Whiskey has declared democracy on Adakmi and has met with fair success. Aided – more or less – by Jet (aka Nightwishes) and not hindered by Klang as such, Whiskeys reforms have been implemented fairly widely. Everyone has a vote – more or less – and some of the populace who were not so sure if votin’ and sharin’ are Good Ideas have been brought to heel. After the festivities are over a half-way reasonable town council has been toasted … er, I mean voted in, and things are looking a whole lot more positive than a couple of weeks ago. If you live in Adakmi, anyway.
The Silver Flame delegation has swept into town for a few days, interviewed surviving party members capable of coherent conversation (i.e. Whiskey), taken charge of a few heads, taken a vacation up to the Pillars, taken possession of a chapel and renovated it and then swept out again – sàns one dragonborn of dubious mien who has been detailed to assist Whiskey in his endeavours going forward. (Authors note: quite why the Silver Flame assume an infernal hexblade of all things is the right man for this job really should provoke some thought. But it probably won’t).
Whiskey meanwhile has got Very Tired of Adakmi and is keen to go visit a collection of hovels to the west called Yrlag. Ostensibly this is a trade mission but quite frankly despite the antics of Jet, Adakmi is yawn city and even a night staring a camp fire is more exciting. After enlightening the lovely Gatekeeper Emesha on recent events, one evening Whisky packs up everything, sends Salth to fetch his great friend Heyerajj, points Klang in the right direction and they’re off! But wait … where’s Jet? “If she’s worth having, she’ll be along presently” is the confident prediction.
A lovely stroll in the night ensues. Whiskeys coat-of-many-eyes is extremely happy but he is not so much: odd dreams of pillars (like the one in the town square of Adakmi, assumed to be Gatekeeper or similar) and tentacles haunt his sleep. On the bright side, Jet is right there when he wakes up, a great comfort no doubt.
The next day passes peacefully, with just a few surly villagers to distract from the glory of nature out in the wilds of Khorvaire – mmm, mmm, just smell that fresh Droaamy air! After a lovely day walking the party camps for a kip, at which time Whiskeys dreams return. No rest for the good, huh? So the next day the party take a little detour northwards to go play in a swamp, or marsh, or whatever the term is for soggy, muddy ground without trees but WITH a large obelisk in the middle, and more flies than you could shake a stick at. Despite the lack of any prominent “Free Treasure!” sign (an inscription saying “Here lies the Aal’drash sealed in Vvaraak’s name” is plenty close enough) the party investigate and find they can get inside. So of course they do. Jet accidentally rings the scream-bell but does manage to disarm the trap, so let’s call that an acceptable result.
Under the obelisk is a room with doors made of purple “byeshk” metal – which we just know means “aberrant creatures here”. Jet can’t wait to verify that and opens a door, but luckily Whiskey and Salth dispatch the monsters before any real damage is done. Not so luckily, Whiskey is unwilling to wait for that real damage to be done and opens all the other doors at once – and the game is on! Much rude behaviour later Salth (go, Salth!) finally nails the very last one as it seeks to flee the obelisk.