Last Fight of the Chwidencha

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While Alvra hesitates, not sure whether he may interfere or not with Lilith’s test, the spider has no such doubts. The beast charges and pins the drow fighter to the floor by stabbing its steel-like claw straight through armor and leg. It drags Alvra forward, stabbing deeper and deeper. It’s a chwidencha, an aberration heavily punished by Lolth. It seemingly consists of nothing but a writhing mass of long, hairy, flexible spider legs. Each leg ends in a barbed spike. There’s not a shred of drow awareness left.

140405Chwidencha

Phaedra is shaken by the presence. The cleric has seen far worse and fires a crossbolt at the beast, but misses in the commotion. Her sister quickly mirrors her action and shoots one too. The beast contracts its legs and four spikes now puncture the fighter, leaving its victim heavily wounded.

A large earth elemental joins the fray, summoned by Jharrath. The spider turns and focuses on this new challenge. Alvra is tossed through the air and collapses against the wall. The four steel pins embed themselves in the elemental, which strikes back. Lilith rushes over to her brother and tends to his wounds. Her healing spells pull the drow back from the brink of death, and after taking an additional potion he feels somewhat better. When Alvra slowly gets up, his injured leg gives way. Again he tries, and this time he manages to stay upright.

Earth Elemental

Meanwhile the scout takes out her spiked chain. The earth elemental pummels its attacker, but doesn’t do much damage. A Kellgore’s firebolt slams into the chwidencha, turning the scales a bit. Focusing her deity’s power, Lilith sends a beam of searing light into the creature.

The burst of the firebolt causes the spider to turn around and see what causes the sudden pain. It lashes out at the wizard, who is struck in the side, and grapples its way deeper. Jharrath is pinned down. Phaedra, whose weapon can reach far, sees a weak spot in the middle of the chwindencha and expertly hits the beast. Taking advantage of the diversion, the drow wizard uses his magic boots to teleport; he appears twenty feet away. He looks awful. After a punch by the earth elemental, the spider doesn’t look too good either.

Chwidencha-deadAlvra’s attempt at attacking fails, his javelin lands among the discarded bones of the former opponents of the aberration. The cleric’s crossbow bolt also flies wide. The fight between spider and elemental continues, until rays of scorching fire score direct hits. Jharrath kills the beast with two blasts from his wand and earns himself a healing from his mistress.

Dunspeirrin

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When the Xaniqos are rested, they again travel the winding corridors of the Underdark, until they arrive in a huge domed paradise of stalagmites and stalactites. An immense abyss opens up before them, a long broad bridge connecting the tunnels to the dwarven city of Dunspeirrin. They have made it to their destination! Of course, Dunspeirrin lacks the sophisticated appearance of a Drow settlement!

Carts are crossing the bridge in both directions, transporting a never ending stream of goods like coals and gems from the mines, slaves (even Drow), Goblinoids, Svirfneblin and of course many Duergar. A cacophony of sounds emanates from the city, the noise is overwhelming after the relative silence in the abandoned smaller Underdark tunnels. The people of Dunspeirrin don’t pay much attention to the Drow, being only a few among the many who travel and trade here. Dunspeirrin is always at war, either with Shield dwarves over their mines or with their ancient enemies the Illithid. The place itself is always busy with mining resources for weapon forging.

SvirfneblinIllithid

There are several guard posts stationed on the bridge, while others are patrolling – marshall law rules in this town – but the Xaniqos pass unhindered, walking through huge massive open doors. Once closed, this city is an impregnable fortress. In the city, the noise is even louder, a chaos of sounds, sulfur and coals. The blows of blacksmiths resonate in the heavy air.

In the middle of an open plaza is a large market with pens, filled with animals and slaves. In this city a word is a word, and a contract is a contract. Ninety percent of the traders is Duergar. They look at the Xaniqos Cleric with a sense of admiration and respect, and Alvra’s armor is also viewed approvingly. Lilith’s Scout sister Phaedra attracts little attention, so does the Wizard; the Duergar are not into magic.

Spiders, rothé, lizards (both draft and riding animals), ratites, amphibians, dragonflies, praying mantises, beatles – there’s an enormous variety of animals. Amid the chaos, Alvra spots a pen with twelve riding lizards. Two Duergar are standing in front of them, one is covered in dust with soot on his face, the other looks like a guard. The merchant introduces himself as Murgol Coalhewer.

These beautiful animals are about four years old and trained in combat. Each costs 2000 gold pieces, including riding gear.

The lizards are not the least troubled by the noise around them. Alvra knows that an untrained lizard is worth 500 gold pieces, plus an additional 1000 gold pieces for the training. Lilith asks the merchant if her brother can check on the lizards, which Murgol allows. All seem to be fine and in a good condition.

The Cleric offers 10.000 gold pieces for eight riding animals, but to her surprise the trader offers her another deal: all twelve lizards for 10.000 plus a service.

In the past week one of the mines failed to bring up coal, and neither did we receive any messages. I have sent in two enforcers, but they still have not returned. There might be a Delver at work, a huge dungeoneering aberration. This beast is quite rare, it is an underground delver that is very fond of stone. The nightmare of every miner. A lair would be a disaster. Their skin is acid and any contact will eat through metal. The beast is neutral in attitude, but will fiercely defend its territory. My claim on this particular mine is too good to leave it and find another; the investments have been to costly. What is your decision, Cleric?

Delver

Lilith agrees to his proposal and asks if there’s an inn where they might stay. Fortunately Murgol’s cousin, Ivar Hammerhead, runs the Hamer & Anvil Inn. They will recognize Ivar by his lack of hair. The trader will meet them there the next morning and escort them to the mine, which is situated on the outskirts of Dunspeirrin.

The inn is filled with 99% Duergar, who are drinking, eating and gambling. The bald dwarf will make room for the Xaniqos and feed them with rothé stew. When Jharrath inquires after the herbs he uses, the Duergar smirks. We just roast them, that’s it. And the beverages are mainly beer and wine. Ivar then spits in a glass and ‘cleans’ it with a towel, whereupon the wizard asks for a bottle of wine. Closed. Chateau de Mithral Hall 😉

The inn keeper then sends two Duergar upstairs to clean and clear the rooms for his new customers. Five minutes later another Duergar rolls face-first down the stairs, soon followed by a semi-clothed dwarven woman. They hastily leave the establishment, booed by the clientele. It would have been better if they had paid for their room. Lilith and Alvra visit the market again to replenish their potion stocks. In the evening the Xaniqos siblings go upstairs to their rooms, which are dusty and not really clean, though the sturdy latch on the door compensates for the untidiness.