Plans unfold for the Kuraphai assault on the Silverwind estate. Though a major house has not gone to war with another in living memory, all of the elves know that this likely means one or the other will cease to exist before the conflict concludes.
Ervendio leads the planning. He divides the Kuraphai troops into three groups, two of which will go over or through the forward gates, drawing the Silverwind forces forward. The main force, however, will rappel or feather fall down to assault the main manor itself. The goal will be to neutralize the Silverwind nobles, at which point the Silverwind soldiers and guards will be absorbed into House Kuraphai. Meanwhile, the Revengers will seek to engage with the Knights of Mypp Jad, the Myrikhan and Darcie Bill, the Fantra, find and rescue Svendar, the Paramander, kill the wyvern Sǐwáng, and retrieve the pieces of the Rod of 7 Parts already in Jad’s possession.
Valeria has objections to the plan — while she will fight in self-defense, to the death if need be, she has no intention of being an executioner.
At the estate, Carol/Ann assumes the form of a rat and sneaks over the wall, opening the gate to allow the Kuraphai assault to begin. Ervendio and Bea accompany the front gate forces, while Valeria, Golgaraz, Mildred and Bertram accompany the side-gate forces. Ervendio and Bea encounter Sǐwáng the wyvern, who is tearing through Kuraphai soldiers. Bea attempts to disintegrate the wyrm with her new eye — the first attempt seems to glance right off of the creatures thick flank, but her second turns the great wyrm into a pile of ash. Canicus Dias is revenged!
Another old foe, Jad, the Myrikhan, also meets his fate this night. Cutting his way through the Kuraphai with is flaming scimitar, Ervendio takes aim at Jad with his magic shield — turning the dwarf into an immobile statue of mud. A nearby fracas between elven soldiers knocks and the head off of the mud-that-was-Jad, and the rest of the “statue” crumbles. The only thing that remains unchanged is black, ten-inch rod — the combined pieces of coelum, so long ago stolen from the Revengers by Jad, as well as fiat, the third piece of the rod once sought by Teks Tik.
Bea picks up coelumfiat, but she’s horrified at the lawful order it brings to her mind. She turns it over to Ervendio. Individually, the pieces grant the abilities to produce hold monster once a day for 20 rounds, and to produce haste once a day for 23 rounds; in addition, having been joined together, they allow the wielder to fly at wil, as per the 3rd level wizard spell.
The side-gate team of Valeria, Golgaraz, Bertram, and Mildred move into the Silverwind manor itself. They witness the guards rushing away from the manor to join in the battle at the front gate — seemingly going well for the Silverwinds — only to have the tide turn as the Kuraphai at the cliff join from behind. The manor itself is deserted, with the nobles having taken refuge in secured rooms below ground. They find empty library rooms and entry halls and, going upstairs to the 2nd floor library, a magically-trapped door leading to a tower room.
As Bertram and Golgaraz debate how to undo a magical lock, Mildred turns into a small mouse and creeps through a hole in the stone. Inside the room, she opens the door to let in the others. They find a horrific site — Roger Kervfluffen, their deep gnome companion from the Underdark, has been killed, disemboweled, and sacrificed in some kind of dark ritual.
They enter the opposite tower and discover Svendar, inside a series of wards and candles, with his fiery fists shackled. As they enter this room, they witness some sort of portal closing — someone has just left the room. Golgaraz crosses the wards to free Svendar — and becomes a gnome! Utterly transformed, he frees Svendar and finds himself looking uncannily like Bertram — though still one-eyed. Carol/Ann, in drow-form, naked, and covered in blood after a successful battle, wants to confess her feelings to Golgaraz — but cannot find the attractive half-elf she is looking for.
Ervendio, Bea, and the Kuraphai forces storm the manor. The nobles of House Silverwind are found and killed, though Ervendio learns some other Silverwinds had left the estate when the Knights of Mypp arrived. They may now return and lead their house, though the once-mighty Silverwind family will fall into disrepute. They will no longer be a house of major influence on the Moon.
The Revengers search the manor for clues, treasure, and loot. Ervendio seeks magical items to bring back in tribute to his mother; Golgaraz and Mildred loot the towers; Bertram and Bea investigate the books in the Silverwind libraries; Valeria decides that poetry don’t make no sense no more.
But when they return as victors to the Kuraphai estate, the party is told of a terrible tragedy: Matron Artenia Kuraphai, head of House Kuraphai and Ervendio’s mother, has committed suicide. She was found in her private quarters, her guards unmolested, having slit her own throat. She is found with a note, addressed to her son. Written in his mother’s distinctive hand, it reads:
My Dearest Ervendio,
Congratulations on your victory in this war. Jad will be missed. I will see you at the Mountain That Moves.
The fourth piece of the rod, entrusted to the Matron, is missing. Ervendio’s sister is en route to the Kuraphai estate even now, to take her place as Matron.
The Revengers now possess the first three sections of the Rod of 7 Parts — sections 2 & 3 having already been joined together — as well as the sixth section. Darcie Bill has seemingly taken the fourth, the mysterious Count who rules the Knights of Mypp already possesses the seventh, and the fifth piece remains unaccounted for — though clues have indicated that it can be found at The Mountain That Moves. The final chapter of the quest begins….
Sǐwáng the Wyvern, 1400
Jad the Myrikhan, 4000
Coelum + Fiat, 10,000
Elf War Won, 6000
Group Total: 21,400 Individual Award: 3567
Bea 6567 (I, Disintegrator 3000; Group 3567)
Bertram 6567 (You Can’t Pick Locks, But You Can Pick Your Friends 3000; Group 3567)
Ervendio 6567 (General of the Kuraphai 3000; Group 3567)
Golgaraz 6567 (Half-Dwarf, Half-Elf, All-Gnome 3000; Group 3567)
Mildred 6567 (Mouse Method 3000; Group 3567)
Valeria 6567 (Can’t Appreciate Poetry 3000, Group 3567)
coelum & fiat, 2 pieces of the Rod of 7 Parts (Ervendio)
from the Silverwind vaults (Ervendio) (powers spelled out, since Ervendio claimed them specifically for the Kuraphai)
1. bastard sword, +1
2. cursed dagger, -1
3. Durimal’s Potent Draft: Any drinker of this philter feels confident and strong. All morale checks are successful, and saves vs. mind-affecting spells area t +2 for 24 hours, or until a saving throw fails, whichever comes first.
4. Hypnotic Powder: this powder has a relaxing effect on its user. For 24 hours, the user is immune to all charm, hold, and fear spells.
5. Scroll of Spell-Catching: when held up like a shield, the user rolls a saving throw vs. spell when a spell is cast directly at them. On a success, the spell is “caught” and transcribed onto the scroll. The spell can then be “cast” from the scroll, or learned by a wizard. When cast or learned, the spell disappears and the scroll of spell-catching is blank and can “catch” another spell. Works on wizard spells of 1st to 4th levels.
from the Silverwind towers (Golgaraz & Mildred) (must be investigated to learn what they are)
1. a small lyre that appears to be made of brass.
2. a shiny, rust-free, well-made horseshoe
3. yo-yo with the symbol of a scale on it.
from the Silverwind library (Bertram & Bea) (some tomes’ purpose is clear; one is unknown)
1. Mental Impressions of the Retina: a spellbook by an elven illusionist named Johydee Silverwind. Contains the spells phantasmal force, improved phantasmal force, permanent illusion, and programmed illusion.
2. A grimoire with a multi-colored swirl on the cover. Text inside appears to be meaningless squiggles. Requires explicit study/full reading to understand what it contains.
3. Deep Fears of Humanity: a spellbook by Hallone Silverwind. Contains the spells shout, spook, scare, fear, and chaos.
4. a spellbook containing: (5 1st level spells of your choice)