| Stepping through the portal, you are no longer in the shadow-haunted underground palace of Kwarü Khan, master of deceit. You stand on a grass-covered hillock, overlooking a brilliant azure sea, and beyond, an alien city of strange white towers in many different shapes and sizes. Flying winged beings can be seen high among the spires, and there is something terrible about them even without being seen clearly. All is not as it was. It feels like a year has passed since you took the step that was just a moment ago, and you feel strangely reinvigorated. Some of your companions are strangers, or not as they were then. But for now, they are the best fighting companions you can find. The city awaits, and you have a hunch this will not be easy. What to expect: Surreal, high-level exploration in a deadly but rewarding environment on Space Drugs. It is highly advised to find a different exit from this place before time is up; grabbing good stuff on the way is a nice side-benefit. System: Seven Voyages of Zylarthen, the prestigious S&S OD&D variant (rules booklets shall be provided). Pregens shall be available, or bring a PC of your own (9th level characters). Magic items shall be provided. Transfers from previous Cauldron games (particularly 2025's Tiger-Headed Opium Nightmare) welcome! | |