Before the party heads beneath the church to find Xulthos, they decide to head over to the old shrine to Nethys. They approach the ruins and find that it is fairly run down and in very poor shape. They encounter a group of giant tarantulas in a section of the ruins but they prove no challenge for the group.
They find that the ruins still have some lingering magic functioning but in very poor shape, like an unseen servant still trying to bring drinks to people but only bringing silt in cracked cups. They do find a trapdoor that is not quite secret anymore in the floor of one of the rooms that leads to the lower levels of the shrine. In the lower levels they find a room with statues that appear to be depictions of lesser known spirits of destructive magic. Kahn decide to investigate one of the statues and sets off a trap that releases a burning hands effect from the statue. Not sure if the trap will reset or not he decides to mess with the statue again and gets blasted again. Duran is able to dodge both of the attacks and decides to try to disable the trap but only succeeds at setting it off again. The group decides that leaving all the statues alone is a better idea at this point.
They proceed to the next room that is filled with blue flame lamps and encounter a trap that summons a fiendish snake but it is quickly dispatched. Fiora discovers that the columns in the room have spells written over them and proceeds to start transferring them to her spell book while the rest of the group looks around the room. They find a secret door in the back of the vestry that leads to a natural cavern filled with a weird phosphorescent gray mist. the mist seems to make Sahlira act a little crazy. They decide to back track to the statue room and check one of the other passages from it.
The next room over has statues of gynosphinxes in some of the alcoves that animate and start attacking the group. They are quickly dispatched and Shurooq discovers that the alcove to the south has an illusory wall that is hiding another wall that has a secret door in it.
Going thru this door they find a room containing large bathing tubs and a group of chokers that attacks them. They are quickly defeated when Fiora casts a Burning Arc spell and the power of Sarenrae charges the spell up. The chamber past the room with the chokers appears to have contained various scrolls put whatever they contained has been lost as it appears the chokers have torn them to shreds looking for loot and making nests. The room does have a large plaque that when magic is directed at it, makes it move revealing a passage to a natural cavern filled with the same gray mist.
Shurooq figures out that the mist is what is called the Breath of Nethys, a strange gas that causes hallucinations. The priest of Nethys used the gas to open themselves to visions that they believed were given to them from Nethys. Kahn decides to start taking pieces of the chokers and start stuffing them into the mouths of the statues that the mist seems to be coming out of. The rest of the group decides to try holding their breath and see what is in the cavern.
In the cavern they find a floating barque that depicts the Barque of Nethys and a figure lost in the mist. The figure seems to be dressed in filthy robes. They figure doesn’t seem to realize they are there and the group falls back to decide what to do. Shurooq and Fiora proceed back into the room while Kahn keeps stuffing the statues to stop the flow of the mist. Shurooq resists the mist and starts talking to the figure. The figure doesn’t want to identify itself and seems a bit paranoid. Shurooq charms the figure and has him join them in the room outside of the mist where they talk with him.
They find that the figure is Haidar Yunan, who was the Falcon Emir of Ipeq until something occurred and he left Ipeq. Whatever occurred, he doesn’t seem to want to talk about it. While talking with him they discover that he believes himself to be cursed and after Shurooq and Fiora identify the blade that he is carrying they realize that he probably really does have a curse, the curse of lycanthropy.
They promise to try to help him break the curse and tell him that they will try to return when they have figured a way to break the curse. They leave him some food and head back to Kelmarane to talk with Father Zastoran. He tells the group that wolfbane should work but he doesn’t have enough on hand to help out. He will try to get more of it. In the meantime the group decides to head over to the church and deal with Xulthos.
They use the Interdict Key and open the lower levels of the church. The first room has a sealed door and a hole in the floor with what appears to be another seal on it. The only other thing in the room is a gong on a pedestal. Shurooq mentions that they probably need to strike the gong to Khan, who thinks that sounds like fun and heads over to hit it. To many a groan, Kahn strikes the gong and the door slides into the roof. The seal in the hole in the floor also slides aside, but a pinkish mist also rises up from the hole and forms 3 fire elementals. The fire elementals seem like they are going to attack but stop at the sight of the symbol of Sarenrae worn by Shurooq and Fiora.
With the fire elementals ignoring them, the group proceeds into the next room and finds many niches holding bodies. Shurooq and Fiora warn the party about robbing from the bodies in here and they find a hidden reliquary containing a few items. They leave the items alone and head over to the hole in the floor of the entry room. They proceed down the hole and and find a long corridor the more bodies interred. The party gets to the turn in the passage and finds that some of the bodies have been animated. The three coffer corpses attack the group but prove to not be a real challenge to them.
The room at the end of the hall appears to be a vast chamber with a pillar of rock rising from the floor but the group are all able to see thru the illusion to the real room that appears to be a throne room of some sort. Sitting on the throne is what appears to be Kardswann but the group left him secured back in the battle market. Shurooq, Kahn, and Duran are able to see thru the illusion to the real creature. Shurooq is able to identify the creature as a glomeray daemon which is a servitor of the archdaemon Szuriel, the Angel of Desolation and Horseman of War.
Duran charges into the room and attacks Xulthos. Xulthos attacks the Duran and knocks him to the ground bleeding. Kahn and Sahlira also rush into the room to confront Xulthos while Shurooq channels energy to try to keep Duran alive and Fiora starts shooting arrows at Xulthos. Xulthos starts tearing into Kahn and when Duran tries to get back up, he gets knocked right back down again. Fiora starts helping with the channeling to keep Duran and Kahn alive as Xulthos seems to have no problem hitting any of the group. The party keeps beating on Xulthos while Shurooq keeps trying to heal everyone. Xuthos is looking fairly ragged and Fiora decides to stop trying to heal and start shooting at Xulthos again. She crits and delivers the killing blow to Xulthos.
With the death of Xulthos, Kelmarane is finally free. Almah names the party Knight Protectors of Kelmarane and gives them their reward for helping to free Kelmarane. The party is also given the Wharfmaster’s Manor for their personal use.
The group is given a year of down time to get things done around Kelmarane and secure the town. During this time, they are able to get Haidar cured of Lycanthropy. He is very grateful to them and decides to stay around and help with the defenses of town.
What will the party do during their year of down time?