight, the party (wisely, I might add) decided to run away - to live to loot another day.

Then, the druid remembered the carrion birds they had spotted earlier - in the first session, actually. Large, black, reptilian carrion birds - more pterodactyls than anything else - had circled a particular spot some distance away when they had made their way to the Open Hands. (He didn't get bonus xp for that one, since he was supposed to be a druid - and know about such things as carrion eaters and whatnot, but I had to spell it out for him. Had he thought of it by himself, he would have gotten bonus xp. But he didn't. Oh well.)

Reaching the ridge where the carrion eaters had circled, they found what was left of the duergar caravan. Stripped of their equipment and all valuables, the bodies had been left to be disposed of in the most natural way possible - to be eaten. But, the ambushers had left a trail - which the druid could track (once he had wild shaped himself into a dog to get bonuses to his tracking roll).

Tracking proved a fairly difficult task, but with the insane modifiers the druid managed to get on the skill roll, it wasn't anywhere near impossible.

Then, the party blundered into the group that had ambushed the duergar caravan - a small task force of Light consisting of Bulwark (Dwarven Defender of Light), Lianna (Arcane Archer of Light) and the Masked One (Masked Mage of Light).

Knowing that such a multitude of champions of Dark meant that they would be in deep dodo, Bulwark did what he could - he sacrificed himself to make sure that Lianna and the Masked One escaped with their precious cargo of mithril. That, and Bulwark was the only one who didn't know the location of the Last Bastion of Light and therefore that information couldn't be ripped out of his soul no matter what they did to him.

Charging heedlessly into combat, he bought time for the Masked One and Lianna to get away - and killed two champions of Dark in the combat as well.

The druid was killed, as was the kobold Eldritch Master. One of the drow wizards escaped only because he beat Bulwark on initiative - but in the end, even mighty Bulwark could not overcome the collective might of the drow spellcasters arrayed against him. Bulwark died, the gold that the drow had been promised was recovered, but the mithril was not. However, the items taken from Bulwark's body was some recompense. It wasn't as if any of the drow had died, after all. It was a fair trade.

Blood Hunt!

Background and Overview:
Dealing mostly with duergar politics, Blood Hunt! tells the player characters a bit more about how the duergar way of doing things is, and also tells them that the forces of Light are not completely oblivious to the Kingdom of the Anvil.

Experience:
The player characters were awarded 1 000 xp per night they had participated, plus a 1 000 xp story bonus. This was a two-nighter. Some individual adjustments of xp was given, the largest one (750 xp) to the player whose drow cleric had sacrificed one of his important magical items (a Cloak of Resistance +3) to learn Restoration.

Details:
After the pretty intense conclusion to Payment Overdue, the group took it easy a couple of weeks. Then, gifts started trickling in. Once a week or so, a small but well-armed duergar party arrived, giving the drow a gift of some expensive item or other.

Then, the invitation requesting their presence in Thorbarkel came, explaining that they would need to bring their gifts in order to properly present them in the party.

Obviously, the drow were of (at least) two minds about the whole thing. Two (one of the wizards and the cleric) argued that this might be a cunning plan from the duergars to collect the drow in one spot so that an ambush would take them out easier. Lovely paranoia. I'll have to foster it some more.

In the end, it was decided to treat the invitation as genuine, but prepare spells as if it was, in fact, a trap.

After a short wait near the Open Hands, the duergar met in force to properly escort the drow to Thorbarkel. The escort was complete with a band of bards - mostly percussionists of some sort or other - to 'lift the spirits properly'.

The duergar force also included Serrash Rocksteady, the second-in-command of the fief of the Rocksteady clan. A pleasant and comfortable ride later (the drow rode in palanquins carried by strider lizards, while the lizzie fighter had to walk), the party got a short glimpse of the wonders of Thorbarkel before they were presented with their own quarters in the citadel of Thorbarkel and told very firmly that they were guests, and proper guests of Thorbarkel didn't stray far from their (very well-appointed, I might add) quarters... because Thorbarkel was a city not without its dangers and... one never knew what might happen with guests if they strayed too far from their quarters. The warning was quite effective - the drow didn't even try any mischief.

The awaited trap wasn't. After the preliminary festivities, the various gifts were presented, presenting the clan who had given the gift. Suddenly, the leader of clan Stronginthearm shouted 'I know what you're trying to do and it won't work', and then activated a magical item of some sort that whisked him away on the wings of magic. Serrash Rocksteady quite calmly continued his presentation of the various gifts, while the retainers of the Stronginthearm clan quietly backed away, weapons at the ready.

Then, just as calmly as discussing the quality of some ore he had just found, Serrash Rocksteady declared a blood hunt on clan Stronginthearm, with the usual rules - no kill stealing, no summoning creatures that could go out of control, and so on and so forth.

The party leapt at the chance to kill some duergar and loot them - and with official sanction, no less! Enrolled in the duergar paperwork as 'clan Noquar' engendered a discussion of whether they'd been correctly entered, as the drow insisted it should read 'House Noquar'. A duergar mercenary that came to present his contract and his suggestion that the drow might employ him, explained that it wasn't a difference, really - while 'clan' suggested more of a business venture (and might be construed as 'company' in the context), a drow 'house' was much the same - but blood lines played a much greater part.

Happy with that explanation, the drow partied the rest of that evening, and was ready for some serious bloodshed later that evening.

The assault on the Stronginthearm citadel wasn't quite as easy as the players anticipated. Two groups were standing near - but not too near - the Stronginthearm citadel. One group belonged to clan Oredelver - the clan that already owed the drow quite a lot for freeing Silverhall, and the other group belonged to clan Shadowfriend - a clan of freaky duergar that often wears but little armor, and is usually clad in deep, black robes.

The drow bypassed the quite strong defenses of Stronginthearm by merely using dimension door.

Arriving in the access hall of Stronginthearm, they were assaulted by 28 duergar, four groups of four using crossbows in mobile shelters (called 'turtles' by the duergar), and two groups of six each with an equal mix of great axes and halbards.

It didn't help diddly squat in the end. All the well-planned defense of Stronginthearm's best fighters (Warrior 3s and 4s the lot of them) went to pieces under the determined assault of two high-level drow wizards, supplemented by the pure slaying power of a cleric of Selvetarm and the skilled might of a lizzie fighter. Two fireballs, a lightning bolt and a few magic missiles later, the fight was practically over.

Running fast along (after opening the outer gate and waving the others inside), the party quickly discovered two secret doors leading to a hidden maze of narrow passageways connecting various parts of the citadel. Zeroing in on the private quarters of Stronginthearm, the party arrived in a hallway with two galleries - one on each side - divided from the hallway itself by steel bars.

The invisibility purge the cleric cast revealed the ambush. Two groups of three duergar each were hidden in the galleries, one on each side, having employed both the duergar innate ability of invisibility and physically hiding behind a low brick wall set up in the galleries. The invisibility purge also revealed the group of three Shadowfriends that had been invisible in the middle of the hallway. The ambush was tripped, but the drow weren't the target.

A hail of crossbow bolts later, one of the Shadowfriends were mortally wounded. One of the Shadowfriends - a duergar with no hair whatsoever and a distinctly withered look - cast a death knell spell on his dying clansman, using his fading life energy to boost his own powers. The drow cleric appreciated this tactic very much, making a note to himself to use the same tactic if the opportunity ever arose.

One Shadowfriend tossed a jar of something explosive into one of the galleries, but didn't have much time to do anything about the other before the drow got into the fight. A disintegrate spell and a summoning later, one xorn was busy eating the remains of one group of duergar, while the other duergar were efficiently slaughtered in melee by the lizzie fighter and the drow cleric.

When shrunken one of the two remaining Shadowfriends told the drow to beat it - because they had dibs on Stronginthearm - the drow didn't like it much. Not much at all. Hissing in frustration, the shrunken Shadowfriend threw the other one at the group of drow in a well-practiced attack maneuver. The other Shadowfriend's heavy cloak flew aside, revealing a spiked breastplate and bracers covered in poison.

The energy drain that the shrunken Shadowfriend cast on one of the drow wizards did much to make the players very, very concerned. Nevertheless, they got through the following fight okay (though the shrunken Shadowfriend teleported away through the use of a strange shadow door he conjured). Looting the quarters of Stronginthearm after disabling the ingenious layered traps on the door netted the party some quick treasure. Then, they went to look for the vault itself.

Arriving in the vaults through the secret passageways, they discovered their old 'friends', the champions of Light. Lianna the Arcane Archer was there, as well as the Masked One. A new addition to the group of light was a guy clad in a leafy-green scale mail, this one also masked like both the others.

The drow didn't dare to interfere with the looting of the cache of mithril the Lighties did. Though Lianna wanted to avenge Bulwark's death (Bulwark being the dwarven defender that died taking out two of the party in the final encounter in Payment Overdue), the Masked One restrained her. Before long, the Lighties teleported away through the arcane might of the Masked One.

Looting the vault, the drow netted some important magical items, as well as getting some gold and gems. Monetary wealth isn't everything, but it's pretty much. Extraction was quick and easy, and the Citadel of Mirrors was but a teleport spell away after that.

In the aftermath of this excursion, the drow cleric Zen sacrificed his cloak of resistance to learn restoration - which was necessary to counter the energy drain effect. Nasty spell, energy drain.

The Astral Shard

Background:
For something completely different (and, of course, to avoid undue demands on my time - I just can't take the luxury of personally preparing all the scenarios when we're playing two or three times a week), I decided to use a "stock" scenario which I had already printed out and read loosely through once.

The scenario is called The Astral Shard (well, duh), and was written by [Monte Cook] while he was with TSR. It can be found on [TSR's website]. Originally set as suitable for 9th level characters or so, I decided to beef some of the opposition to make it a challenge.

The Astral Shard is easy to drop into any campaign, but in particular it was easy for me because teleporting to and fro Thorbarkel had become fairly commonplace.

Overview:
Basically, something goes horribly wrong and snatches the characters away when they are teleporting. Trapped in a strange Tower placed on an island some distance away from an unknown coastline, they have to deal with the legacy of the now-vanished githyanki mage who created the Tower - and hopefully escape with their lives.

Experience:
The player characters were awarded 2 300 xp (if memory serves correctly). This was a one-nighter, but a fairly long one at that. Only a part of the group was party to this scenario.

Details:
Basically, it had been pretty intense for the cursed drow of the house Noquar. Now, they finally had time to settle down, and sift through the various treasures they had collected from their raid into the stronghold of Stronginthearm, as well as review what they had gathered previously.

Their new duergar hireling wasn't working out. One of the drow wizards was teleporting him to and fro Thorbarkel several times a week, and that wasn't a situation that could be sustained. Finally, the drow told the duergar that they would teleport him once per week to Thorbarkel, and that they would check back in a week to see if he had gotten his contract sorted out yet. What was more, the drow wizard that did most of the teleporting started to complain that it hurt to do all that teleporting, and was more or less incapacitated by blinding headaches after doing the teleports.

When the invitation from Thorbarkel came for another party, the drow and their cohorts were eager to come. However, the drow wizard who had done all the teleporting flatly refused to teleport any more until the end of that week, when he had promised to get their new duergar retainer from Thorbarkel. There was no way he was going to 'port any more for a while - his headache from the last time hadn't really died down yet.

Naturally, his twin brother (the other drow wizard, Xarr) just thought Thular was whining, which he is wont to do from time to time. Gathering the necessary components, he 'ported himself and some of the cohorts to the party at Thorbarkel. Or so he thought.

While riding the winds of magic to their destination, Xarr felt a wrenching sensation, and ended up somewhere else completely - in a circular room with a strange energy web, and runes of misdirection and translocation on the walls... as well as sigils of suggestion. The members of the group looked around curiously, trying to understand this strange place they had ended up. All, except the lizzie fighter.

The eyes of the lizzie fighter glazed over, and he stiffly walked to the staircase winding downwards in the center of the room. The others eyed him curiously, and decided to follow him down - to see where he was going.

Entering the room on the sixth floor he promptly sat down, obviously pleased with himself. The group had a chance to see two gigantic ice cubes in this room - the one containing a white horse with a horn on its forehead?, and the other containing a demon from some layer of hell - before the bluish sphere that was drifting around in the room suddenly swooped down towards the lizzie fighter... and lightly touched him.

Instantly, he became stiff - and a thick layering of ice encased him! The mystery of the oversized ice cubes was no longer a mystery. Something had better be done about this - and usually in their own inimical style. Snaring the sphere with a net the tiefling had carried with him, they dragged it out of the room - where it suddenly swooped to attack them! One quick spell later, the sphere was no more. A flame aura spell and a quick hug later, the lizzie fighter wasn't frozen any more.

Basically, the group roamed the upper floors, picking up Pandira and Wistamoch along the way. Pandira was an evil girl, and therefore easy. The drow wizard had problems concentrating when she rubbed her body against his, never mind when her hands deftly started fingering parts of his anatomy. Pandira was definitely going with them back to the Citadel of Mirrors. Just as Pandira had planned...

Finding a cleric on one of the upper floors, the human cleric immediately demanded they leave, or die. The drow took that as a challenge, and not as a warning - the lizzie fighter drawing his sword and charging the cleric. The cleric lightly touched the lizzie - and he fell to the floor, his life force snuffed as a candle in strong winds! Slay living, the drow wizard whispered to himself - his cousin Zen could do the same, after all.

The fight ended quickly after that. Incessant battering with fighting magics made the powerful cleric say hello to his deity - in person. Permanently.

Slaying the guardian naga that guarded the magical item responsible for their ... relocation ... was a fairly easy fight - though it was closer than the group appreciated. Not only had they loot to distribute, they had snared girls as well!

Pandira soon proved to be a slut, going for both the twins. Xarr didn't mind - that meant that he could better focus on his studies by day, when Thular was busy with Pandira, and Thular could study by "night", when Xarr was busy with Pandira. Even Zen was the target of Pandira's attentions - but resisted her charms. To his chagrin, but he really didn't want to make out with human women. Now, a drow female with a couple of whips or something...

Wistamoch soon established a garden in the vicinity of the Citadel, and what passed for quiet and calm among the drow soon settled the Citadel of Mirrors again. Later, it was clear that the other drow wizard - Thular - had decided that a little headache was an acceptable price to pay for a good party, and had 'ported over to Thorbarkel together with the drow cleric anyways. So House Noquar hadn't only gotten chicks, they had been present at the duergar party as well!

Out of Body, Out of Mind

Background: Out of Body, Out of Mind is based on the scenario by the same name published by [Alderac Entertainment Group]. The areas and monsters is used mostly as-is - the backstory was quickly adapted to better fit the setting of The Unlit World. In order to provide a better challenge for the player characters, I increased the power of the ghost, as well as increasing the stats of the nescent, which is the major "baddie" in this scenario. The conclusion to this scenario became very interesting, and the player characters haven't properly dealt with the consequences yet - if, indeed, they are able to.

Overview:
(This part is a bit short - it's been a while since we played this part of the campaign, and I don't really remember the details clearly any more)

Deciding to investigate a strange fortress - a squarish piece suspended by immense chains over a lava pit that they have seen previously, the characters basically get embroiled in a plot that has been put on hold for 600 years.

First, they had to defeat the lava demons that protected people from entering the citadel-tomb itself. The characters knew that this was supposed to be the citadel-tomb of some ancient warlord or other - well, ancient and ancient, when we're dealing with drow they have a different perspective on ancient than humans, but quite old nevertheless - and that his kingdom had been crumbling for 600 years.

Not to mention that the kingdom had been on the side of Light in the Final War, and had been thoroughly demolished some 250 years ago, in one of the first large-scale battles of the Final War.

Running around inside the tomb, they found a bit of treasure and whatnots - and released a nescent, a type of body-possessing demon. It stealthily possessed the body of one of the Player Characters, and then bode its time. Some time later, it possessed another body of one of the drow NPCs at the Citadel of Mirrors, showed the player characters a secret outpost in the vicinity of the Citadel of Mirrors that previously had been a hidden outpost of its now-destroyed kingdom, and it apparently escaped with supplies it found in that outpost, together with its ring that had been retrieved from the tomb before the floor of the citadel-tomb fell into the lava.

Experience:
This was a three-nighter, and most of the player characters received 1 000 xp per session they had been involved, as well as a story bonus of 2 100 xp. One of the characters received only 2 100 xp, for reasons that aren't completely apparent... yet. To the player characters, at least. The last night dealt with the aftermath of Out of Body, Out of Mind, and is not counted as a separate episode.

The End of Part One

This was the end of part one of the campaign. I was relieved of my duties as a GM for a few sessions, and then I came back with a bang in Part Two - Ancestral Avenging. I got to play shokan M'Draak - incidentally, his stats are elsewhere on this page - and found out that the Improved Evasion power of monks is immensely powerful.