Yrellyn's invitation
Chapter I
Yrellyn, a member of the Pathfinder Society, invited the aspiring heroes for a job opportunity. She has a straightforward task: retrieve a stolen amulet from a local thief guild.

Yrellyn
A charming tiefling with succubus ancestry

Atrandi Goldheart
An imposing figure, standing tall with a powerful, muscular build.


Thogaz
The Soul Obelisk master.

Az
A goblin mage defending the lair.

Zull
An orc fighter.

Nisitus
A mysterious dark elf?
The Amulet
Chapter II
Retrieving the amulet from the Soul Obelisk thief guild is challenging. Their lair is guarded, and the bosses retaliate fiercely. However, a mysterious dark elf intervenes during the final fight. Besides the amulet, a strange map pointing to magical items is found in the small treasure.

Thelgax
Chapter III
Following the map, the heroes reach an ancient vault in the Precipice Quarter. They find it belongs to the Blakros family, who hide relics there. The only relic they uncover is a sacrificial dagger from an ancient necromancer named Shaezhar Deathhand.

Nisitus
Nisitus appears to have a vested interest in the heroes locating the dagger.


Lorsan Qinelis
Lorsan is a bard who performs at the Manticore's Tale every evening.
The Prophecy
Chapter IV
When the champions returned to the Manticore's Tale, the bard Lorsan, in an unusual state, narrated a story about an ancient lich named Shaezar who was defeated but not destroyed. With Shaezar's Dagger in hand, our heroes feel compelled to fulfill the prophecy and forever eliminate the undead mage.

Absalom's catacombs
Chapter V
While investigating Lorsan's prophecy, the characters find clues about a place in Absalom's catacombs called Shaezhar's Mirror. They hire Morticia, a ranger, to guide them there. Upon arrival, they discover the mirror is a portal to the darklands.

Morticia
Morticia, a member of the Pathfinder Society, agreed to guide the characters to Shaezhar's Mirror, a location in the catacombs of Absalom.


Svart
Svart from the Dark Sun Cult

Nisitus
Nisitus, a Shadar-kai, approaching the PCs and explaining the situation of the 'free Shadar-kai', who want to move beyond their past and the lich's influence.
Darklands
Chapters VI/VII
The portal transports the characters to the Cathedral of Silence, an ancient temple dedicated to Urgathoa, Goddess of Undead. From there, they have no clues; however, in the distance, they notice a pyramid glowing faintly in a desert of black sand.
Moving through the desert is tough due to the heat, sand, and wind. Finally, they arrived at an ancient Xulgath city, now ruled by drow undead. In the neighbourhood of the living, they met with Nisitus, a Sharda-Kai, not a dark elf.
Nisitus informs them of the Prophecy and the Dark Sun cult's aim to resurrect the evil lich. The group urgently needs to find Skull, the necromancer’s staff, likely guarded in the lich's ancient lair.
After a well-deserved rest, they begin the next chapter: finding Skull and thwarting the Dark Sun Cult's plans.

The Breathing Death Catacombs
Chapter VIII
Accessing the Lich’s lair requires entering through an ancient and magical mausoleum known to Nisitus. However, gaining entry necessitates death, a fact that she does not disclose.


Hellknights
Up to 15 dead Hellknight bodies are found in the Lich's lair.

Uzohr
A unkown Cheliax mage, current owner of Skull.
The Lich's Lair
Chapters IX
The Lich’s lair is vast, dark, and silent. Entry is difficult, as the previous challengers sealed the entrance. As our heroes navigate the labyrinth, they encounter dead Cheliax soldiers from an expedition 2-3 weeks ago that cleared the path into the hideaway.
Upon conducting a thorough search of the entire refuge, they found no evidence of the staff. Instead, they became certain that the Cheliax group had taken it and departed from the hideout.
Another piece of information that the group could obtain by conversing with an ancient undead seated on a throne is that the current owner of the Staff is a mage from Cheliax named Uzohr.

Back to Absalom
Chapter X & XI
Assigned by Nisitus to retrieve the Lich’s Staff, you find yourself in Absalom pursuing a Cheliax mage named Uzhor. Questions arise: Who is this mage? Is he in Absalom? Where to find Skull? Clues are scarce.
Following Lorsan, you uncover his secret: he receives information from Nisitus herself, a strange coincidence or does she try to manipulate you?
While investigating different subjects (Uzhor, the prophecy, the Sharda-Kai clans -Dark Sun & Midnight Shadows), various pieces of information are discovered:
- Lorsan may not be who he claims to be; his wealth seems unusual for a typical bard.
- The prophecy was introduced by Thyxelis, another Sharda-Kai, just over three months ago. It has been authenticated as originating from the Shadow Plane and is now kept in the great library of Absalom.
- Approximately three weeks ago, a tiefling was seen exiting Absalom's catacombs and heading toward the Church of Asmodeus (Ascendant Court). This individual was notable for his red skin and the staff with a greenish aura he carried.
- At night, you spot dark figures watching you, likely a Dar Sun sister.
As time passes, you seek more details about the Dark Sun sister cult and the Midnight Shadows. You learn about a curse preventing complete healing (characters retain Wound-1 after resting). While following Lorsan, you interrupt his meeting with Nisitus, who seems embarrassed. At the dock, you find the Midnight Shadows' hideout but are intercepted by the gang, leading to an interesting discussion.
Dhaenur shows interest in magic, so you suggest that he and his sister, Umess, start learning. As anticipated, Dhaenur, the Dark Elf boy, demonstrates more talent in the magical arts than his sister. Perhaps a new Dark Elf Mage is emerging?
During your research on Cheliax, you find the following information:
- The journey to Egorian takes approximately 5 days by sea under calm conditions.
- Cheliax is associated with devils, but devils are not commonly seen in public spaces. The atmosphere reflects this association, and it is advised to be cautious of the infernal inquisition.
You undertook extensive research for more information:
- On the Midnight Shadows: However, no one could provide any valuable insights on this group of Shadar-kai.
- On the “curse” you brought back from the dead: It is confirmed to be highly unusual. Some speculate it may be an embodiment of Death herself attaching to your soul, though this remains unconfirmed.
One night, as Tro continued to observe you, you decided to engage in a conversation with her. Unfortunately, this only added to your confusion. She claimed that the Midnight Shadows were once a rogue gang of thugs who followed the desires of the shadow dragon. However, they have since abandoned their former deity and now seek to amass power independently, possibly by resurrecting the lich, a former member of their association.

Nisitus
Nisitus, the Shadar-kai, attempts to influence you through the Bard.

Thyxelis
Thyxelis, another Shadar-kai of the Midnight Shadows.

Another Shadar-kai
Yet another Shadar-kai of the Midnight Shadows.

Lorsan Qinelis
Lorsan finds it challenging to resist the substantial amount of gold offered for conveying information from Nisitus.

Tro (Faith)
A dark figure watching you.

Dhaenur
A Dark Elf mage emerging.

Umess
Interested but no arcanic skills.


Hellknights
The city guard arrest you.

A mysterious Tiefling
An unkown tiefling following you.
Skull
Chapters XII
You decide to pursue Skull, the necromancer staff of Shaezar. You track it to Uzohr, a Cheliax mage with a magic school north of Dekarium in a swamp. The boat trip from Absalom to Egorian takes 5 days. Upon arrival, Hellknight watch detains and interrogates you for 2 days. Finally, they release you, allowing you to proceed to Uzohr's school.
You notice a tiefling female following you to the city's North gate. After that, you're on your own...

A walk to the magic school
Chapter XII
After the Hellknights release you in Egorian, you spend some time in the capital of Cheliax. There you inquire about Dekarium, your next destination before arriving at the Magical School.
The walk to Dekarium is relatively short and straightforward, possibly aided by the magic you use. Upon arriving in the small town in the heartlands, you encounter the tiefling from Egorian waiting for you. She introduces herself as Exea, also a student of Uzohr, and informs you that she has reserved rooms for your lodging today as you will be traveling together tomorrow to your final destination, Master Uzohr's school of magic.
During the evening, you engage in conversation about various topics, although you attempt to gather more information about the school and Master Uzohr. As night falls, you retire to bed.
Upon waking, you feel somewhat constrained, though you are not tied up. Your head appears to be immobilized, preventing movement in any direction.
You take some time to realise you have been beheaded and your head put on a shelf in a black substance. Searching further, you realise you don’t need breath and you are not hungry or trusty.
What a strange idea. Why did someone did that to you and why placing your head on a shelf in a sort of library that is taken care of by a dark snake with a human face?

Neja
A dark naga taking care of the shadowy library.


Neja
A dark naga taking care of the shadowy library.

A zombie
A zombie tied to a table.
Magic combats
Chapter XIII
Using spells and skills, our heroes reclaim their bodies hidden in barrels of dark, odorant liquid. They achieved this by using cantrips to move their heads then by controlling and freeing the zombie.
Upon their release, they begin to survey their surroundings and discover that they are in an ancient and rustic tower. Further exploration leads them to encounter Neja, the dark naga. Frustrated by their escape, he initiates an attack without warning by casting a firewall that divides the room into two. He then physically assaults the cavern elf and nearly paralyzes her with his potent poison.

Magic school's tower
Chapter XIII
Free from Neja’s threats, the heroes explored the ground floor of the tower. They found a laboratory where their heads were displayed, a kitchen, an office, and servant quarters.
On the opposite side, they discovered stairs leading to magical darkness. Deciding it was too dangerous, they looked for other options.
Outside, through a portal, they saw green slime dripping from the top levels, making a hole in the walls. They decided to climb up the exterior of the tower.
After navigating hazards, they reached the roof, moved some tiles, and entered through the ceiling. There, they heard someone speaking in an unknown language from the level below.
The heroes reach the top level of the tower, where they encounter three devils: one Levaloch and two Vordine, who kneel before the future student of their master.
The heroes decide to explore this floor of the tower before proceeding through the portal located at its center. They find various laboratories, each dedicated to different disciplines such as time manipulation, alchemy, and elemental magic.
Finally, they proceed through the portal.

A castle in Hell
Chapter XIV & XV
After a bright light, the heroes find themselves on a cliff with a path leading to a garden of fruit trees and fountains. Beyond it lies Uzorh's castle, shielded by a magic barrier. Exea, a tiefling, welcomes them, shows their rooms, and leaves.
Later, as they prepare to explore, Milrith, a contract devil, presents Uzorh's binding contract and then vanishes. The party uses this chance to explore the castle, locating Skull, Shaezhar the lich's staff, in the highest tower. As they cross the hallway, they experience visions of a deadly pentacle guarding the staff.
Despite the numerous warnings, the group resolved to explore the castle further, driven by the need to retrieve the staff essential for the destruction of Shaezar. After overcoming many challenges, they successfully secured the staff from its magical constraints. Additionally, during their exit, they acquired a genuine staff of healing.
In the hallway, just before exiting the castle, they passed by a pool of water. As they moved away, a water elemental in the form of a dragon emerged from the pool and confronted the party. During this arduous battle, one of the heroes succumbed and fell. Fortunately, the remaining members managed to escape and return to Absalom.
Upon their return, in the dark chamber of the Cult of the Dragon, they resurrected their fallen companion with the assistance of the clergy.

Abaslom's peace
Chapter XVI
Although the familiar streets of Absalom offered a semblance of safety and the gentle hum of the city provided a soothing backdrop, unease lingered in the hearts of the weary adventurers. Within the comfort of firelit chambers and amidst the camaraderie of old friends, they attempted to mend both body and spirit. Yet, shadows crept at the edges of their respite, for the memory of Uzohr’s wrath remained vivid—his promise of retribution a silent specter haunting their dreams. Even in moments of laughter and shared relief, each hero wondered if the city’s ancient walls would be enough to hide them from vengeance that might pursue them with relentless certainty.
Their worries proved prophetic.
The night deepened, and a hush settled over the inn, punctuated only by the occasional creak of old wood and the distant laughter of revelers in the city beyond. Then, without warning, a dense, acrid smoke began to seep beneath doorways and coil up the stairwell, shrouding the entire first floor in a choking, impenetrable haze. The smell was sharp, unnatural—designed to sow panic and confusion.
Instinct sharpened by countless dangers, the heroes gathered their gear and pressed into the murk, hearts hammering, weapons drawn. Shadows twisted in the fog, sound muffled and distorted. Suddenly, shapes flickered at the edge of vision—figures moving with lethal grace. Blades flashed, and the silence was shattered by the clash of steel. The ambush was relentless and precise, each attacker emerging from the smoke like a phantom intent on fulfilling Uzohr’s dark promise. In that suffocating gloom, the heroes fought for their very survival, the vengeance of their old foe finally at hand.
Dawn broke over Absalom with bruised shades of purple and gold, revealing a city marked by the scars of the night's violence. The adventurers, battered but unbroken, gathered in the pale morning light, the gravity of their ordeal etched in every glance and unspoken word. The attack had served as a stark reminder—Uzohr’s reach was long, and safety within the city’s walls was a fleeting illusion.
It was around a battered table in the aftermath, faces half-lit by the first rays filtering through grimy glass, that their choice was made. Days of debate and hesitation were swept aside by grim necessity. Each adventurer, feeling the relentless pressure of Uzohr’s vengeance, knew there would be no true respite.
Going back to Shaezhar's hide-out
The plan was simple in its audacity: return to the shadowed lair where their ancient foe, Shaezhar had once held court, and unravel the mystery of his immortality. Somewhere within that labyrinthine ruin, beneath stones heavy with years and secrets, lay the soul cage—the phylactery that anchored the old lich to the mortal coil. Only by finding and destroying this artifact could they hope to end the undead’s reign of terror and consign his wrath to dust.
With determination rekindled, the party steeled themselves for the journey. Each packed their gear with practiced hands, every buckle and blade a reminder of the peril ahead. As the city slowly awakened to a new day, the heroes slipped from the inn and into the tangled warren of Absalom’s backstreets, hearts braced against dread and hope alike.
But reaching Shaezhar’s hidden lair meant crossing nearly half a continent—a journey daunting in both length and peril. Undaunted, the adventurers turned their steps toward Absalom’s bustling harbor, where the tang of salt hung in the cool morning air and merchant vessels bobbed in restless anticipation. With places on a battered skiff acquired through whispered negotiations and a handful of favors, they slipped away from the city’s sprawl, sails catching the first true winds of their odyssey.
Their course will trace the veins of ancient commerce, winding through the broad, unpredictable rivers that threaded the heart of Taldor. Towering cliffs and mist-clad forests lined the banks, each meander bringing new dangers—eddies that threatened to dash them against hidden rocks, and river pirates whose arrows flickered from shadowed overhangs.
Beyond Taldor’s borders, the rivers will narrow and eddy through the haunted realms of Galt, where the ghosts of revolution seemed to seep from the very earth. Here, ruined estates loomed over the water like silent sentinels, and the ever-present threat of Galtan zealots will certainly force the heroes to travel by dusk and dawn, their vessel veiled beneath tarps and silence.

Mirlira Mialeth
A Beautiful Half-elf.

Sanlas Mialeth
A strange Half-elf.


Mirlira Mialeth
A Beautiful Half-elf.

Sanlas Mialeth
A strange Half-elf.

Calum
Captain of the Starweaver’s Oath.

The Crew
Crew of the Starweaver’s Oath.

Inuknu
Drow mage.

The Beast

Ciclac
Drow hunter
Drows
Chapter XIV & XVI
The voyage unfolds beneath a sky veiled in uncertainty, the ship’s decks whispering with anticipation and unease. For days, the journey glides in relative silence—until a shadowy figure emerges: a mysterious dark elf, eyes ever watchful, begins to tail the Starweaver’s Oath, raising alarms among both crew and heroes. Whispers circulate that these are agents of the drow, and the tension mounts like a gathering storm.
Disaster strikes without warning. Cloaked in night’s embrace, a band of drow launch a sudden assault, their spells weaving through the gloom. But their true weapon is yet to come—a hulking ogre, twisted by forbidden magic and known only as “the Beast,” crashes onto the deck, its eyes burning with an unnatural hunger. The battle is brutal and chaotic, steel and sorcery clashing in the moonlight. One of the heroes is nearly lost, overwhelmed by the ogre’s savage might. Yet, through courage and resolve, the companions bring the Beast down, its body falling with a shudder that echoes across the deck.
Triumph, however, is short-lived. The next night, under a pale and haunted moon, the Beast returns—this time its form weakened, marred by the touch of necrotic energy. It is clear that dark magic is at work, binding the creature’s fate to the will of the drow. The heroes fight desperately once more, ultimately laying the abomination to rest. The crew barely has time to catch their breath before waves of attackers descend again.
Soon after, a full-scale assault erupts. Nearly twenty drow warriors, armed with poisoned blades and shadowy enchantments, storm the Starweaver’s Oath. The night air crackles with the clash of arms, the ship rocking beneath the fury of battle. The defenders answer with valor, pushing back wave after wave of enemies, but the cost is dire. The ship itself bears deep wounds—sails torn, masts splintered, and magical sigils flickering where spells have been unraveled.
With dawn’s arrival, the battered survivors gather to assess the damage. The Starweaver’s Oath, scarred by battle, now drifts limply, its mission jeopardized. Only through the skill of magical artisans and tireless labor does hope remain. Repairs begin, runes of renewal glowing faintly along the hull as arcane energies mend shattered timbers. Though battered and weary, the heroes and crew refuse to yield. As the vessel is restored, determination steels every heart. Their journey northward must continue, despite the shadow of drow magic. The promise of new challenges and uncertain shores lies ahead—but so, too, does the hope of victory and the dawn of a new chapter.

Drows
Chapter XIV & XVI
Revigorated and with the ship’s wounds expertly mended, the captain surveyed the restless horizon. The journey had been fraught with peril, yet determination burned anew in every soul aboard. Their course was set for the next halting point: the modest riverside village of Bellis.
Bellis nestled quietly between gentle hills and ancient trees, its thatched rooftops barely visible through the morning mist. Here, the weary travelers hoped for a brief respite, and the captain, ever pragmatic, counted on the support of the local guard to stave off the threat of the lurking drow. The drow, with their silent footsteps and shadow-draped motives, had become a persistent menace, haunting the fringes of civilization, and now encroaching upon Bellis itself.
Upon arrival, the captain sought counsel with the village elders, laying out the dire need for alliance and mutual protection. Yet before plans could be solidified, the travelers—driven by urgency or perhaps sheer audacity—took matters into their own hands. Rather than waiting for the slow machinery of local authority, they set out along the twisted woodland paths, guided by rumor and a flicker of torchlight, until they found the famed drow hunter.
The meeting was sharp-edged from the start. The drow hunter, a solitary figure draped in wolf pelts and suspicion, regarded the travelers with wary eyes. Words, cautious and clipped, were exchanged under the dim glow of lanterns. The air thrummed with tension; alliances in these lands were never lightly given nor easily trusted.
The conversation teetered between diplomacy and threat, every gesture measured, every word weighed. The hunter, hardened by years of pursuing shadows, demanded proof of intent—and perhaps, a glimpse of the travelers’ own mettle.
Thus, as the night drew in and the village slumbered beneath a canopy of stars, new paths of possibility unfurled. Allies or adversaries? Only time—and the courage of those who dared to act—would decide.

Mirlira Mialeth
A Beautiful Half-elf.

Sanlas Mialeth
A strange Half-elf.

Calum
Captain of the Starweaver’s Oath.

The Crew
Crew of the Starweaver’s Oath.

Inuknu
Drow mage.

The Beast

Ciclac
Drow hunter


Mirlira Mialeth
A Beautiful Half-elf.

Sanlas Mialeth
A strange Half-elf.

Calum
Captain of the Starweaver’s Oath.

The Crew
Crew of the Starweaver’s Oath.

Ciclac
Drow hunter
Drows
Chapter XIV & XVI
The following day dawned chill and uncertain, the early mist clinging to Bellis as if it, too, sensed the weight of fate gathering in the village’s heart. In a candlelit room above the common house, the captain and the travelers found themselves face to face with Mirlira, the enigmatic half-elf whose connection to the amethyst locket had become the linchpin of their quest.
Mirlira was not easily swayed. Her fingers traced the locket’s shape through the folds of her cloak, knuckles pale with a tension that belied her calm words. The conversation ebbed and surged—reasoned bargains, veiled appeals, overtures of gold and promises of protection—all met with polite, impenetrable resistance. “It is not for sale,” she murmured, her gaze distant, “and never for barter. Some things are best left untouched by mortal hands.”
But the heroes, keen-eyed and attuned to the subtle shifts in Mirlira’s demeanor, saw the shadow flickering behind her irises—a darkness that was not her own. Whispers curled in the corners of the room, inaudible to all but the most sensitive, and the air grew heavy, as if pressed upon by unseen forces. It was then that the party’s mystic, fingertips aglow with faint blue light, whispered a spell of revelation. For an instant, the room seemed to tilt, and the true presence within Mirlira revealed itself—a wraithlike soul, ancient and malignant, clinging to her spirit and feeding off her reluctance.
With gentle resolve, and an alliance of will and magic, the companions pressed forward. Words became incantations; pleas became invocations. Light poured forth, and the shadow recoiled, shrieking in a voice that was both Mirlira’s and utterly alien. The struggle was fierce but brief—the darkness weakened by Mirlira’s own flicker of resistance, emboldened by the travelers’ courage.
At last, the half-elf collapsed, the locket slipping from her grasp and skittering across the table. Sweat beaded on her brow, her features softened with relief, and for the first time, her eyes were clear. “Thank you,” she whispered, voice trembling. “I did not know how close I was to being lost.”
Whatever power or curse it bore, it was now a burden for others to carry. Outside, Bellis stirred as dawn broke, unaware that, within quiet walls, destinies had shifted—and the shadows retreated, if only for a moment.

Lake Encarthan
Chapter XVII
Some days later, beneath a sky of shifting clouds and gulls wheeling above the glinting water, farewells echoed along the creaking gangplank. Mirlira and Sanlas, faces bright with gratitude and touched by the gravity of what had passed, clasped hands with each member of the company. Quiet words of thanks passed between them—acknowledgment of risks shared, burdens lifted, and the peculiar kinship forged beneath the weight of shadow. With a final wave, they disappeared into the teeming port, their paths diverging toward unknown adventures that awaited beyond the horizon.
For the company, there was little time for reflection. Their ship, battered but unbowed, pushed off from the dock, its prow turning east toward the legendary city of Kerse, jewel of Lake Encarthan. The wind carried with it the scent of distant forests and promise; below decks, The locket returned to the drows, its secrets yet unresolved.

The voyage pressed onward, each day drawing them deeper into the heart of the lake and its restless mists. Yet peace was brief—a day before reaching their destination, alarm is raised as 4 Aboleths are sighted.
From the crow’s nest came the cry, sharp and urgent, slicing through the morning fog: “Shadows in the water—four of them!” The crew lurched to attention, hands flying to weapons, spells quietly murmured as the surface of Lake Encarthan began to seethe with a malign intelligence. Sinister shapes slid beneath the ship’s hull, their forms vast, ancient, and unsettlingly graceful.
To those who understood the legends, the presence of Aboleths was a harbinger of peril beyond mere physical threat. Minds tingled with psychic static as the creatures’ alien thoughts brushed the edges of consciousness—a cold curiosity, appraising and invasive. The air itself seemed heavier, thick with the brine-tainted breath of things long chained to the lake’s abyss.
The captain’s voice, steady but taut, cut through the mounting fear. “All hands—ready yourselves. Do not meet their gaze in the water. Remember your wards.” The mystic, eyes narrowed, began tracing runes along the deck. The cleric muttered prayers to gods of light and memory, while the warriors braced for more than a simple contest of muscle and steel.
A low tremor rocked the ship as the first Aboleth surfaced, its milky eyes and undulating tentacles breaking the water’s skin. The others circled, weaving an ancient dance of hunger and dominion. For a heartbeat, time held its breath.
Then, as the Aboleths’ psychic assault pressed in—a tide of forgotten memories and whispered doubts—the company rallied. Shields of light flickered into being, defiant against the encroaching gloom. Arrows sang and spells crackled, the clash of mortal will against the legacy of primeval nightmares.
The battle’s outcome hung uncertain, each moment stretching thin as ice. But in the hearts of the travelers, resolve burned brighter than fear. Whatever the lake’s depths might yield, they would carve their passage forward—or be claimed by the shadows that ruled beneath.
And somewhere, far below, ancient eyes regarded them with a hunger that was almost admiration.

At last, as dawn spread silver across the restless lake, the spires of Kerse rose from the mist—an intricate silhouette of towers, bridges, and glinting cupolas clustered like jewels upon the water’s edge. The city’s piers bustled with riverboats and merchant barges, the air thick with the calls of vendors and the spicy tang of foreign incense. Here, commerce was not merely an occupation but the heartbeat of existence itself: every need, whim, or secret had its price, and haggling was a language as old as the stones beneath their feet.
The company disembarked, weary yet alive with the peculiar energy that only travel’s end can summon. Among the labyrinthine streets, gold changed hands in the open and the shadows alike; rare spices, relics, and whispered promises moved as swiftly as silver coins. From the colonnaded exchanges to the shadowy alcoves where fixers met, Kerse’s soul was barter and bargain, its pulse measured in the clink of currency and the hush of clandestine deals.
Yet even the city’s fevered trade could not wholly banish the memory of the nightmare mists or the echo of ancient eyes from the lake’s depths. The company paused only long enough to gather their wits, replenish supplies, and secure what charms or knowledge might serve them in the shadowed days ahead. For though the markets of Kerse sparkled with opportunity, their true journey waited in gloom: down winding stairs, through sealed crypts and dust-choked corridors, back to the liche’s lair.

Calum
Captain of the Starweaver’s Oath.

The Crew
Crew of the Starweaver’s Oath.


Hyndrass
Hyndrass, Champion of the Green.

Drake Skeleton
Final journey
Chapter XIV & XVI
A Journey Through Shadow and Silence
The moon hung low and swollen over the horizon as the company gathered at the water’s edge, the prow of their small boat bobbing against the gentle tide. The journey’s end was in sight, but the true challenge had yet to reveal itself. For the liche’s lair, source of so much shadow and whispered dread, could not be approached like any mundane fortress. Tonight, the company would draw near from above—a route whispered of in old legends, rarely taken, and for good reason.
With silent determination, each adventurer boarded the vessel. Oars creaked in the chill predawn air, dipping into black water that shimmered with moonlight. The world around them was eerily quiet: no birds took flight, no frogs sang. It was as though the surrounding land held its breath, aware of the company’s purpose, or wary of what lay ahead.
The boat slipped away from the familiar banks, the city’s lights falling away behind them, swallowed by mist. The faces of the company were cast in pale, shifting light—grim yet resolute, united by destiny and a sense of fateful camaraderie. Each person’s thoughts turned inward as the vessel glided toward the unknown.
The passage across the lake was slow, the air tinged with the scent of peat and brine. Dawn crept in, turning the mist gold and then white. The boat shuddered as it finally touched the hidden shore—a narrow, pebbled beach overgrown with wild brambles and roots. With a last look back, the company disembarked, their boots crunching on dew-soaked stones, the vessel left to rock in their wake.
Mirlira was not easily swayed. Her fingers traced the locket’s shape through the folds of her cloak, knuckles pale with a tension that belied her calm words. The conversation ebbed and surged—reasoned bargains, veiled appeals, overtures of gold and promises of protection—all met with polite, impenetrable resistance. “It is not for sale,” she murmured, her gaze distant, “and never for barter. Some things are best left untouched by mortal hands.”
The Living Forest
The path ahead was shrouded in tangled green. Trees thick as city pillars pressed close, their leaves a riot of color, their branches twining overhead to form a living roof. Webs of silver mist drifted between the trunks. The company pressed forward, bearings checked against an ancient map inked in a lost tongue. Here, birds chattered in the canopy, and the air hummed with hidden life. Sunlight spilled through the leaves in shifting patterns, dappling the moss beneath their feet.
With every step, the sense of anticipation grew. The ground sloped upward, roots twisting from the earth, each one a potential snare. The forest was alive, but not hostile—merely old, and wary of strangers. From time to time, a fox’s face appeared in the underbrush or a deer darted away, vanishing into the green. Still, the company moved on, the weight of their mission lending them certainty.
Yet the signs of change appeared with subtlety at first: a hush in the birdsong, leaves withering more quickly than they should, and the faint, unpleasant tang of rot that drifted on the wind. The path narrowed, the air cooling. Soon, the trees began to change.
The Dead Wood
Without warning, the living forest ended. The transition was abrupt: a single step, and the world changed. Here, the trees stood like broken sentinels, their trunks blackened and twisted, their branches bare. The ground was carpeted with ashen leaves that crunched beneath the company’s boots, and the air hung heavy with the scent of decay. No insects buzzed, no birds called. Even the wind moved more slowly, as if reluctant to stir the stagnant gloom.
A sense of oppression pressed in, growing heavier with each step. The company’s torches seemed to burn weaker, their light swallowed by the endless gray. Shadows clawed at the edges of vision; every stump or fallen branch resembled a twisted shape hunched in the gloom. The silence here was profound, broken only by the company’s footsteps and the ragged rhythm of their breath.
The path wound higher, the ground beneath their feet turning to stone. Once-lush ferns were now reduced to brittle skeletons, their fronds curled and blackened. The landscape grew cluttered with toppled trees and crumbling rocks, each step an effort. Here and there, faint traces of old magic lingered—a sigil burned into bark, a circle of stones, a featherless raven perched on a limb before vanishing into mist. Still, they pressed on, bound by duty, hope, and the knowledge that to turn back was to invite despair.
The Ruined Fort
At last, the ruined fort came into view; it is commonly understood that a staircase leads down into the lair. However, the final approach presents significant challenges, as dragons are observed patrolling the skies above the ruins.
Nevertheless, the company resolved to proceed, seeking entry into the ruins discreetly. As they neared the fort, they observed an additional guardian: a dragonborn outfitted in armour, prepared to protect the premises.
At the very threshold of the ruins, disaster found them. A boot slipped on loose shale, scattering stones into the abyss below. The sharp clatter rang louder than a war cry, shattering the hush of night. In that instant, every guardian above snapped to attention. A single, terrified scream pierced the darkness, echoing up into the sour sky—then all was chaos.
The first skeletal dragon descended in a whirlwind of bones and ancient magic, its empty eye sockets aglow with malevolent fire. Two more followed, each a terrible vision of wings and ruin, diving as one upon the beleaguered company. Claws tore at shields, breath of frost and corruption swept the ground, and the torches guttered, barely holding back the swirling gloom.
Steel clashed against bone, spells flickered desperate and wild. The company fought for every breath, the air thick with the scent of sulphur and decay. One by one, the dragons fell—shattering into piles of ancient, brittle remains—but hope was short-lived. From thin air, the dragonborn guardian emerged, resplendent in battered armour, eyes blazing with furious purpose. Without a word, it unleashed a torrent of sickly, greenish breath—a foul, corrosive cloud washing over the group. The front ranks staggered beneath the onslaught, barely able to raise their shields. It was all the company could do to hold their ground as the true battle began, teetering between defeat and the faint glimmer of victory in the bleak and haunted dark.
Three against one proved an overwhelming advantage for the battered company. Unable to withstand the combined assault, the dragonborn undead faltered, scales shimmering with otherworldly light before he uttered a guttural incantation and vanished from sight. The stench of his magic lingered, a spectral haze marking his retreat as he slipped away—fleeing the chaos for the deeper shadows of the lich’s lair.
The battlefield fell eerily silent, broken only by the rattling breath of survivors and the settling dust of ruined bones. Bloodied but resolute, the company gathered their wits and pressed on, knowing hesitation might spell doom. With the last guardian gone, a dreadful quiet beckoned from the broken stairs. Free—at least for the moment—to approach their final destination, the company slipped into the dark, hollow threshold, each step echoing with dread and the unspoken promise of deeper terrors yet to come.
Shaezar's lair
At last, the ruined fort came into view; it is commonly understood that a staircase leads down into the lair. However, the final approach presents significant challenges, as dragons are observed patrolling the skies above the ruins.
Venturing into the darkness, the company’s torches cast trembling shadows on slick stone walls. The air was heavy with the metallic tang of tainted blood—a thin, meandering trail leading ever deeper through passageways carved by ancient, forgotten hands. With every hesitant step, the sense of pursuit grew: the knowledge that the dragonborn guardian, mortally wounded, still lurked ahead, driven by either wrath or desperation.
Hesitation gnawed at the group’s resolve, but the grim silence and the memory of hard-won survival steeled their nerves. They pressed forward, following the bloodstained path through crumbling corridors until the passage swallowed them whole, opening at last into a vast, vaulted chamber—the lair’s great hall.
There, beneath a fractured dome and the gaze of long-dead kings, they found the scene of a fresh and incomprehensible horror. Between two shattered statues of Shaezar a colossal warrior’s body hung suspended, limbs splayed and armor cracked, every muscle drawn taut by tendrils of blackness. In the flickering torchlight, the darkness seemed almost alive: cords of shadow slithering from the ruined liche to the warrior’s form, binding him in a web of despair.
It was clear this was no natural death. The warrior’s face was frozen in a rictus of agony, lips parted as if to voice a warning lost to eternity. Around the periphery, the ground bore the scorched imprints of a struggle—scales, bits of broken steel, and the unmistakable drag of the dragonborn’s wounded passage.
But the most chilling question echoed in the hush: who, or what, had wrought this doom? The statues of Shaezar stood defaced and impotent, as if punished for their impotence. No sign of the dragonborn remained, save for wretched blood spatters leading into a side alcove, swallowed by blackness. The string of darkness quivered, humming with latent malice, and somewhere deep within the gloom, an ancient presence seemed to stir—watching, weighing, waiting.
The company drew close, the urge to flee warring with the gravity of the grisly tableau before them. They knew the answer to the riddle of the slain champion—and the fate of the dragonborn—waited here, entombed in shadows cast by gods and monsters alike. But if they were to find it, they would have to step beyond fear, and into the heart of the lair’s secret torment.

Haunted Rest After Battle
Chapter XIX
The echoes of clashing steel and the hiss of spectral flame still rang through the minds of the company as they staggered deep into the gloom of Shaezar’s Lair. The air was thick with an ancient chill, the stones beneath them pockmarked by centuries of sorrow and old, gnawing dread. Here, the company—warriors battered and spellcasters drained—sought a moment’s respite from their relentless war against the skeletal dragons and the formidable dragonborn.
They found a hollow, where strange roots wove like desiccated fingers across the stone floor. With weary resolve, packs were dropped and cloaks unrolled. The shadowed silence of the lair pressed in, broken only by the hollow drip of water and the distant rumble of unseen things.
Yet, as each companion’s eyes fluttered closed, sleep did not bring solace. Instead, the venom of Shaezar’s domain seeped into their dreams. Twisted visions plagued their minds: fangs gnashing in darkness, bones scraping stone, the roar of ancient dragons echoing from unseen corridors. Faces of loved ones flickered and warped, turning to ash in the grip of skeletal claws. Spells failed, swords shattered, hope itself dissolved into mist.
One by one, they tossed and turned, hands clenching at imagined threats. Nightmares wound tighter with every hour, leaving no soul untouched. And even in the brief moments when sleep was deep, it was as if cold talons caressed their hearts, leeching strength and resolve.
When dawn’s pale glow finally crept through the cracks of the lair, the company rose—if it could be called rising—bleary-eyed and trembling. Limbs felt heavy, refusing the call to action. Minds were fogged, words slurred, and every movement was laborious. The magic of their rest had been corrupted; instead of renewal, they felt clumsy and enfleeble, as though the very essence of their being had been sapped by invisible hands.
The company exchanged grim glances, silent but for the shuffling of feet and creak of armor. Each knew the lair’s power, the price of tarrying in a place where nightmares had teeth. But with courage born of hardship, they gathered their wits and weapons, ready—though weary—to face whatever horrors waited in the next darkened corridor.
For in Shaezar’s Lair, even rest is a battleground, and dawn brings only the promise of another trial.


Undead patrol.
Final journey
Chapter XIX
Echoes in Shaezar’s Lair
Gritting their teeth against exhaustion, and with the help of Apsu magic, the company pressed deeper into the labyrinthine corridors, their senses sharpened by dread and necessity. The legends of Shaezar’s Soul Cage—rumored to be the linchpin of the lair’s necromantic power—pulled them onward, hope flickering against the oppressive gloom.
As torchlight guttered on damp stone, a sudden scrape echoed from the far passage. Shadows flickered: a patrol of undead, their armor mottled and rent by centuries, marched with mechanical resolve into the heart of the lair. The company exchanged quick, silent gestures and melted into the deeper darkness, tracking with wary steps as the patrol vanished around a bend.
A rotten stench signaled a halt; two sentinels, once soldiers of noble realms, now twisted by Shaezar’s curse, stood sentinel before the old necromancer’cells. Their empty sockets glowed faintly—a poisonous, spectral green. Warhammers gripped in skeletal hands, they blocked the way with unwavering vigilance.
The company steeled themselves, weapons drawn. The first soldier lunged, its hammer whistling through the fetid air. Magic flared as the spellcasters summoned flickers of light and force, yet fatigue hung like a shroud over their talents. Steel rang and echoed; a warrior’s shield splintered beneath the unrelenting assault, while the second undead swept forward, its voice a guttural rattle as it uttered curses long forgotten.
A surge of resolve, bitter as winter wind, carried the company through. They fought with desperate unity—one casting a ward as another struck low, boots sliding on the blood-slick stones. The clash was brief but brutal: spells shattered bone, blades found joints, and with a final, echoing crash, the undead guards fell in ruin.
The corridor beyond was quiet, the hush almost reverent. Every breath felt like borrowed time. The company paused, listening for fresh threats, eyes searching for cryptic runes or hidden doors that might lead them closer to the Soul Cage. The lair, ancient and unyielding, seemed to pulse with anticipation.
Undaunted by their ordeal, they pressed onward—each step a gamble, each shadow a potential enemy. Somewhere, in the maze of stone and sorrow, waited the truth of Shaezar’s Soul Cage. And as the last echoes of battle faded, the company knew that only through perseverance and unity could they hope to shatter the chains that bound this haunted domain.

The Battle with the Graveknight
As the company wound deeper into the heart of Shaezar’s domain, the air thickened with tension and the torchlight danced on walls etched with the scars of ancient sorcery. A murmur of voices trickled from a shadowed alcove—a conversation, unexpected, brittle as glass. Creeping to the edge, the company glimpsed the macabre assembly: undead courtiers clustered round a hulking leader swathed in tarnished plate, helm wrought with snarling visages and eyes aglow with baleful fire. Facing the spectral host was Egragast, the undead oracle.
The leader’s voice rumbled, a tombstone grinding over gravel: “Has Shaezar returned, oracle? Do the old covenants stir?” The oracle answered in riddles, words winding like mist: “Where the cage shivers and the dead remember, there the master’s shadow will rise. Yet every return carries a price, and not every chain is sundered by will alone.”
Before the exchange could deepen, the company struck with silent precision. The element of surprise was theirs, and spells erupted in snaking arcs of power, blades flashing as they carved through lesser undead. But their momentum faltered when the Graveknight rose to his full, terrible height.
This was no mere sentinel: the Graveknight’s armor blazed with necromantic wards, and every motion radiated dread. He raised a sword black as midnight, runes burning along its length, and with a guttural snarl unleashed a wave of freezing energy that numbed flesh and clawed at spirit. The company staggered, rallying with grim determination.
Steel clashed against cursed iron, and spells ricocheted from the Graveknight’s shield. Arrows splintered on ancient mail, and every blow seemed to rebound with twice the fury. The Graveknight fought with an intelligence born of torment—his tactics merciless, his strikes precise. He called out to the shadows, summoning spectral hands to seize ankles, dragging warriors toward oblivion.
The spellcasters, their fatigue forgotten in the moment’s peril, wove protective wards and conjured radiant blasts to pierce the Graveknight’s defenses. A warrior hurled themselves at the knight, shield raised, absorbing the brunt of a devastating spell only to fall to one knee. Another darted behind, driving a dagger into a weak seam—but even wounds seemed to heal with a hiss of spectral flame.
Every second became a test of resolve, ingenuity, and unity. When the Graveknight raised his sword for a finishing strike, the company coordinated in desperate silence—one drawing his attention while another chanted the words of unbinding. The lair itself quaked, ancient stones shivering as forbidden forces collided.
With a final surge, the spellcasters joined their will, weaving a net of radiant power that trapped the Graveknight in flickering chains. Swords and spells rained down in a blur, and the knight’s armor split with a thunderous roar. The spectral flame guttered, the helm tumbled to stone, and with a shriek that rattled the bones of the lair, the Graveknight was cast down, his essence shattered.
Breathless and battered, the company stood among the ruins, the oracle’s riddles still echoing in the gloom. Shadows retreated, and for a moment, the oppressive weight of the lair seemed to lift. But deeper mysteries beckoned, and the Soul Cage—heart of Shaezar’s power—remained veiled, waiting for those willing to challenge fate itself.

Finding Shaezar's soul cage
Chapter XIX
Everything is calm again... as if the Liche’s lair was a tomb once more. The echoes of battle have faded; dust drifts lazily in the thin, still air. Shadows gather in the corners, and the magic that once crackled with threat now lies dormant, listening. Yet, for all the seeming peace, the party’s quest is not over.
No sign of the soul cage—the phylactery—of Shaezar. A dreadful certainty clings to the silence: until that vessel is found and destroyed, the Liche’s evil will endure, waiting patiently for resurrection. The party’s pulse is steady, but their mission is unresolved.

With no other clues to follow, the adventurers assemble once more before the withered remains of the undead oracle. Its presence is both a curse and a blessing—an ancient thing of bone and shadow, eyes aglow with secrets best left unspoken.
Beneath flickering torchlight, the party’s spokesperson steps forward. “We seek what is hidden. The soul cage of the Shaezar: where does its shadow fall?”
The oracle’s jaw creaks open. A whisper blooms within the chamber, thin as winter air and heavy as prophecy:
Among the shadows where voices linger longer than the daylight, wisdom lies veiled in ancient rings. Seek not among the bustling corridors nor beneath the silent pillars, for the answer you pursue rests where the circle gathers and echoes awaken. The place of stories, carved by hands old as memory itself, waits—its secrets humming beneath each worn step.
The party, restless and undeterred by the ambiguity of the oracle’s clue, pressed onward through the shadowed halls, their footsteps echoing with wary determination. The amphitheatre awaited—a cavernous chamber lined with ancient stone benches, its vastness thick with centuries of forgotten secrets. As wary eyes swept the gloom, the air itself seemed to hold its breath.
Without warning, the atmosphere shifted. The moment both artefact bearers crossed the threshold, the torches lining the walls sputtered as if in fear. An electrical charge rippled through the chamber, making the very hairs on the adventurers' arms stand on end. Then, with a thunderous crack and searing flashes, lightning bolts lanced from the domed ceiling to the floor, illuminating the amphitheatre in jagged, spectral brilliance.
From the heart of these wild energies, two Dark Sun Sisters materialized—cloaked in midnight, their presence exuding a cold, unnatural dread. Their eyes glimmered with the intensity of the abyss, and a heavy silence fell, broken only by the residual hiss of ozone in the air.
Suddenly, an eerie, green vapor began to coil in the center of the amphitheatre, swirling above the central bookcase. The mist thickened, twisting into unnatural shapes, until from its depths emerged Necronomous, wreathed in tendrils of viridescent smoke. Their arrival sent a shudder through all gathered, as if reality itself recoiled.
In that instant, Shaezar’s prophecy resounded within the minds of each adventurer—a voice neither male nor female, but echoing with ageless power and certainty. Its words were both a warning and a summons, their meaning unfolding with chilling clarity:
The Dark Prophecy
Three artifacts, each a segment of one soul,
Separated by misfortune.
But with fortune, these pieces will reunite.
In deep shadows, under aligned moons and weeping stars,
Shaezhar’s return will be whispered in the dark.
When Skull, Thelgax, and Necronomus are brought together,
The sun will dim, stars will vanish,
As the lich reclaims his once shattered heart.
Beware the summoning of untamed fury,
For the world will suffer his rebirth.
In darkness, with glowing eyes, he will rise,
Instilling fear in both friends and foes.
Only through unity can we praise
The terrible, dark return of the lich.
As the prophecy faded from their ears but rang ever clearer in their thoughts, the amphitheatre was transformed. The architecture seemed to warp and quiver at the edges of vision, as if resisting a force it could barely contain. The ritual’s onset was palpable, woven into the heavy silence—a prelude to darkness and destiny entwined.

Without warning, the dark sisters hurl their spells. One conjures a viperous storm, hissing bolts of necrotic energy that twist through the air, seeking the hearts of the living. The other calls forth a writhing shadow, an incantation that rends the fabric between worlds, promising passage only to those steeped in despair. The ground trembles as the lich’s corpse begins to stir, bones snapping into place, tattered robes knitting themselves from the dust, a crown of thorns and sorrow forming atop a fleshless brow. The very air grows heavy with dread.
The heroes rally. The fighter, a mountain of muscle and resolve, leaps forward, shield raised, hammer sparkling with enchantments wrought in the electricity of friendship and hope. At their side, the rogue slips through the chaos, daggers poised to strike at the soft spots behind magic and arrogance. The cleric raises their holy symbol, channelling the light of stars long since extinguished, praying for deliverance—and for vengeance.
But it is the mage who must act first. Cloaked in a robe stitched with sigils of exile and defiance, he locks eyes with one of the sisters. Words of power tumble from his lips, shaping the world with will alone. “Banishment!” he cries, and the spell surges. Light and shadow collide in a fury of sparks, wrapping around the sister like the bars of a cage forged from memory and regret. She screams, defiance echoing across the stone, but the mage’s resolve is a fortress. With a final burst of energy, the sister is hurled from the mortal plane, sent spiraling back to the cold embrace of her Shadow world.
The loss of her kin does not shake the second sister—instead, it sharpens her malice into a blade. She whirls toward the fighter, her hands wreathed in violet fire, eyes wild with hunger. Incantations spill from her lips, each word a hook in the soul. She feeds on the life force of the fighter, siphoning strength with every touch, growing more radiant and terrible as the battle rages.
The fighter grits his teeth, blood pounding in his ears. Each time the sister’s fingers graze his skin, ice floods his veins, and memories flicker—lost friends, broken promises, the face of a mentor who believed in redemption. Yet, he fights on, swinging his hammer in arcs of righteous fury, each blow a prayer for the world beyond.
Around them, the rogue circles, searching for a moment of weakness, a gap in the sister’s defenses. The cleric’s voice rises, weaving protective wards and bursts of healing light. The mage, spent but undeterred, begins to weave another spell, their fingers trembling but their mind clear.
At the heart of the amphitheatre, the lich’s corpse is fully reformed. Eyes like twin voids blaze in its skull. It stands, draped in robes that seem to drink the moonlight, and raises a skeletal hand. A chill descends; the living feel it in their bones—a summons to oblivion.
At that moment, the lich—its ancient body not yet fully restored and spectral energy flickering with each movement—chose not to stand and fight. With a guttural chant, it began to sink through the stone floor, passing into the earth as only creatures of deep necromancy can. Yet this was no mere escape; as the lich’s form vanished, motes of black light traced a path downward, marking the way to its last resting place. The heroes were left with the chilling knowledge: the final confrontation still lay ahead, in the depths where the lord of undeath first fell.
Amidst the echoing silence, the last of the sisters—the one bound by an oath older than the tomb itself—let her arms fall to her side. Her staff clattered on the cold stone. Bruised and bloodied from the battle, her face bore equal measures of exhaustion and grim satisfaction. Her duty, sworn in darkness and pain, was fulfilled. Her voice, barely more than a whisper, trembled as she surrendered, “My task is executed. The lord is back.”
Those words, simple and honest, were a release from her bonds and a confession of her complicity. Yet, in that moment, something in the air shifted. The tension, tightly wound through hours of battle and years of loss, snapped. The heroes, battered by the ordeal and haunted by the cost of their struggle, stood frozen in the torchlight—caught between justice and vengeance.
The fighter, his armor scorched and dented, gripped his shock-hammer with shaking hands. In his glare, sorrow and rage collided. The sight of the surrendered sister, unarmed and unshielded, conjured memories of comrades lost, villages razed, and the unnatural horrors she had aided. His heart pounded, fueled by the pain and the relentless drive to see the nightmare ended.

Tro
Dark Sun Sister.

Svart
Dark Sun Sister.

Shaezar
The Liche.


Shaezar
The Liche.

Ghouls
The Liche's Soul Cage
Chapter XX
Shaezar’s final resting place
The echoes of battle still linger in the party’s minds as they stand between grim choices: pursue the liche before its return is complete or pause to tend to the wounded at the risk of losing their quarry. Even as hesitation crackles in the air, the mage steps forward, his resolve as sharp as the gleam atop their staff. With a whispered incantation, crystalline light bursts forth, pushing back the suffocating darkness that fills the stairwell beneath the amphitheatre’s lid.
Torches and orbs of spell-wrought radiance bob in the gloom as the group descends, each step a drumbeat toward the unknown. The descent seems endless—a spiral into the earth’s hungry silence—until the stairs spill them into a vast subterranean hall. Four statues loom, each a perfect likeness of Shaezar, the liche whose name is both blessing and curse in these lands. Carved from obsidian and veined with silver, the statues stand sentinel in the gloom: faces serene, hands outstretched in ambiguous welcome or warning.
Beneath their feet, a mosaic unfurls across the marble floor, a symphony of jewel-bright colors forming a serpentine path. But the beauty is treacherous—each tile catches and reflects the mage’s light in fractured, dazzling shards. Instinct prickles along the thief’s spine. They narrow their eyes, body tense, mind racing. This place was built for secrets, and secrets bleed.
The thief’s voice is barely more than a rasp. “A trap. Magical. I can feel it in my bones.”
As the party edges forward, a chill washes over them—a sensation not wholly physical, as if the air itself weighs their intentions and the price of passage. The answer reveals itself in a whisper from the floor: a memory of ancient sacrifice. To cross, they must pay in blood. A drop, a wound—an offering to whatever power slumbers here.
A single bead of crimson falls to the mosaic, the blood vanishing into the stone as if swallowed by the past. The path ahead shimmers, the hues shifting, inviting the party on but promising pain for every step. As they move, their hearts thunder with the knowledge that the price will grow steeper with every hesitation.
Suddenly, the statues’ eyes flare with an unearthly light. The hall seems to pulse, and an irresistible urge to flee grips each adventurer. The party bolts, boots slipping on the glimmering tiles, the mage’s staff casting wild shadows, the thief leading with uncanny swiftness. Behind them, the statues seem to turn, tracking their flight with silent, eternal vigilance.
Panic surges as the party reels, their courage unraveling before the oppressive magic that clings to the statues like a second skin. The urge to flee becomes inexorable, and together they scramble back toward the stairs, hearts pounding wild, breaths ragged. The shimmering mosaic now seems a wall of knives, its enchantment barring any return, sealing them off from the hall beyond.
Frustration gnaws at the mage. With companions stranded and hope flickering, he draws deep upon his arcane well—a single word twisting through clenched teeth, and reality bends. In a blink, the mage is gone from the stairwell, reappearing at the far side of the room, shadows swirling in their wake.
But victory is fleeting. The air splits with guttural snarls: four ghouls, pallid and feral, lunge from the darkness, joined by a priest swathed in rotting robes, their eyes twin embers of spite. The mage staggers, momentarily alone, as claws rake the empty air and fouled prayers darken the ground. The priest’s staff thuds against marble, sending ripples of sickly light through the chamber.
Across the mosaic, the rest of the party watches in helpless horror, the magical snare keeping them from their comrade. The thief curses under their breath, searching for any flaw in the enchantment; the warrior grips their blade, knuckles white, longing to fight but unable to bridge the bleeding path.
Alone, the mage realizes his only hope is to press forward, even as the ghouls close in at his heels. He sprints from chamber to stair, from stair to a hall of memories, racing through the final twists of the dungeon. At last, the corridor narrows and empties into a silent chamber, where a single throne commands the space. Upon it sits Shaezar, the lich, waiting patiently—eyes aglow—for the mage to approach.
The remaining heroes move through the magical room, incurring significant losses. They pursue the missing mage without knowing their direction or what awaits them.

The final confrontation
Chapter XX
The battered adventurers, still shaking dust and gore from their armor after the brutal struggle with the ghouls, press onward through ancient stone corridors. At last, they reach a set of grand doors—the entrance to the fabled Throne Room of Shaezar. The heavy doors creak open, revealing a hall vast and cold, lit by an otherworldly azure glow that seems to pulse from the very stones.
At the far end, seated upon a towering throne of blackened bone and obsidian, sits Shaezar, the infamous lich. Cloaked in dark robes, Shaezar appears almost serene. To their right stands the group's long-lost mage comrade, now deep in conversation with the undead monarch. Magical energies swirl about them, distorting the air and casting shifting shadows across the throne room's walls.
The group feels it immediately as they step inside—a strange, pervasive magic that tingles across their skin and hums in their bones. There is power here, old and unyielding, woven into the very fabric of the room. Instinctively, hands fall to weapon hilts and spells are readied. The magical atmosphere amplifies every heartbeat, every whisper of movement.
As the group enters, Shaezar and the mage stop their conversation. Both individuals—one with blue-glowing eyes and the other with a distant gaze—turn their attention to the newcomers. Shaezar lifts a hand, initiating action in the room. The lich casts an electrical spell that moves from one hero to another, causing burns and affecting them.
Spells flash and fuse in the charged air. The lich’s voice booms out an incantation, and from their skeletal fingers blasts forth a Cone of Cold: a torrent of freezing wind and razor-sharp ice shards that sweeps across the chamber, threatening to encase the first adventurer in solid frost. The mage, eyes glittering with regret and resolve, channels crackling arcs of electricity that dance along the room’s pillars before snaking toward the party, seeking to paralyze and burn.
At the same time, the magical energy in the chamber intensifies. Ice particles swirl and coalesce, responding to Shaezar’s will, forming a hungry blizzard in the very heart of the throne room. The wind howls, visibility drops, and the air itself seems to gnash at exposed flesh with icy fangs.
The adventurers brace themselves, shields raised and spells ready. Every sense screams in warning as they realize this is no ordinary encounter—this room, this moment, is a crucible. Bound by magic, divided by loyalty, and surrounded by elemental fury, the final battle with Shaezar has begun.
Finally, with a surge of courage and desperation, the last blow lands, shattering Shaezar’s skull and sending the lich’s body collapsing into a heap of dust and bone. For an instant, a profound silence falls over the throne room. Then, before the adventurers’ eyes, Shaezar’s soul erupts from the ruins of his corpse—a searing, spectral force—only to fracture and split into three distinct shards. Each glowing fragment is irresistibly drawn to one of three arcane items: his ancient staff, the silver-hilted dagger, and the grim spellbook bound in shadowy leather.
It dawns on the party that Shaezar, in his cunning, had forged a soul cage distributed across these relics. The fragments of his essence shimmer within their new prisons, each item throbbing with sinister energy. Yet, hope flickers anew. Together, the heroes know what must be done. With determined resolve, they set about destroying the staff, the dagger, and finally the spellbook. As each artifact is sundered, a wail of frustration and loss echoes through the chamber, until at last, Shaezar’s presence is utterly erased from the world. His twisted dream of revenge dies with him, leaving only silence and freedom in its wake.

Shaezar
The Liche.