Sunday, March 16, 2008

Session Six and Seven

People in Cauldron are talking. A group of adventurers have freed some of the kidnapped victims. Including 3 or 4 of the children who were the most recent to disappear.

Rumors are a tricky thing and you never know what to believe sometimes. But evidence suggests that this group discovered that Keygan the Locksmith, for fear of his RAT pet being killed, made master keys to the locks of the city of Cauldron. And that Keygan allowed his shop to be used as an entry point for creatures from the Underdark who carried out the kidnappings. Keygan has been forced to flee Cauldron and the Town Guard has taken over his shop till the City can decide what to do with it.

In some kind of Fortress located below Keygan’s shop this new group of adventurers, called the “Knowlern Troupe”, faced a group of slave traders – defeated them – and rescued some of our citizens.

This all took place after they had already proven themselves by rescuing a Priest who was being assaulted by members of the Last Laugh. The Troupe was then hired by the Church of St. Cuthbert to look for the children. Recently because of a recommendation made by the church the Town has hired the group to look into the recent troubles the city has had with Goblins.

Reports have not been confirmed but the group may also have been involved in the attack of one of our citizens. And that the Troupe themselves are said to have been responsible for the graffiti that until now was blamed on the Goblins. Witnesses report that the group was painting messages on warehouses for the Goblins. That while they were writing on the walls a citizen tried to speak with them about the Goblin problem. It seems the Troupe attacked the citizen, tied her up, and dragged her to the Church of St. Cuthbert.

Long have people been concerned that the followers of St. Cuthbert tend to take justice into their own hands. The Church claims that the citizen that was taken into custody is a member of the Last Laugh, had admitted to several crimes, and that they have turned her over to the town guard.

The citizen, who’s name is being withheld to protect her, said that she was just trying to inform the Troupe, an organization she had heard was looking into the Goblins troubles, that she knew the Goblins were somehow using Orak’s Bathhouse as a base of operation. But instead was attacked – she says because she caught them painting some graffiti – that a Bard and another spellcaster in the group put her under the influence of magic spells and abilities. That under this magic control she was forced to do things for members of the Troupe. Asked what the Troupe forced her to do she simply broke into tears and said she was not able to talk about it.

Word on the street is that a battle took place at the Bathhouse involving the Troupe but there are currently no details available and the doors to the Bathhouse are locked and that Orak does not answer when called. Town Guards are now stationed at the front door of the Bathhouse.

Another citizen of Cauldron has stepped forward and claims that a member of the Troupe sold him a Cloak that has caused him to fade away. And that to cure this curse that the troupe placed on him has cost him severely and is going to take legal action against the Troupe.

The most shocking rumor surrounding the Troupe comes from the children who claim that one of the groups members is a large round creature with eye stalks. From the description this “hidden” member may be a large “Beholder”.

The City is looking into the Troupe and the allegations but for now are focusing on the Troupes “good deeds” and claiming that any evil activities are hearsay and a attempt to undermine the good work the Troupe is doing.

Lady Knowlern over at the Cusp of Sunrise stills claims no connection with the Troupe that is using her good name.

Sunday, January 27, 2008

Session 5

It has taken several days, but the party looks over the map of Jzadirune and realizes there is only one room left. They open the door and see a chest, and on top of the chest is a silver cage holding Keygan's rat familiar, Starbrow. Saelis notices something is strange about the chest. Then a mouth forms on the chest and it speaks, but no one in the party can understand it. Saelis casts a spell and the silver cage holding the rat begins to float towards him. But the chest forms arms and holds the cage back. The chest speaks again - this time anger can be sensed in it's voice.

For some reason the party starts throwing money at the chest. Slowly the total of gold gobbled up by the chest rises. The chest clearly likes getting the money. But how much longer will the party continue to throw their gold away.

Finally the total of gold reaches 200 pieces. Then the chest holds out the rat in a cage and gives it to the party. There is some talk of destroying the creature but the party decides to let it live.

The party returns to the surface to give Keygan back his rat. But they will not be on the surface long - there are still the missing children to find. And with this level explored their attention will turn back to the elevator room that will take them below the city of Jzadirune.

Sunday, December 9, 2007

Session 4

Another day in the city of Jzadirune. The party has cleared well over half the city. This session they faced creatures they had never seen before. First a pile of rags covered Teela and only abandoned her as her life force was depleted. But she was not lost the cleric, Zylasria, stepped in to make sure Teela did live after all. The creature tried to slam into Zylasria but with Leander and Jarzen already engaging it it was unsuccessful and did not live much longer. A Skulk who was being controlled by rags also attacked the party but it was quickly disposed of.

The elves, Teela and Saelis, found many secret doors and rooms that had not seen a visitor since the Gnomes abandoned the city 75 years ago. Classrooms, workshops, living quarters, even a nursery.

A creature with long tentacles attacked the party in a large room. It made Verrad stand still for the whole fight and at first seemed like the creature could be more then the party could handle. But then Leander cut off one of its tentacles and after that it had trouble making contact. Coincidence perhaps, but the party again was victorious.

The party even fought a machine that did damage when it cried out a strange sonic scream – just before Leander put it to rest.

After a warning from an illusion of a gnome…

"I am Emirystul, Librarian of Jzadirune. The scrolls you seek have been destroyed to keep you and others from fading into nothingness. The curse of the Vanishing began here, in these mystic halls, and here it will remain. Be carefull what you find, and mind whatever magic was wrought here."

The party would make sure they learned more about the “Vanishing”. Bluecrater Academy helped reveal the truth behind the superstition of “The Vanishing”. Members of the party will think twice before the use any magic item they find in Jzadirune. But they also know now that the curse can be removed from items and people. But the cure is not cheap.

Much of the eastern half of Jzadirune still needs to be investigated before the party returns to the elevator room and descends deeper with hopes of finding the children, and Starbrow of course.

Sunday, November 11, 2007

Session 3

Krawg sits on the floor talking to a chest with a Fox carved and painted on the lid.

“Krawg spend most of a whole day playing with new gnome pet. Then Krawg sleep and when sun rises Krawg and new friends go back down to gnome city. Not sure why called gnome city since so far no gnome there. Again we leave pet gnome friend Keygan behind with blonde man who speaks very little. When we get down close to giggling mask room we attacked. Dark monsters behind crates waiting for us. They almost kill evil friend Verroud.

Saylas say some funny words and touch Krawg. Good friend Leedander and Krawg charge and smash crates blocking hall and hiding nasty Dark Ones. Then we kill Dark Ones. Leedander fun to do stuff with. Krawg did get hurt but every short time he also feel get better… Ohh, feel better. Short time later Ahhh, feel better – think Saylas cast feel good spell on Krawg. Need to remember to let him do that again. Oouu, feel better.

Verroud went fight Dark One hiding behind crate where round door be before. Me think maybe evil friend Verroud has death wish, he always getting into trouble. Like in this fight he hear loud bang so Verroud stop listening for a long time. Then he get shot with bolt in leg. Then he play peek-a-boo with Dark One behind crate. But when they played they shoot bolts at each other, me like kind where just cover eyes. Me need to remember to do that with pet Keygan.

Not sure what other friends do. Me did hear Teala singing. She sing nice, make Krawg want feel good.

After peek-a-boo that Dark One run and hide – he must be very good hider cause we all look and not find. Krawg like to play hide and seek but not when Krawg not find anything like this. Krawg happy when we stop looking.

Krawg follow friends into big room with dancing lights Evil Verroud, Krawg not know why Verrand evil – but every one say he is. Evil Verroud and purdee Teala try to open some round smiley doors. Some they do others they ask Krawg to smash. Krawg like to smash things.

They find room with dirty old beds and stuff.

We find room with high spot. There hiding door we find but not go thru.

We find room with funny wearing stuff where we attacked by bad looking rats. Teala and Krawg get bite. Teala think we in some trouble cause bite. Teala smart, knowledge bout all kind of things, Krawg get little worried. Room have hiding door we do go thru, in that room someone there but left. Someone must be shy and not want to meet large group of new people like Krawg and friends. Saylas send puppy to find the one who left but puppy not able.

Leedander say he know were evil lurk. He take us to big theater room and we go on stage. Gnomes put on play for us. But they not right gnomes like pet Keygan. Verroud go looking for trouble again and jump into hole in stage floor. While he fight ugly long arm thing Leedander and Krawg smash floor so they fight too. Not take long to kill and we find stuff everyone get very happy. We find Cloak that has magic looking Verroud take and others tell him not to sell, book for Saylas, wand not sure who take, and key Verroud also take.

Lots more happen. We find room with pictures hiding. And we see room with big map. Verroud almost fall into hole in floor by map place.

Teala worried about rat bite and want to go to Cleric of St. Cuthbert. So all leave gnome city for little bit. Me not worried and after Jeena Cleric touch Krawg and Teala she say we all better. Now we can go back to gnome city.

We find room with Gnome King who takes our gold to see him. King turn out to be not right like acting gnomes. So when Zaylamar find hiding place we take gold back. Also more keys. Krawg little sad – he like smashing doors – feel not needed as much if friends have key.

"Betrayed we are by our own magic,
One by one, we fade away -
Jzadirune's lost! Oh, how tragic!
We curse the vanishing day."

Leaving King room Verroud does fall into pit. Others quick have plan to get him out and tell Krawg to hold rope. When Krawg pull up rope Leedander is one in pit not Verroud. Pit hurt Verroud but Saylas cast spell and Verroud and Leedander change places. All happen very fast. Krawg just hold rope and pull hard when told. Krawg good at doing what told. Krawg happy to help.

By trap, elf find hiding door to your room that have three chests. Magic is looked for and found. But found magic in empty fox looking chest. Everyone look to find where magic hiding but no one can. So decided we do to take whole chest. Saylas want to look at cloak party found and look at it at same time as chest. Saylas ask Verroud for cloak but Verroud act funny. Left the cloak someplace. Leedander think Verroud sell cloak even when told not to.

That is when Krawg start talking to you Mr. Fox. Krawg not like when friends seem mad at each other.

Saylas also interested in no magic bag we find in rabbit looking chest. He stick hand in and pull out fuzzy ball. Take time but Saylas throw ball away and ball turn into big bear. Saylas talk to bear for time then it go away. That all we do so far Mr. Fox. Looks like it is time to go.”

Sunday, October 28, 2007

Session 2

From the Diary of Keygan Ghelve

“I always knew that I have been living on borrowed time. Sooner or later someone was going to discover that my shop was being used by 'dark races' to enter the city of Cauldron. But what could I do as long as my beloved Starbrow was being held captive. A few days ago the party known as the 'Knowlern Troupe' discovered my shame and has been twisting it to their advantage ever since.

At first I was relieved to finally have my secret shame confessed. And even if this 'Troupe' was mostly a frightening collection of brutes, there are a couple of its members who did seem sincere that they would return Starbrow to me and end the nightmare I have been living for some time.

The first night they left a Half-Orc named Krawg to look after me. Despite his fearsome exterior, Krawg was very gentle and childlike. I think Krawg looked at me like I was some sort of pet.

But the next day I would discover my real nightmare had just started. The other members of the Troupe had returned to enter the city of Jzadirune through the secret door located under the stairs of my shop. This time they left the stoic, and mostly silent, Jarzen to guard me.

The others had only been in Jzadirune for a very short time when they return looking for a heavy object. Seems they had encountered a trap of some sort and wanted to trip the trap by throwing something onto it. They settled on an anvil I had in my workshop. Teela, a lovely human Bard, compensated me for the anvil as Krawg carried it away.

At the top of the stairs, by the secret door, I could hear them throw the anvil onto the trap. I heard someone proclaim 'acid is in the pit' followed quickly by 'screams of battle'. The Troupe was under attack. Verrad was the first to be wounded, and from the sound of it he was close to death. ‘That is a pity' I thought with a smile on my face. The Bard was singing as Krawg’s battle cry filled the air. I heard the death scream of some unknown creature, I assume killed by that great axe of Krawg’s.

But then Krawg’s voice went silent and I fear the gentle giant has fallen. After a short skirmish members of the Troupe came up to my shop looking for something to cover the trap. They settled on my store counter. They ripped it from the floor and carried it down the stairs. The Elf Wizard walked over to the front door of the shop and posted my 'Closed' sign. It seems I am out of business for the time being.

Soon Verrad would be back in my shop, his weapon dripping with blood, and 'suggesting' I go downstairs to identify a glyph they found on a door in Jzadirune. I guess Verrad was not as close to death as I hoped he would be. He took me down the stairs, through a door that must have been some kind of secret, over the pit on my counter and into a room with a wood floor. The strange glyph they needed my help with turned out only to be the gnome symbol for the letter 'D'. They tried to convince me to join them but I refused to spend another second in this cursed city. They could either kill me or let me return to my shop. For a second I was not sure what they would do but reluctantly I was allowed to return to the shop.


The Troupe also came up to my shop with me to recover from their battle. Verrad was so badly wounded he will require help from the Temple of St. Cuthbert to fully heal, pity. It seems my shop is now to be used for their sleeping quarters whenever they retreat from the dangers of Jzadirune. Will the penance for my shame ever end?

The Troupe returns to Jzadirune after a long rest period. Soon after they leave I can hear a greeting...

'Welcome to Jzadirune! Behold the wonder! But beware, ye who seek to plunder; traps abound and guardians peer beyond every portal, behind every gear.'

They clearly do not know what they have gotten themselves into.

This time they are gone a few hours before they flee the city again. Blood covering some of their clothing. I can hear them speak of their encounters in the Grand Hall of Dancing Lights. The Paladin and Bard almost met their death in the city below. So they join Verrad and Krawg as members of the Troupe who have already almost died facing the dangers of Jzadirune.

Verrad speaks of the 'Gear Doors' and seems to be determined to learn their secrets. Seems one of the doors gave him a very 'warm' welcome. The room they took me to is a lift of some sort and will lower them deeper, below the city of Jzadirune when they think the time is right. But it seems for a time they will continue to explore Jzadirune. I do not know what they will find there – I just hope they get Starbrow back to me before they reach their inevitable fate. If they can do that this nightmare will all be worth the pain.”

Sunday, October 7, 2007

Session 1

The party presses on to reach the North Gate to the city of Cauldron before nightfall. Sixty feet from the gate the party is met by some of the city guards. Four guards line the road on each side in flanking positions. Three more come down the road to speak with the party.

Verrad uses his military experience to size up the guards. “These guys are a joke” he thinks. The party gets the idea that they could easily handle the guards but recognize that the walls of the city and the winding road up the side of the volcano would make any force think twice about attacking Cauldron head on.

The speaker for the guards has no clear sign of rank but he is wearing heavier armor. With him is a lantern bearer and a figure dressed in a tall red hat and red tabard. The speaker informs the party of several things:

There is a 1sp/per person “Gate Tax” to enter the city.

It turns out that the figure in red is one of the city tax collectors. One is stationed at all times at each of the four city gates to handle transactions. The collector is given a single gold piece by Teela and told to “keep the change”.

The speaker recognized that typically a group with a mix like yours is often an Adventure Party. You are informed that if you wish to operate within the city limits you must be registered as an “official Adventure Party”. To do so, you must have a name for the group, pay a 10gp tax, and be sponsored by a local business, church, or noble family.

Teela steps forward and shows the guard proof that she is a member of House Knowlern, and is a niece to Lady Ophellha. She produces a broach that contains the family seal that she uses to seal her sponsorship of the party. She suggests the name of the party be “The Knowlern Troupe” and the rest agree. Leander pays the 10 gp and when he identifies himself as a Rihvadi, the bowing and scraping really turn on.

The speaker of the guard is very helpful and answers several questions the party has about the city. In response to Teela’s question about places they should go, he suggests the Bluecrater Academy and the Temple of Wee Jas. He seems very open even in the cold and rain of this late Autumn night.

Cusp of Sunrise: Establishment that caters to the cream of the nobles – owned by Teela’s Aunt Ophellha. (The guards snicker at the thought of this group entering and Krawg the half-orc probably couldn’t even get in the BACK door.)

Drunken Morkoth Inn: Good basic inn favored by merchants and travelers of all kinds.

Minuta’s Board: A flop-house where the “Half-orc may be more comfortable”.

The party decides to head for the “Drunken Morkoth”. On the way there, they hear a cry for help coming from an alley ahead. Verrad spots a lookout but by the time he can act the others have already made so much noise (music and clanging of armor) that the group is spotted and the lookout darts into the alley.

One wonders if he had told the party what he saw could Teela have “fascinated” the lookout allowing Verrad to work his way behind unseen?


Leander is the first to reach the alley and sees three street thugs with blue and white make-up on their faces standing over a badly beaten Cleric of St. Cuthbert. “Bugger off, this is none of your business” one of the thugs says. It seems the party did not agree with this and soon arrows and bolts where flying towards the thugs. Cries of: “No, really this is none of your business.” “Why are they shooting at us?” “We are NOT getting paid enough for this.” come from the thugs and prompt the party to comment that the thieves in Cauldron seem to be as incompetent as the town guards!

Saelis tried a sleep spell, but the thugs were unaffected. The thugs tried to run and two of them succeeded but Verrad was persistent in bringing one down. Leander and Zylamar came forward to make sure the thug survived to answer some questions.

The thug’s name was “Tom” and as it turned out he is a member of the town guard that is doing a little work on the side for a Thieves’ Guild known as the Last Laugh. Tom, after being charmed by Saelis, was very informative. His companions, also members of the town guard, were “Troy” and “Tim”. A member of the Last Laugh named Jill approached them in the area near Minuta’s Boarding House and paid them to deliver a message to the Church of St. Cuthbert. They agreed to do it only if they were not expected to do any real damage. After all, the beating they gave the Cleric was nothing a “cure light wounds” spell would not fix. The message was that the Church was to stop investigating the disappearance of the children from the Lantern Street Orphanage that had occurred a few nights ago. The Church has vowed to do everything it can to punish those responsible. It seems there has been a rash of unexplained disappearances lately.

The party decides to take the Cleric, Ruphus Laro, and “Tom” the thug back to the Church of St. Cuthbert. There they meet Jenya Urikas, Ruphus’ superior, and the paladin Alek Tercival, who will ask the thug some questions before taking him to the headquarters of the town guard.

Jenya asks the party to look into the disappearance of the children for the church. She offers each member a potion of “cure moderate wounds” and the group an additional reward of 2,500gp for the successful completion of the quest.

She tells the party that she used a divination spell and asked the question, “Where are the children who were abducted from the Lantern Street Orphanage?” She wrote the riddle that was the answer to the question down for the party.


Jenya believed the “Locks” mentioned in the first line of the riddle could be referring to the locks at the Lantern Street Orphanage. Since it was getting late, Jenya offered the party a room where they could spend the night. She tells the party that she will give them a list of the missing people in the morning.

End of Day 1

After getting the list of the missing, most of the party decides to head over to the Lantern Street Orphanage to ask some questions. Verrad decides that he will check out the area around Minuta’s Boarding House. The street thugs mentioned that was where they were contacted by Jill and paid to send a message to the Church.

The party offers to send Krawg with Verrad but he declines, stating that he may get better results working alone. But they all agree that they will meet for lunch and check into the Drunken Morkoth Inn.

At the orphanage, the party is greeted by an elderly Halfling, Gretchyn Tashakk. At first she is reluctant to speak with the party but when she learns the party is working for Jenya she gives them her full cooperation.

They learn over 30 children live at the orphanage and there is nothing that suggests, besides all being orphans, that the children are connected in any way. After a thorough search of the children’s dorm rooms, the group turned their attention to the locks at the orphanage and learned that they were all made by a local locksmith, Keygan Ghelve. The party decided that after lunch they would pay Mr. Ghelve a visit.

At the Drunken Morkoth Inn, the party meets up with Verrad and he tells them he still is working on some things down by Minuta’s. But he has learned that there are two thieves guilds in town. The Last Laugh is the largest organization in town and their rivals are the Alleybashers who run their operations out of Minuta’s.

Once again, Varrad decides to head out alone while the rest of the party goes to check out Ghelve’s Locks. Since Ghelve’s is located just two doors from Bluecrater Academy, and the locksmith’s is too small for the whole party to enter, Saelis decides to take the package he was sent to deliver over to the Academy while others go in to speak to Ghelve. Krawg and Jarzin will accompany Saelis. Leaving Teela, Leander and Zylamar to question Ghelve.

Ghelve is a Gnome but when he comes through the curtains of a back room into the shop he is at least six feet tall. Later the party will discover Ghelve wears stilts while in the shop. But on this visit they can get very little information from Ghelve. So it is decided that they will step out and wait for Saelis to return – maybe he could cast a charm on Ghelve that will make him more cooperative.

It is decided that only Saelis and Teela will enter the shop. Teela tries to distract him with some conversation while Saelis casts his charm. But Ghelve is prepared and gets the drop on both Teela and Saelis with a spell of his own. A color spray comes out of Ghelve’s hands towards Saelis and Teela but they are unaffected by the magic of the spell. Saelis’ charm seems to have no power over Ghelve. But then Ghelve seems to realize he needs to do something so he gives a motion with his eyes that he was being watched. Teela picked up on this and went into the back room to investigate.

When she entered that backroom see caught the glimpse of a shadow move at the top of the stairs. Suddenly a humanoid, a Skulk, dropped from the landing and attacked. Teela was able to hit the creature with a solid blow and Saelis stepped in to finish it off with a magic missile cast from one of his scrolls.

While Teela and Saelis were busy with the Skulk, Ghelve took the opportunity to escape. He quickly removed his stilts and ran out the door – only to be surrounded by the rest of the party waiting outside.

Once back inside, he told his sorry tale. Under the stairs of his shop is a secret entrance to the abandoned Gnome enclave of Jzadirune. The enclave was abandoned 75 years ago after a magical plague called the Vanishing swept through it. A few weeks ago creatures came into his shop from Jzadirune, and kidnapped his familiar, a rat named Starbrow. The creatures were Skulks and a smaller dark race. They force him to give them skeleton keys to all the locks he has made in Cauldron. At night they have used his shop to enter the city and bring their captives to Jzardirune.

Ghelve knows Starbrow is in a dark place within a mile. He can sense both the rat’s fear and hunger. He is sorry for what he has done but he did not know what to do. Starbrow is the only family he has left. Ghelve supplies the party with a map of the Jzadirune enclave.


The party decide to leave Krawg to protect Ghelve during the night. Krawg is happy to have a new little pet.

The others return to the Drunken Morkoth to see what Verrad has been up to and get a meal and then it if off to the Church of St. Cuthbert to tell Jenya what they have learned. Verrad also pulls one of the clerics aside to hear his confession.

Verrad has been a busy adventurer. He has befriended a young street kid who severs as his ears and eyes in the area around Minuta’s. From this child he learned that the janitor of the Lantern Street Orphanage, Patch, has been seen talking with one of the members of the Last Laugh.

Verrad also had an idea to locate one of the meeting areas of the Last Laugh. He would use the rivalry between the Alleybashers and Last Laugh to set them after each other. He found some paint and marked some of his bolts with the colors of the Last Laugh. He then found a safe location he could observe the action around Minuta’s. He witnessed all sorts of illegal and evil acts. He picked out one figure he was sure committed several crimes that night and after one of his crimes when he was in the alley next to Minuta’s, Verrad shot his bolts and after a couple tries killed the young thief.

It did not take long before the other Alleybashers took the bait and went to get some payback on the Last Laugh. Several Alleybashers went to the Slippery Eel Tavern and delivered several missile weapons through the windows of the establishment onto the patrons inside.

Verrad had mixed feelings about what he had done. He did now know the location of the two major Thieves’ Guilds in Cauldron and had succeeded in setting them against each other. But he also was not sure if he did the right things shooting the young thief in the alley. And now even more innocents could have been harmed in the retaliation.

So Verrad asked the Church to hear his confession. The Cleric was concerned that Verrad may have taken the law into his own hands. But evil must be punished in both this world and the next. He encouraged Verrad to try harder to follow the laws laid down for everyone’s protection. Without law we have nothing, though his actions did strike a blow against the evil and chaotic souls that inhabit that part of the city. Maybe now the town guard will have a stronger presence there to help bring order. In the morning a few Clerics from the Church will go to the area and see what they can do.

The party returned to the Drunken Morkoth to rest for the night.

End of Day 2

In the morning the party went down to the orphanage to speak with the half-orc janitor, Patch. Patch admitted that the Last Laugh has been paying him to keep an eye on one of the children, Terrem. He does not know why the Last Laugh is interested in the child but his contact, a Halfling named Revus Twindaggers, let it slip one day that all he knew was “it has something to do with his dead parents.”

This is where the session ended. The parties next task is checking out Jzadirune. But this could change.


Tuesday, September 18, 2007

The Beginning...

After what for some was a very uneventful three month trip, a band of adventurers arrives at the northern gate of the city of Cauldron.

The company of adventurers includes:

Zylamar, Moon Elf Cleric
Verrad, Half Elf Rogue
Teela Morgansinger, Human Bard

Saelis, Sun Elf Spellcaster
Leander Rhiavadi, Human Paladin
Krawg, Half-Orc Fighter

Jarzen, Maenad Warrior