Stranded in the jungles of Ahvoth-Kor, the party debates several options: pressing forward to the Fortress of Thousand Fangs, plumbing the depths of the nearby rift towards the Gluttondark, returning to the Temple of Angazhan, or waiting for Yrgg Treefather to send additional aid. As they discuss the merits of each, Malk regains consciousness. The other heroes fill him in on their situation. Moments later, a janni named Melissandra appears, sent by Daimu. There is a moment of shocked recognition between Melissandra and Lor; she accusses him of having attacked her citadel with Fezghul (an even which Lor experienced through a vision a week before). Lor pleads innocence, and Melissandra has enough faith in Daimu to believe that her God would not send her to aid someone unless he was trustworthy. The janni offers to plane shift the entire party back to their own plane. The heroes agree, and moments later, find themselves in an unfamiliar cavern. Though it has been several days since the companions have rested, and the cavern is seemingly clear of dangers, they decide to explore further. Meanwhile, Melissandra returns to the Plane of Air. A side passage takes the party to some more caves, full of venom-shaped thralls. Soon, it is clear that Melissandra's aim was uncanny; they have returned to the dungeones that house the Mrathrach machine. Malak is eager to make it to the bottom of the machine to face the Zaug demon, as is Arthas's bow, which has gained the ability to speak, calling itself "Erastil's Fury". The heroes proceed level by level, battling thralls and wraiths, and attempting to avoid the various dangers of the chaos machine. By the time they reach the cavern floor, however, their lack of rest has caught up with them. Worse, it appears that Lord Rail's ritual has been performed, as none of the arcane spellcasters can successfully cast a spell. They can hear the cloven hooves of Rhodintor demons drawing closer through the darkness. Tired, frightened, and out of healing spells, Lor suggests that the party spider climb out of the cavern and find a place to rest. Arthas offers another plan: he summons his own planar ally, a winged celestial named Asteris, who plane shifts the party away. They find themselves on a great plain, which slopes upward in the distant to a mountain of infinite height. Great, winged armies patrol the plain and the skies above it, and a mighty steel fortress is visible not far away. This is Ragathion, the lowest layer of Heaven, and Asteris's home. The celestial leads the companions to a nearby visitor's tent on the outskirts of an enormous war camp for a much-needed rest. Everyone who played gains 5,000 XP. Jack