A change of positions

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When they arrive at the mansion, Leargath goes his own way, while the siblings carry the body of the warlock inside. Immediately drow slaves take it to the morgue. After a while, they are invited to the throne room, where lady Thandysha seems to be in a positive mood. All the important people of House Xaniqos are present.

“Good to see you. I presume your mission was a success?” As always the Matron Mother doesn’t leave much room for failure.

“Yes, Mother. House Despana was behind the abduction of our captain. They wanted information about the rod, as well as punish us. And though we managed to save Solaufein, he is in no condition to secure our House. We brought back the warlord’s body though, it is at your disposal at the morgue.” Lilith and Phaedra continue to relate the happenings of the last day.

At that moment Alvra steps up and makes his ambitions clear. “Make me captain of the guard! I will take Solaufein’s position.”

Alvra
Quarra snorts indignantly but holds her tongue.
“Alvra, that is a bold statement,” the Matron Mother says. “The captain of the guard is also my personal guard. It is a high position. What do your siblings think about your proposal?” She turns towards Lilith. “Is he qualified?”

The cleric assesses the fighter, then nods. A simple yes is her reply.
“I have only seen his group activities, and he knows his position.” Phaedra shrugs. Jharrath doesn’t object either. “He’s up to the task. But I’d love to hear what Quarra thinks of this.”
“Well thank you, Jharrath”, an overly polite Quarra replies. “You all seem to back up Alvra. And if Lilith says he’s able, then, by all means, Mother, we must give him our support too.”
Lady Thandysha briefly glances at her consort, who nods approvingly.

“Since everybody is here, it is settled now. Welcome, Alvra, as the new captain of the guard of House Xaniqos. Thaldinyon will fill you in. We will meet each other in a few hours, and talk about how we deal with House Despana. Its actions can not be tolerated!”

The mansion is bigger and more luxurious than their former residence, and so are their rooms. After a visit to the House clerics for healing, the men leave for the bathhouse, where they lazily float in the water. Alas, their peace doesn’t last very long, for Phaedra comes to get them on her sister’s behalf. “We must meet her at the chapel,” she says, “that’s all I know.”

Lilith is in the chapel, worshiping the Spider Queen. When she hears their footsteps, she turns around and welcomes her siblings. “Tell me, Alvra. What are your plans as the new captain of the guard?” The fighter plans to expand the number of guards. He also plans to use the lizard mounts more. The cleric is pleased to hear that. She gathers her sister and brothers and heals them all. Back in their rooms, Jharrath identifies the cloak as a magical cloak of charisma. This lightweight and fashionable cloak has a highly decorative silver trim. Lilith keeps it for herself; the mithril shirt goes to Phaedra.

It is already late when they are summoned to the Matron Mother’s room. Lady Thandysha is seated at the head of the table. Quarra and K’yorl are seated in their usual chairs, but Alvra’s seat has been upgraded.

“Welcome all. It is time for our House to step forward and take our rightful place. We will not be the last House any longer. We have grown in power, we have many soldiers and slaves. We have risen in prestige, and will now measure ourselves in strength as well. The rod causes a lot of unrest. Despana doesn’t have it, and neither have we. The rod will cause a shift in power. She who has the rod has the upper hand.

Phaedra, I hope you will aid our House with your skills. House Despana is the perfect prey. We will have to take away their assets in the city. We need to know what happens at the Ghetto of Savages. Who are our allies, how are the political relations in the city? House Vae is engaged in a surface war. House Aleval is running a covert war.

Furthermore, there is a shortage of certain ingredients in our household. You will have to get them for me at Potions & Poisons, located in the Ghetto of Artisans. Start your investigations in the morning.“ Lady Thandysha hands her daughter a scroll with ingredients and a bag of gems, worth 15.000 GP. “Go to the shop, Lilith. Mind you, he is the best poison maker in town, but something is wrong with his mind.” The scroll reads:

  • knockout poison 20x
  • dark ore 1x
  • poison virile madness 1x
  • sick stones 20x

Laboratory

The Potions & Poisons is located in the same street as Nyttoris Arms & Armor. The detached building at the end of the street in the Ghetto of Artisans appears to be closed, everything is shut, but when Lilith tries the door, it opens. She and Jharrath step inside. The interior resembles a laboratory. There is stuff bubbling everywhere, and the smell is very heavy, very chemical. On the top floor, lots of adamantine spider constructs are moving around. In the back of the room is a very large, very real spider. The beast takes up more than half of the space.

Someone is working at an alchemy table: a man, dressed in black and wearing green armor. One look and you know that he is evil through and through… and crazy as a bat.

Arachnomancer

“Xu’klir, we have guests!” he says to the monstrous spider. Poisonmaker Lha’zis Ulvira resembles a spider himself. When Lilith tells him what they need, the arachnomancer complains about his stocks. “We are running low on supplies and I don’t have all the things you need. You see, there are problems with deliveries by the caravans. They have not arrived from Maerimydra yet, and none of the investigating parties have returned.”

“Do we get a discount if we help you?”, Jharrath haggles. “You’ll only need to pay for the poison of virile madness if you can get me a sack of blood moss. But be careful not to add fire to it. The blood moss can be found to the southwest of Erelhei-Cinlu, about two days of travel. I also need the poison glands of a purple worm.”

“And where might we find one?”

“No one knows for sure, but there are rumors that one has been sighted to the northwest of here.”

And with that news, Lilith and Jharrath return home.

The Rescue of Solafein

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While the cleric is concentrating on her spell, the babau secretly makes its way towards Lilith and slashes her neck with one of his stinking claws. Alvra, seeing his mistress bloodied, turns around and beheads the tanar’ri with a powerful swing of his sword.

Lilith walks over to the altar and finds Solaufein on the brink of death. Casting a full healing spell on the captain, she manages to bring him back. The information and testimony he can give might be crucial. They need to know the secrets he has yielded to House Despana. She unties Solaufein. Though his body is healed, his dazed mind will need time to recover.

healing

The vrock keeps following the wizard and reaches for Jharrath with its beak. At that moment Leargath manages to get through its defenses and wounds the monster with his scimitar, while Jharrath retreats in full haste back towards the circle. Where the wizard can take the narrow tunnels, the vrock is forced to follow the main corridor, so Jharrath casts caustic smoke near the entrance from that side. Alvra and Leargath position themselves near the two other entrances, while the wizard walks toward the south room.

To their surprise, not one but four vrocks enter the center room. Lilith casts a dispelling screen on them, but the spell is too high to nullify. Alvra and Leargath attack the creatures with their weapons and manage to get rid of the mirror images. Aided by the cleric, the three of them fight in melee, until a swing with the cleric’s flail sends the vrock back to where it came from.

Solaufein, who is slowly coming to his senses, tells Alvra that the dungeon is a place where House Despana worships demons. They tortured him and asked him for information about the rod Dark Fate.

It was also meant as a punishment for your victory in the arena, Alvra. The warlock was the one ordering the demons, though these were not allowed to go near his room in the south.

In the other room, the knock-out potion loses its potency and the Despana warlock slowly gets up. He flees to a corridor in the back, with Phaedra in pursuit. She yells:

Don’t kill the mage!

and charges him, trying to knock him down again. Her strike is well aimed. The warlock is badly hurt but not quite dead. The Despana dark elf is getting tired of the unrelenting scout and takes a healing potion while leaning against the wall. His ebony color returns and he scowls at Phaedra. Then Jharrath enters and aims a hail of stones at the warlock. The Despana looks mangled. He focusses on Phaedra and releases an Eldritch blast.

eldritch

The energy strikes the scout, but she immediately counterattacks and lashes out again. Her strike renders him unconscious once more. Phaedra binds and gags the warlock, and strips him of his possessions. On him, she finds a mithral shirt, a magic belt, the wand of fireballs and a magic ring with three gems: two still active and one spent. The scout follows the corridor where the mage tried to flee to and arrives at a hole in the ground. Apparently, this is the place where the Despana dumps the bodies of their victims.

When she returns to the south room, she finds Jharrath studying the arcane mage symbols on a door that is a few steps down.

This sealed door can only be opened in a magical way. And I don’t have the right spells for it. Perhaps…

Phaedra shows him what she found on the warlock’s body, and Jharrath recognizes the ring as a ring of spell storing. One gem is able to hold a portal, the other has a knock spell. He puts the ring on his finger and feels he now has access to the room.

The Xaniqos siblings gather in the chamber to decide what they will do next, while Leargath goes up into the warehouse to keep watch. Lilith orders her wizard brother to open the sealed door, and then drags the warlock back to the room with the pentagram circle. He is still out cold. Jharrath activates the ring’s knock spell and renders the arcane seal inactive.

Phaedra quickly opens the door and takes a peek. Inside it smells like a tomb. In the middle is an open sarcophagus with humanoid bones and a decayed armor. They seem to have belonged to a fighter. At the back of the chamber is a marble statue, and on it an upright hand. The wizard enters the room and circles the sarcophagus. A green mist rises, changing into a female elven warrior. Her face expresses utter hate for all that is living, malicious. By now the room is illuminated with a purple light that swirls around and in the hand of the statue. Phaedra and Jharrath both run from the room and try to lock the door again, but the female drow warrior escapes.

Chwuvain

Since the spirit doesn’t attack yet, Lilith asks who she is.

My name is Qu’Chwuvain. I have been slain and they locked me up in here. What year is it? Where am I?

You are in the city of Erelhei-Cinlu.

I am from Menzoberranzan, and was a famous warrior there. Where is the mage that kept me imprisoned?

Qu’Chwuvain works herself into a frenzy, so the cleric shows her to the next room, where the mage lies bound.

Here he is, but we still need information from him!

Lilith’s words fall on deaf ears though. They have hardly left her mouth, when the spirit swoops down on the mage, pulls a spectral sword and sticks it in the warlock, over and over again. She screams and keeps on screaming until the warlock is dead, so full of anger, hate and frustration, that Phaedra runs away in fear.

Since he was an enemy of yours, I thank you. But do not cross my path again. Now take me out of here!

Jharrath points towards the exit and tells her that the draegloth is an ally, while Lilith gets her sister back and leads her away from the mage room. She then takes the wizard to the sarcophagus.

Look at that hand, Jharrath. It is getting more real!

The Xaniqos wizard takes out his wand and detects magic, originating in strong waves from the statue. A voice in his head urges him to step closer, to come and touch it, but he resists and steps back. Phaedra is also under the influence of the hand and wants to go back into the chamber. The voice whispers:

Come and touch me. I promise to bring fame and fortune to your House. With me you will rise and flourish. Come and touch me!

Phaedra desperately tries to reach the room, but with a combined effort Alvra and Lilith stop her and drag her out of harm’s way. Jharrath casts black tentacles in front of the door and they run out. Once they are past the pentagram, the evil voice of the hand gets softer, then fades.

The siblings go outside, where they meet Leargath.

What did you unleash?

Ah, just a pissed off ghost, searching for the warlock that entombed her. And that mage now is dead. By the way, could you carry him?

She points at Solaufein. The draegloth grumbles, but gives in to the cleric’s order and walks out, together with the Xaniqos siblings and the Captain of the Guard. Somewhat later they arrive at their house, fatigued and wounded, but safe.

A Warlock and his Tanar’ri’s

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The Xaniqos fighter charges the vrock that Lilith is in combat with. He hits the demon repeatedly, after which the vrock releases spores, that bite into Alvra’s skin. Then it counterattacks with claw, beak, and talons! The drow is glad for the cleric’s protection earlier on. Lilith walks towards the monster and her touch attack leaves marks of negative energy. The creature screeches with pain. The fight rages back and forth, both sides evenly vicious in the battle, seemingly oblivious to the pain being dealt to them. Alvra is bleeding from many wounds, scratches and bite marks all over his body. When fungus starts to grow in his wounds and he feels very sick and weak, he retreats to take a potion.

The earth elemental fights valiantly, but the combined attacks of the other vrock and the mage send it back to its own plane. The demon looks up, in search of his next victim. Slowly he makes his way towards the entrance of the dungeon, where Jharrath is waiting.

Phaedra tumbles past the mage while staying clear of the circle. She lands in front of another room. Masses of blood and remains are strewn around the side chamber, the smell is awful. Behind her back, the second babau sneaks closer. Phaedra puts away her spiked chain and knocks an arrow on her short bow. When the small demon springs to attack her, she fluently steps back.

 

Laergath

What a fine mess did you get yourself into now?

Jharrath hears breathing in his ears and smells wet dog. Leargath is back! Haughtily he replies:

I was just about to help.

He and his mirror images teleport to the circle. The device with the levers is still there, but the creature handling it is gone. Jharrath pulls several levers to try and open the portcullis for the draegloth, but he only succeeds in opening two others.

The mage takes a wand ending in a red flame, and shoots a fireball against the wall above the summoning circle. Debris rains down, but the Xaniqos are not hurt by it – including the drow on the altar, who is indeed their lost Captain of the Guard!

warlockdrow

The enemy mage orders the vrock near the portcullis to return to the fight, and then hits Phaedra with his purple energy beam. The Xaniqos wizard recognizes this ability as a warlock’s.  The enemy drow chants an invocation to destroy their potions, but fails in doing so. Then Phaedra’s arrow finds its mark, and the warlock slowly topples backward. The knock-out potion she used on her weapon worked really well.

At the same moment, Lilith inflicts critical wounds on the vrock and sends it back to the demon plane. Quickly she checks on Alvra. The potion seems to have done its job, and she casts a strong healing spell to help him recover: she needs the fighter on his feet. She then heals herself. Alvra thanks his mistress and then walks back to help Leargath. Together they lift the heavy portcullis, their muscles trembling. The powerful drow gathers his strength and manages to hold up the gate on his own for an instant. But that is enough for the draegloth, and two seconds later, he is standing next to Alvra.

The remaining vrock attacks Jharrath several times, and one by one the mirror images disappear. The wizard steps away and recasts the spell. Now there are eight wizards facing the demon. He walks backwards into a corridor and calls forth a new earth elemental, that fights the vrock for him. Jharrath then casts a spell and incendiary slime covers part of the floor.

Phaedra repeatedly jumps away from the babau, but the tanar’ri is persistent. The scout disappears in a blinding flash, dazzling the monster. That doesn’t last long though. Again he looks for her and overcomes her invisibility. She tumbles away once more, puts her bow away and takes out her spiked chain. The babau, upset with the nimble evasive scout, makes himself invisible and searches for a new victim.

The Xaniqos fighter and draegloth walk towards the summoning circle, where the vrock and the earth elemental are in close combat.

What are your wishes, Mistress?

Kill that big demon, Leargath, and if possible, do not destroy the elemental in the proces.

Lilith then casts faerie fire on their opponent and outlines his body in sparkling light. Both Alvra and Leargath attack the vrock, but they can’t seem to damage it with their weapons. The demon flutters over the green incendiary grease by flapping its wings and menacingly approaches the mage.  The cleric casts a mighty dispelling spell, but the demon stays right where it is. Again under attack, the last of Jharrath’s mirror images disappears and he teleports to safety.

 

 

By the eight names of Lolth

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While Leargath is busy killing the last Despana guard upstairs, the others slowly make their way deeper into the dark passage. Phaedra, who is scouting ahead, catches a glimpse of a monster with leathery skin and red eyes. She is just about to warn the others when a scream of pain shatters the silence. Someone else is chanting, his voice rising and falling with the spell. Lilith quickly gathers her siblings in a close circle and uses a couple of spells to strengthen their party. Then the siblings follow their scout, chains softly moving against their bodies like a metal curtain.

In the distance, a purple glow lifts the darkness and a smell of decay is heavy in the air. When they turn the corner, they see a glowing summoning circle. In the middle, someone is thrashing on an altar, clearly in pain, while an arcane drow is pulling energy from his victim. Smears of blood surround the frightful scene.

1807cells

Our DM used this drawing of dark cells (by Alex J. Moore) to visualize the dungeon.

The Xaniqos wizard summons an elemental to help them, but almost loses his concentration when a claw reaches for him from the dark. Almost. 😉 The earth elemental attacks the mage in the starred circle. The drow nimbly evades, chanting:

By the eight names of Lolth, I invoke thee.
By the eight dooms of the spider queen, I summon thee.
Fill my empty vessel with your profane might, your limitless power, and your inexhaustible wisdom.

With those final words, the mage draws upon the essence of a demon. His appearance changes. His body grows feathers, his head becomes a beak and he develops half wings. He turns towards the elemental and purple light shoots from his arms. The sonic force blasts right through the elemental, dealing much damage.

Calling out to the Spider Queen, Lilith creates a shimmering, magical field around her sister, brothers and herself. In the distance, they hear heavy chains rattling. Somewhere near more gates are opening!

Jharrath finds himself face to face with another demon. The tanar’ri is bent, horned, with a big mouth and claws. Acid gelly coats its slimy skin and half of its head is filled with teeth. They have found the source of the horrid smell: a babau!

Babau

Phaedra steps forward from under the portcullis and attacks the babau with her spiked weapon. She hits the demon, but the chain gets stuck in the skin. It sizzles but stays whole. She is aided by her fighter brother, who attacks the beast from the other side, but the two-handed sword attack does less damage than Alvra expected. Back in the corridor, the Xaniqos wizard casts a spell on the tanar’ri and the creature is sent back to its plane, growling, hissing and seething with rage.

There is no shortage of opponents though: two vrocks step into view near the circle, most likely as a result of the opened cages. The birdlike demons attack the elemental, but it defends itself well.

Vrock

When Phaedra moves forward, she notices a device with multiple handles to the side on her left. A second babau, which is -she presumes- responsible for freeing the vrocks, is standing near it. The scout takes out her spiked chain and attacks one of the vrocks. Focusing divine power like a ray of the sun, Lilith also walks towards the circle, projecting a blast of searing light from her open palm that slams straight into the other vrock.

From the corner of her eyes, Phaedra sees the tanar’ri pull a lever, and with a loud clang the portcullis which they just passed, comes down. Alvra dives forward to be in the same corridor as his mistress, but Jharrath is trapped behind the iron gate! Quickly he casts a spell, and five more duplicate Jharrath’s appear.

Dungeons, but no dragons

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When dice have a mind of their own,

though the possibility is known,

still last weekend was absurd

and with death did we flirt.

The wench, courageous and undaunted,

with her fiery flail she flaunted

only to be put in place

her cleric level back to base

when quth-maren gazed into eyes

his will empowered through the dice.

In cowering fright on floor she crawled

and shivering with eyes red, she bawled

until her siblings saved her ass

and brought her back to mighty class

Then from the corner a new beast stirs

and yet another fight is hers.

A hellish spider from the abyss

bit her straight back into paralysis.

A second rescue attempt was made

lucky for her the fiend took bait.

The wizard, fighter and the scout

dragged her, found a safe way out.

And from the dungeon they fled in shame

just in case a dragon came.

 

Anybys Velifane

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The next day, the siblings arrive at the Isle of Scribes after a two hours walk south. The area is swarming with Shi’quos guards, and Lilith checks the parchment. It is safely tucked away, next to the 500 platinum pieces she has the freedom to offer to Anybys Velifane. Matron Mother Thandysha still seemed troubled by the prophecy this morning.

Multiple wizard towers shimmer with a metal sheen. The tower of the archmage is not the highest among them, but it is the broadest – very elegant in obsidian stone and well over hundred feet tall. When they approach the entrance, the captain of the guard halts them. When asked for admittance, Rhuadin is detaining their access at first, but prodded by the cleric’s authoritarian air, he soon returns with the message

The Archmage will see you now. Leave your weapons with me, they’ll be safe.

A flamboyant drow leads them up a winding staircase towards the second floor. They are welcomed by a very handsome though haughty lady, dressed in a silk robe. She seems to be Thandysha’s age. Lilith introduces herself and explains the reason for their visit, after which she hands over the scroll. Archmage Velifane is intrigued and is about to enter her study, when she looks at Jharrath.

I could use an assistant.

Without hesitation, the Xaniqos wizard replies

My name is Jharrath and I’m an aspiring wizard with many potentials. I’m honored to be of service!

Together they disappear, while the others sit down for refreshments.

Anybys

art by Carrie Best @ DeviantArt

The archmage’s study is an alchemist dream. Jharrath looks around in wonder and awe, while Velifane carefully unfolds the scroll. She gently touches it and then examines her fingertip with special spectacles.

Hmm darklight ore, highly unusual these days, how remarkable. And dangerous!

The archmage again bows over the parchment and chants a deviation spell. On her instructions, Jharrath carries several items – including a mirror – to a big table. The parchment is carefully spread out in the middle. Anybys focuses and casts a spell, unknown to the Xaniqos drow. Jharrath suddenly hears a male voice

You seeketh, and it wants to be found
It lies in a tomb deep underground
Ignorant guards of legs eight
Shield the world from darker fate

though the mirror image stays blank. Frustrated she mumbles I think we need to alert the Council.

An hour has passed, when they reappear in the reception room. In a distracted voice, the archmage recites:

Six hundred years ago, a war raged between drow. The war was triggered by Dark Fate, a rod infused with the intense hatred of a drider. Dark Fate found its way into the hands of drow cleric Alantria. It fed her hatred for drow, which ultimately resulted in a huge war. Alantria was defeated, but all was razed to the ground. Her body and the weapon have never been found. The rod has turned into a sentient being, with a mind of its own. If it falls in the hands of the wrong people, it could mean our doom! The discovery of this scroll is quite important, a matter of great urgency. Tell your Matron Mother that I’ll gather the Council within a tenday!

Jharrath offers his help for future necessities, which archmage Velifane accepts.

For a man, you were actually quite useful.

Lost in thought, she dismisses the siblings and adds a few punctuation corrections to the scroll. Now it reads:

150207prophecyplus

Attack of the Sahuagins

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The name Glimmersea is well chosen: although it is very dark, the waves shimmer with a light of their own. One of the Kua-Toas takes position in front of the vessel, another in the back and the third scouts in all directions. They are alert and take their quest seriously. The journey is very boring: the Xaniqos siblings can see only a few feet around the boat. The only visible things are stalactites and small islands and rock formations, which soon disappear into the dark again.

After two days, the Kua-toas gather more often, speaking aggressively among themselves, while their silver color slowly changes to red. Something is amiss! One of their guides hops into the boat and warns them of danger: a group of Sahuagin is drawing closer!

The Sahuagin are a lizard-like aquatic race, the predators of the Glimmersea. They hunt in packs, live to fight and hate Drow – especially spell-casters – with a vengeance. The Sahuagin society is patriarchal, with kings and princes. The law of the jungle rules: the strongest is appointed king.

Before long the Drow spot several rafts, fish heads bobbing next to them. The creatures have scales and fins and are as large as humans. Furthermore, the water is seething with sharks.

Jharrath casts a fireball in between the two front rafts and hits them well, therewith announcing his spell-casting abilities to the magic-loathing Sahuagins. Two Kua-Toas unite their powers and send a sizzling bolt of lightning towards the predators, shattering the last remnants of one of the four rafts. Lilith activates her spiritual weapon and directs it over the raft on the left, while Alvra readies for action.

The lizards clamber aboard their rafts and attack the sisters – Scout and Cleric – from a distance with nets. Both Phaedra and Lilith get entangled; the male siblings are able to stay free of the nets. When a Sahuagin tries to board the boat, the Drow Fighter attacks. Jharrath summons an Earth Elemental. Whereas Phaedra manages to escape, Lilith gets dragged against the edge of the wooden boat and is rendered immobile. Unable to join the fight, she hisses with frustration. Her spiritual weapon continues to do damage. Alvra is in a fight with the Sahuagin, while the Kua-toas are in deathly battle with the sharks in the water. More aquatic warriors climb into the boat.

One of their attackers is bigger than the rest and has an extra set of arms and legs. This must be the leader of the Sahuagins, since this kind of abnormality often comes with extra strength. The eight-limb beast dives into the water and joins the fray.

Suddenly a screen of smoke appears, forming an acid curtain between the boat and new attackers: Wizard in action. There’s a lot of confusion and hissing going on in there. The Elemental kills the first Sahuagin, and Phaedra slices another one. Alvra goes into a fit, hacking and slashing like a madman, resulting in a frenzied reaction of the beast, which is quickly cut off as the Elemental makes his second victim. Two more of the monstrous humanoids climb up from the water and attack Jharrath. The body of a Kua-Toa floats lifeless in the water, killed by a shark.

The Scout feels a thud near her feet and discovers she’s being attacked by crossbows. While the Wizard casts another wall of smoke – this one stationary – Phaedra attacks a creature in the boat and manages to kill it. Lilith’s spiritual weapon ends the life of another seawolf, and when the Cleric sees two muscled salamander feet next to her, she quickly redirects it onto this opponent. Alvra succeeds in severing a couple of threads of the net around his Cleric sister, which gives her a bit more freedom of movement.

More Sahuagin step through the smoke into the middle of the boat, chanting Flesh. They suddenly look very hungry and attack the spell-caster with their claws, causing deep wounds. Enraged, Jharrath summons a new Earth Elemental and together they pummel another Sahuagin to death. Taking advantage of the turmoil aboard, Phaedra completely cuts through the net that is holding her sister and frees her. Hurriedly, the Cleric tries to get her blood circulation working again. Her sister protects her by firing bolts at her assailant.

While the leader of the waterwolves disappears under water, Alvra hurls a javelin towards one of the few remaining raft-riders. The Sahuagin slowly topples forward, the net falling from its claws. Then the Drow Fighter is attacked from behind by the leader of the Sahuagin, whose trident is a frenzied blur.

Kellgore’s Firebolt – sent by the Wizard – ends the life of a waterwolf, and the sisters defend the boat against the entering of more Sahuagins, dealing blows on grabbing hands with flail and spiked chain alike. When Lilith kills one of the remaining Sahuagins, the Spider Queen grants her extra powers (Lolth’s Meat).

Alvra casts a globe of darkness on the leader, also obscuring the Scout and Wizard. Taking a few steps back, Jharrath orders his Elementals to attack in the pitch black, aided by the Fighter and his Scout sister. Lilith is outside the globe and throws the corpses of the slayed Sahuagins overboard. When she hears grunts and hissing, she dispels the globe of darkness to see what is going on. Alvra is not amused by this action – she has taken away his advantage to fight in the dark – but takes the opportunity to drink a potion. Eight-Limbs  jumps into action and bull rushes Phaedra overboard. Lilith attacks the scaled beast, soon joined by Alvra. The Drow Fighter manages to kill the raid leader, the last of their opponents.

The Cleric helps her sister back on board, who is followed by the two remaining Kua-Toas. One of them is heavily wounded and Lilith heals him as well as her brother. The other Kua-Toa jumps back in the water to retrieve Alvra’s javelin. The raiding party has been beaten off and the Glimmersea is quiet once more.

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>>  what came before

Blessed Seahaven

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Filled with the adrenaline of executing their Matron Mother’s wishes – and of executing the Bard – the siblings swiftly travel the Underdark towards Blessed Seahaven. It is a small village in and on the water, centered around a temple. The inhabitants, the Kua-Toas, worship Blid Dool Poolp, a great sea god – although sea monster would be a more correct term. Still the Kua-Toas gain special powers through their worship. The Glimmersea glistens in the distance, while a small lake is nearby.

The Kua-Toas have fish heads with vaguely human features. They are scaly, have webbed hands and feet and are armed with small shields and tridents. One could say they are very ugly. But they can fight! These cruel green creatures are very alert and well trained warriors. The skin color of Kua-Toas changes, depending on their emotions. When they are white, they are scared, and when in anger, red. The eyesight of these creatures is extremely good, they even see invisible things. Poisons can’t harm them, and though they are water creatures, they manage remarkably well on land. It is good the Kua-Toas are friendly towards the Honorary Drow.

The Xaniqos walk up to the temple and the closer they come, the more their noses are assaulted by a heavy rotting-fish odor. It completely permeates the air. They enter the stone structure and find themselves in a big hall. Even on the inside there is a water basin. A Priestess, wearing a gold cap and a pincer staff, is in the middle of leading a service. The Kua-Toas are completely devoted and in their eyes total fanaticism gleams. When the sermon reaches its crescendo, two acolytes drift outwards and return with a wretched creature: a captured goblin. The Priestess accompanies the acolytes towards the water basin and drowns the prisoner, offering its life to her God. The butt end of the staff striking the ground announces the end of the ceremony.

Then the Priestess introduces herself to the Cleric as Plill Seachild and respectfully bids them welcome. She was already awaiting the Xaniqos and tells Lilith that the trip to Looblishar will take four to five days by water.

It will be a dangerous passage. The Glimmersea is an underground sea; there is no wind to use as power for transportation. In stead travelers magically create wind, or simply row. There is a current in the lukewarm water since it is enormously deep and vast.

On your journey over the Glimmersea, you will be accompanied by three of my faithful acolytes. Afterwards they will continue on their pilgrimage to The Goddess, the Holy Mother. Oh, and by the way, I have a request on behalf of Sloomik Goldscale, my second-in-command. Could you give this letter to Vuon in the Temple of Looblishar?

Lilith examines the ‘letter’, a chain made of shells that convey a sound – a message – when moved through water. Plill doesn’t seem to be charmed by her very ambitious second-in-command. She continues:

The only God who holds sway over Looblishar is Shar, Mistress of the Night. And although there is a Kua-Toas settlement in the  city, alas they have left our real God. The city is utterly and completely dark and the only merchandise is information. Beware of the many dangers that lurk out there. Apart from intrigue, you might encounter bats, hookhorrors and darkmantles.

The Priestess leads the way towards a jetty, where several boats are moored. One of them is rather large, with six hobgoblins on board. The acolytes swim towards the vessel, and the Xaniqos wade after them. The boat has no cabin, no luxury whatsoever. There are only the hobgoblins, who turn out to be dead yet alive, and their oars. One of the Kua-Toas commands the zombies to row and off the party goes, heading out onto the Glimmersea.

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To pass the time

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Only a month to go to our next D&D session in the weekend of October 6&7th. So I’d better start working on the reports, or my DM will make up all sorts of nastiness to punish me ingame. And we can’t have that 😉 The Drow world is harsh enough as it is.

To pass the time, here’s a great post on Cracked.com:

It starts with:

D&D, the game that lets you save the maiden, slay a dragon and become a hero; all without leaving your kitchen table.

Just The Facts

  1. Dungeons and Dragons was created by the team of Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. (TSR).
  2. Is credited with being the first modern role playing game, and spawning an entire multibillion dollar industry. If you play WoW, your addiction started in a box in 1974.
  3. Has been the source material for some of the best and worst novels, movies, video games, comic books and cartoons ever produced.
  4. Has a higher nerd to norm ratio of enthusiasts that can be found anywhere outside a Comic Book Convention or high school chess club.

Cracked on Dungeons and Dragons

The world of Dungeons and Dragons is not actually one world at all, but a nearly infinite number of realms and universes, all with spell casters, valiant warriors, and women with the most revealing chain mail bikinis ever imagined by the sordid minds of fourteen year old boys.

The official website describes D&D as “an imaginative, social experience that engages players in a rich fantasy world filled with larger-than-life heroes, deadly monsters, and diverse settings. As a hobby game, D&D is an ongoing activity to which players might devote hours of their time much like a weekly poker game, getting together with friends on a regular basis for weeks, months, or even years.”

And for our group, the D&D fun has been going strong for almost ten years!

Interesting article so far huh? It has much more information on D&D, its history, the dice, how to play, the DM. Go and read Dungeons and Dragons.

In the meantime I’ll be typing like a mad Drow Cleric, so next time you come over to Dungeon DuTchess, you can read more about our adventures in The Underdark.

Charicide

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As soon as the show is over, the Xaniqos siblings pick up their gear and go outside. When they see Charicide leave the Hall of Shadows, they follow her and the troll to the Silk Curtain. The streets are crowded with mostly Drow nobles, but there are also a couple of non-Drow and a few Duergar. Such a contrast with their own district.

The Silk Curtain turns out to be a very big, luxurious house of pleasure, where one can find more than just carnal joys. Again Aleval solders are patrolling the neighborhood. Guttural sounds and cries – either of pain or rapture – fill the air. The four hide their house insignia’s and boldly walk past the two men who are guarding the door. At the top of the stairs is a big white salon, where an albino Drow is entertaining the guests. Spicy aromas, comfortable chairs – the whole scene breathes an air of luxury. On the second floor a hostess approaches. Lilith asks her which offers are currently available in the Silk Curtain, and it seems there are plenty of possibilities; even a surface elf is to be had. The Cleric demands the best private room in stead, so she can decide on her entertainment for the evening in peace, hoping that room will be close to the Bard’s.

A male Drow leads the way to their quarters, upwards, past a lot of rooms. Not many guards are around, and there are only one or two bouncers. He opens the door at the end of a corridor and reveals a big room with table, huge bed, a dancing-or-other pole, brazier, a torture rack, handcuffs and other useful stuff. The window opens onto a balcony. The room in the opposite corridor has probably the same design.

The siblings are going to use a ruse: Lilith is very ‘bored with her two males’ and wants to exchange them for some fresh meat. Silently Phaedra checks out the hallway: only servants and three guards who are enjoying a glass of wine. The Cleric sweeps out of the room into the corridor and boldly walks past the guards, into the adjacent corridor. When a female Drow – whip in hand – approaches Lilith and asks her to lend her the ‘slave’ brothers, the Cleric refuses, declaring she still needs them, and moves on. ‘Maybe later!’

On the other side, the bored looking troll is sitting outside a door, similar to their own. The giant takes up half of the hallway.

I want to speak to your Mistress, Troll. What is your name?

I am Zorg.

Well, Zorg, open that door!

Can’t do that, Mistress, my Mistress will be very displeased with Zorg.

I’m sure your Mistress is very interested once she hears of these two tasty and strong males.

Though the giant hesitates, Lilith can be very convincing and manages to sway the troll. When Zorg knocks on the door several times, it opens and a melodious voice shouts ‘I told  you I do not want to be disturbed!’ A male Drow slave is bound to the pole, handcuffed. The Cleric uses her diplomatic skills and offers Alvra in exchange for the already used and drugged slave. The Bard assesses the Fighter – strong, with much stamina – and agrees to let him in. The door closes again.

Inside, the woman introduces herself as Ariana. Alvra estimates her as beautiful but deadly, gracious and cunning, not overly muscled. But then her voice sounds again, very sweet and alluring this time, and his attention wavers.

Now, male, you may lay your clothes and gear on the table near the window. You are going to undress for me…

Meanwhile the others are still outside, with a giant troll in front of the door. Lilith tries to talk Zorg into getting a drink at the bar – he must feel very thirsty and hungry? – but it won’t work. Next she pretends to hear his mistress in distress, but the troll is stubborn and stands his ground. He is not going to disturb the Bard again. When Lilith tries to put a blinding spell on the troll and fails, the giant gets suspicious.

What are you doing?

I’m trying to enhance your hearing, you deaf troll! Your Mistress seems to be in danger.

Zorg would hear more if you stupid woman would not talk so much!

Outraged, Lilith lashes out at the giant, who stumbles backwards and falls straight through the door. The Xaniqos follow it into the room and find their brother, dancing and slowly undressing. He’s in a total trance, oblivious to what is happening.

A massive fight erupts. Phaedra tumbles past the troll – getting hit in the process – and slashes at the Bard. Charicide counterattacks and casts an enchantment on the Scout, so Phaedra feels the uncontrollable urge to giggle and bursts out laughing, unable to stop. The Wizard, still in the hallway with his Cleric sister, evokes a puddle of slime underneath Zorg’s feet and the massive beast drops down. It won’t stay down for very long though. The Cleric unleashes a spell that negates Charicide’s magic, so Alvra stops dancing and the Scout can control her laughter. Shaking his head, the Fighter finally comes to his senses. He snatches a javelin from the table and aims it at the Bard. It narrowly misses. Suddenly faced by an angry Scout and a deadly Fighter, Charicide’s magic flares again and four more illusionary Bards appear around her.

Jharrath is battling the troll with a ray of flame, which seems to do much damage. When the Wizard subsequently fails to summon a monster to help them out, the troll regenerates and attacks Lilith with full force. She throws a bottle of acid in the giant’s face and steps back. Jharrath’s second try is successful and soon Zorg is surrounded by three creatures, who keep it busy.

An eerie sound fills the room – Charicide has gotten her hands on her lute – and again Alvra falls for her spell. He sits down dreamily and sways to the music. Phaedra keeps a clear head this time and slashes at the five ‘Bards’. She manages to destroy three illusions, while Lilith heals herself and then fires bolts at the troll. Jharrath summons two more elementals to try and take the troll out.

The Bard screams at Zorg to come and help her, but the giant is too busy defending itself. She changes her song to encourage the troll, causing the spell on Alvra to fail. Together the Wizard’s creatures manage to kill the troll and Jharrath finishes it off for good with Kelgore’s fire bolt. No more regenerating for this troll!

Lilith climbs over the carcass and gets out her flail. Alvra – his wits once again restored – activates his piwafwi, jumps on the bed and attacks the Bard from behind; he destroys the last fake image. But the Bard is not defeated yet and casts a spell, after which the brazier sparkles into huge fireworks: colored lights fill the air. The Fighter jumps off the bed and continues his fight, blinded. Charicide is surprised and steps back, giving the Scout the opportunity to lash out. Finally she kills the Drow.

Phaedra also slices the throat of the drugged Drow, who is still tied to the pole, bars the door, and then the Xaniqos escape from the balcony. They disappear into the night and manage to leave the city without being recognized.

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>>  what came before