After some discussion with Riffel, we toss the fruit we received from the tree to try and distract the Borthak while he recuses the knights.

Riffel transforms into a werewolf.

Gross. The Borthak vomits on us.

A rather vicious battle, but we manage to finish it off while it tries to escape from in wounds. It never even tasted the fruit.

Riffel calls to us, stating we’ll no longer need to run from it. And introduces us to Argentia Skywright of the The Blue Fire Wardens.

The Three Moons Vault was the fortress of the Blue Fire Wardens before being pushed out by Teremini Nightsedge and Death Knight Lord Soth’s forces.

She mentions that their real leader, Valendar, is likely still imprisoned there. We should not kill him, though he is stuck in his Lycanthrope form.

We need to stop Teremini Nightsedge’s ritual, save Valendar, and get the next part of Rod of Seven Parts.

Pash finally catches up to us.

Argentia Skywright uses a rite on Riffel to protect him from the corrupting moon powers of the Three Moons Vault.

We reach the entrance of Three Moons Vault. Riffel plans to stay back. Valendar should be somewhere along the bottom floors. Teremini Nightsedge as we head up.

I check for sound on the other side of the door, finding silence. The creepy pair of statues outside come to life and burn light strikes at us.

Pash, Bardon, and I are blinded by a radiant light.

It is a pain, but we take out the constructs before moving inside.

Recite

Break Time

The statue has an elven phrase engraved along the bottom:

“It is not surrender. Live to fight again another day.”

Treeavenger opens the chest by the statue, it contains a Potion of Vitality

The tunnel goes on for a time… and ends in a flat wall.

I am too stupid to see anything going on with the wall. But luckily Pash notices a rune on the wall… and notices some wraiths through the wall. And that the rune leads to a secret door of sorts.

We pretty easily take out each of the wraiths. The last says it will tell us a secret if we let it live, but it tries to pass through us without saying anything, so I strike it down. If you are going to surrender, you don’t get to run.

Bardon, Pash, and Treeavenger go to investigate the weird viscous orb in front of us. A strange being appears as Treeavenger goes to put it in his Bag of Holding. A Death Knight.

It proves to be a most challenging opponent.

Treeavenger manages to finish it off, while I stumble.

We head North.

There is a large number of undead seemingly waiting for order ahead of us, with a door to the left.

Treeavenger goes to open the door. We find an enraged Werewolf. Likely Valendar.

Treeavenger proceeds to drag Valendar out of the Three Moons Vault.

With some prodding, he returns to his human form. He warns of us needing to find red, white, and black mirror to disrupt the ritual Teremini Nightsedge is trying to do.

Valendar's Secret

As the characters talk with Valendar, the leader adopts a sheepish demeanor, especially when talking about his capture. If the characters ask why, Valendar admits that he didn’t properly scout the Three Moons Vault before the wardens’ attack on the castle. Valendar underestimated Teremini, assuming she was a powerless lackey of Lord Soth. Valendar believes the wardens’ defeat was his fault, and he’s glad that no one else was captured in the assault.

Link to original

He heads onwards to meet up with Riffel.

Treeavenger wants to head to the door the North. He teleports past the zombie horde and I sneak in.

A knight is inside proclaims himself to us and calls for our aid. He calls himself - Darrett Highwater. Men of men, and king of kings. Surely capable of inhuman feats beyond out imagining. We free him to surely save the world of Krynn, if not all worlds.

We head South and I pick the lock of the first door we find. A desiccated priest with a glass object holding a rose thurible.

I head to the next door since Treeavenger is still large and pick it as well. Though we find it trapped.

The vault contains 1,900 gp, ten gems worth 100 gp each, and six paintings worth 250 gp each.

I check the next few doors for traps and find nothing of note. Opening them with ease. Finally reaching one with what seems to be a melted body. Treeavenger goes in and checks the not-body for us.

The last Northern door is covered in some brown mold. I avoid it. Bardon approaches it and finds it incredibly cold.

Pash relaying that it is a heat absorbing mold. And uses Knock to open the stone slab door. I use my Frost Brand Rapier and Pash uses Frost Ray to make a path upwards.

We head back to the priest from before.

Being dead is a vibe all its own.

We check the room. Treeavenger checks the desiccated rose, only finding that it seems similar to the shield from the statue in the first room.

We head up from the exit here…

Recite

END SESSION