Synopsis: The party used a strange contraption they found in a room they called the “Hall of Heads” to interrogate several long-dead characters from ages past… and one from their own past!
Synopsis: The adventurers continued to explore the vaults below Kaer Maga. They explored some of the living quarters in the complex, fought hideous creatures formed from sin itself, and rescued the party wizard from his own curiosity.
Synopsis: The heroes continued their exploration of the Hall of Arcane Wonder within the Chambers of Truth. They discovered a strange scrying device, a room full of severed heads and a contraption to speak with them, an underground garden, and a shrine to strange and terrifying creatures from beneath the sea.
Synopsis: The Sandpoint Heroes descend into the lower level of the Chambers of Truth. After a brief encounter with a former friend, they explored a deadly and ancient museum called the Hall of Arcane Wonder.
Synopsis: The party continued its exploration of the Chambers of Truth beneath the streets of Kaer Maga. They found a strange artifact unbound by the laws of time, examined viewing portals that looked upon distant worlds, and fought a terrifying creature made of stone.
Synopsis: The party continued its exploration of the underground magical research facility known as the Chambers of Truth. They encountered a strange crystaline monster in a geomancy lab, and later triggered successive waves of increasingly-powerful skeletons in a strange magical arena.
Synopsis: The party begins exploration of the underground chambers below the Temple of Lissala: chambers last used by the enigmatic Council of Truth before they disappeared a decade ago.
Synopsis: After securing both the Lethe House and the adjacent warehouse, the party ventured into the basement. They found a temple to the lost goddess Lissala, the Rune-Maid, Keeper of Lost Lore— and a very powesful priestess who saw the party as her latest sacrificial victims!
Synopsis: The heroes enter Tirana’s lethe house to confront the proprietor, and learn that he’s some kind of priest of the ancient Thassilonian rune-goddess Lissala, as is Tirana. A note from Tirana tells them more about the Swords of Sin. They also find out what this cult has done with the missing townsfolk!
Synopsis: Now in Kaer Maga, the party gets the lay of the land and follows several leads on the location of Larissa and/or the Sword of Lust.