When the Company was last seen, they had suffered severe injuries and were forced to seek the aid of a cleric to the god of mischief. He was able to raise those who were slain, but at great cost, which the Company now had to repay.

But luckily the quest is related to the Company's current missions of causing trouble for the Baron of Blackrock and the drow if Illunato.  The priest believes that only the Silver Horses can restore order, and
they are off searching for the lost Prince of Tristian.  But the prince is not held captive on Aarnsfield as they believe.  Rather he is dutifully avoiding his responsibilities as a member of the royal family and has been living a private life of an adventurer in the east.  A dutiful follower of the god of mischief, this priest was his confessor.

Thus the Company are quested to return the prince.  But since the priest had his own oaths, the Company must do so in a round about way; delivering the Prince to the Silver Horses.  The Company are told that the prince is currently searching for the lost tomb of Weidlow, a Shana Prince who died at the hand of the Emperor Kol.  While the Company are looking for the prince, they must also retrieve the staff of Weidlow, buried with him in the tomb.

Other members of the Company also have their own quests... Starr must protect and obey the newly trained cleric Kali.  Olindinus must repay his master Riliant for teleporting him back to the others after he tried avoiding the quests.

But eventually the Company teleport to the Tower of Lore in Shana.  Aurend knows that this place also once housed the Shanapsi mindlords.  He locates their sanctuary and there the Company find a treasure hoard of devices that replicate all the powers mentalists have ever developed.  Using such powers the Company are able to read the thoughts of those who once entered this place.

The Company learn that another band of followers was commissioned also to find the prince.  Like the Company, they too must deliver him to the Silver Horses. But they are motivated by selfish interests, and serve the drows.  They will deliver the prince alright, but to a drow agent in the elite guard, thus satisfying the wording of the quest if not its intent.

Aurend uses the devices here to warn Captain Urendel of the Horses.  But the mindbender oversteps himself when he attempts to overpower the traitorous drow imposter in the Horses.  The attack is unsuccessful, and unknowning why they are being attacked, several other elves teleport to the Company's location and a fight begins.  Before it is all settled the dead lie on both sides.  But the Company are able to convince the elf that remains of your good intentions, and soon all is set right...

Or as right as one could make it.  Aaron screams as he is revived. His body was perhaps too weak, or his spirit not quite willing to return. Whatever the reason, the results are obvious.  Aaron is now not just a cavalier, but also a mixture of other people... perhaps past lives.  His soul has been shattered and how many pieces or which piece is present when you do not know.

Traveling to the body of Prince Inisti's companion, the Company find that he has apparently met the other party that follows him.  Tracking them through the woods the Company discover Weidlow's tomb, guarded by two large golems, although one seems to be destroyed.

The Company bypass the golem with some stealthy maneuvers, and find themselves inside the upper portion of the tomb.  These are the public rooms, where sacrifices to the dead prince are brought.  Sometimes gold. Sometimes magic.  Sometimes the very lives of the faithful.

Here the Company meet a gnome with no name.  He has been trapped here for some months, and confirms that both the Prince and the other group have entered the maze.  He shows you a magical device that allows one to visualize the history of Weidlow, and eventually the Company convince him to accompany them down below.

The second level, hidden beneath a magic pool, is a maze.  Many rotating octagonal rooms lie here.  Soon the Company are able to begin mapping, and learn the trick of the maze.  And soon too the Company find another occupant.

Tunnelfinder is a scout for his people.  He is a deep gnome, and has been in the maze just over a week.  Him and his brother were separated after a nasty encounter with a phantom stalker, and since then he has
been nursing his wounds so that he can begin searching for him.

During his incapacity he was met by a shadowy figure who told him that his brother was found in the Garden Room to the southeast of the maze.  Apparently too busy to speak further, the figure left him and never
reappeared.

The Company attach themselves to their new companions and begin searching for the
Garden Room.  But Aaron has other ideas.  Believing himself to be a thief of great skill, the cavalier sets off on his own.  But these mazes are troublesome for even fully equipped groups, and it did not take but a few minutes before Aaron entered a room haunted by the ghosts of adventurers long dead.  Unable to draw upon his cavalier training, the thief ran in horror from the sight.  Running mindlessly through the maze he came across perhaps the most feared denizen here, a intellect devourer.

Easily dispatching Aaron, it consumed his memories and learned of other food in the maze.  Soon Aaron rentered the picture, telling the party that he knew where the Garden Room was and that the other should
follow him.  Doing so the Company step into a trap, for the intellect devourer loved minds, but had little use for the bodies.  Those it gave to a treant who uses them for fertilizer.

Overwhelmed by the treant and intellect devourer's attack, the Company fight back.  At Warwick's orders the unnamed gnome releases a blast of fire.The treant is destroyed, but at great cost, for Liana, Olindinus, and Tunnelfinder also perish.  Aurend survives, or the rest of the Company would also have died there at the hands of the devourer who survived the flames easily.  Entering mental combat, he defeats it.

Unable to do much else, the Company rest.  It is then that they meet the shadowy figure that had previously shown itself to Tunnelfinder.  He tells the Company many things; how Weidlow is now a lich, transformed by the Emperor Kol long ago.  Weidlow was never known for sane thought, and even now his plans are mad.  He fights Kol still, transforming those who enter this maze into undead so that they might possible get close to the Arch Lich and betray him.

It is this that has happened to Prince Inisti.  He was captured last week by Weidlow.  Even now the Shana lord prepares the potions and spells that will transform your elvish prince into an undead.

The shade offers little hope.  The Company can try destroying the lich, but such seems quite impossible for people of their skills.  No, at best the Company might persuade Weidlow to bargain for their own lives and that of the elvish prince.  But to do so the Company must have leverage, and the only such leverage the shade can think of is Weidlow's soul object.  It is not carried by the lich, and has apparently been placed in a holy location inaccessible to undead or the shade.

Thus the Company set off for one of two such locations.  Entering they find what looks like a tomb chamber.  A large sarcophagus is situated in the eastern side of the room.  Surrounding it are twelve feminine statues wielding swords.  But is is the living occupants that attract the Company's attention.  Inside are Casali and Arabil, two surviving members of the rival group.  Also is Rendef Dwarfslayer, Tunnelfinder's
brother.

Aurend recognizes the danger and gives the signal for all of the Company to attack.  But plans go astray, and he ends up acting alone.  He disables Casali, but is skewered by Arabil in turn before a peace is
called.

In the uneasy day that follows little is spoken between the two groups. By morning Casali and Arabil depart.  Rendef stays with the Company.

END