Death to the Delver!

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After a night at the inn – spent in prayer by most – the Xaniqos have a light breakfast. Lilith admonishes her Wizard brother to use his spells wisely and with care; the same goes for the use of his wands. No more holding back on possible solutions to the Delver problem! The inn keeper smirks at the foursome. Alvra tells his siblings that a delver can be bribed, but the best thing would be to just kill it. Attack with anything but acid. The fighter is dressed in a shaggy leather outfit and has an ample supply of javelins. The others have also obtained extra weapons and simple armor.

When they meet with Murgol, the miner does nothing to conceal his doubt about the party’s abilities. When he laughs in their faces, Lilith turns on her heels and tells him they are going back into town, leaving the dwarf behind. The fighter assures the Cleric there are other merchants who sell lizards at the market… but apparently no fighting lizards! The only lizards for sale are pack lizards and a group of six meek lizards that won’t fight, even if someone is standing on their tail. The only sensible thing to do is to go back to Murgol and fulfill their contract.

They head back to the mine, but Murgol is not available. As far as the Duergar miners know, no other group has been hired to clean the mines yet. The Xaniqos return to the inn, but their access is denied. We won’t lodge oath breakers, Ivar tells them, surrounded by armed dwarves. The Drow take their gear and once again find their way to the mine, where they will wait for the dwarf. When they arrive, Murgol is just closing the mine with a long, magically imbued chain. About sixty dwarves are busy laying spells of warding and explosions. Lilith steps up to Murgol, using her diplomatic skills on him, and tells him that they are ready to finish the deal now. Murgol nods. It has to be done tonight, for I have found another group of adventurers who want to help me out with this delver.

The Drow enter the mine and make their way towards to the place where they first encountered the beast. With the help of her deity, the Cleric shields her sister and brothers, while the Wizard summons an earth elemental. Jharrath orders the creaure to start stamping on the floor. And the calling seems to work: soon the delver appears, breaking through a wall, and attacks the summoned creature. Alvra nimbly steps aside and throws a bottle at the monster’s head, which is still scorched by yesterday’s fire ball. The bottle explodes. After two more elemental attacks, damage from a deific vengeance attack by Lilith, plus more fire damage by Alvra, the delver starts to disappear into the stone again.  Jharrath casts a zone of black rubbery tentacles and tries to grapple the delver, but it is too huge. He manages to slow the creature down though.

Suddenly the Cleric’s appearance changes: she grows eight tentacles, resembling a yochlol, handmaiden of the Spider Queen Lolth. And though she looks a lot less appealing, her resistance to acid is a big bonus.

Lilith throws a dark flame of fire towards the delver and an almost human cry of pain echoes through the tunnels. The monster advances on the Drow, and the Wizard hurls a fire ball at it. The delver burns, and with it, Jharrath’s brother Alvra. The fighter cries out mad to Jharrath and takes a step back, surrounding himself with faerie fire to mislead their attacker. The delver goes for the Cleric and scores a hit, but luckily this time her armor survives. She counterattacks with her eight tentacles and hits the beast four times. Phaedra steps forward and whips her spare spike chain… which dissolves. Jharrath warns his siblings to stay clear and calls down great magical hail stones. The delver is looking worse and worse. Maddened it goes for Alvra and Lilith, and both get hit and lose their armor. The Cleric tells the beast to retreat, but it won’t. The Scout takes out her crossbow and steps back.

With a bit of ashes, the Wizard creates a Kellgore’s firebolt and sends it towards the monster. I can’t keep this up, Jharrath hears it say, must go back to the master! When he asks it who its master is, there is no reply. Alvra pulls back, while Lilith attacks with two tentacles and a spell that inflicts moderate wounds. When both hit, the delver tries to get away. Phaedra chases after it, but her bolts won’t penetrate the hide of the delver. A fire ball does though. The delver is no more.

The Delver

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After a breakfast of stew and roast, the Xaniqos are picked up by Murgol and escorted past market and inner city to a wider area. Charts and piles of junk lie neglected in the midst of activity. The merchant leads them towards a very quiet spot, where they are greeted by a couple of Duergar. It is eerily quiet near the wide mine entrance, all is silent. This was one of the most thriving mines, Murgol says, it goes 2000 feet deep. And perhaps a beast is eating all of my ore and gems. 

A railway leads the Drow into the deep. The mine is very dark, fifteen feet wide, and every hundred feet a lantern glows softly. Phaedra scouts ahead, followed by her sister, while the male Drow form the rearguard. All walk in formation next to the rails. After about twenty feet, the tunnel splits and the Scout takes a left. A staleness fills the air, loaded with the smell of stone. The dark Elf Scout stealthily glides forward, and even the Cleric manages to move silently – more or less – but Alvra’s new armor takes some getting used to. Sound travels far underground. When Phaedra walks on, she suddenly hears the light click of a pressure plate. In the distance a rattling mechanic clink resounds, coming closer and closer. Alvra and Lilith push themselves against the wall. A mine cart rattles down the track at full tilt, tipping over at the pressure plate. A series of explosions light up the tunnel and flasks of alchemist fire burn the area within twenty feet. The walls are shaking and the corridor caves in. Where once was a tunnel, now only a pile of rubble remains. It fills the opening from wall to wall and the railway is torn and bent.

alchemist fireThe Scout, who was able to jump away just in time, examines the cave-in and declares it a dead end. She moves them back towards the other tunnel, where they take the right one. Again the Xaniqos move into position and walk down the path. That is, until another ominous click sounds under Alvra’s feet. Phaedra seems to disappear into the wall, while Lilith runs as far and fast as possible, increasing the distance between her and the place where another explosion announces the arrival of a second cart. The fighter and his brother also press themselves against the wall. Pieces of rock and fire hurt them in varying degrees.

When they encounter another split – to the right a smaller tunnel, five feet wide – Phaedra hears a low vibration in the stone, it seems like the stone is humming. She enters the corridor and observes the walls. They are smooth, like molted clay, with many round edges and curved depressions. This tunnel is definitely not dwarf-made. A smell of acid gets stronger with every step. The Xaniqos all walk in carefully, the Wizard calling up a protective Mage Armor. Jharrath then summons two Earth Elementals, which walk fifteen feet ahead of him.

Delver

 When they turn the corner, two huge paws claw their way through the wall, sending one of the Elementals straight back to its plane. With a second blow, the other Elemental goes back to where it came from too. Seems like the Drow have found the culprit: a big head comes out of the stone, soon followed by a sixteen feet long and six feet wide tear-shaped brown body. It indeed is a Delver!

The Wizard lashes out with a persistent blade spell, but misses. Phaedra activates her house emblem and climbs the wall, while her sister calls upon the Spider Queen to grant her resistance against this foe, also fortified with a shield of faith. The Scout takes up position near the bend in the tunnel, while Jharrath returns to the main tunnel. There he summons three Monster Scorpions.

A chaotic and uneven fight starts. Lilith and Jharrath make themselves scarce, trying to stay ahead of the massive Delver, which is in pursuit through the stone. It follows them to the main tunnel, where the scorpions attack, doing only minor damage. The Scout fires her crossbow, but the bolts deflect upon its armor. The Cleric takes out a flask of Alchemist Fire and hits the creature straight in the face. The Delver is not much disturbed by it, but still it does some damage. The javelin Alvra throws simply vanishes. The acid that is protecting the Delver is strong!

The beast attacks Lilith and when its paw swipes across her armor, it pulverizes completely. Her armor, gone! That hurts even more than the wounds the Delver inflicts. A sizzling fireball, hurled by the Wizard, flashes past and burns through the beast’s skin. It’s payback time. Together the siblings renew their attacks with bolt and javelin. This time it seems to work. Still upset by losing her armor, the Cleric can’t focus enough to release her slashing darkness spell. But however hard they try, their attacks just aren’t enough to hurt it much, let alone slay it.

Alvra and Lilith retreat into the main tunnel to reflect on their situation. The Fighter tells his Cleric sister that their way of fighting is not effective. Meanwhile the Delver turns the other way and goes after the Wizard and his Scouting sister. She also gets hit by one mighty paw, but fortunately her armor protects her from the brunt of the attack. Jharrath is fast running out of spells, and throws a couple of earth elementals in the Delver’s way, though he knows they won’t do much good. The Scout casts two mirror images of herself to distract their foe, but since the beast has tremor sense, that’s not working either. She tries to get past it towards the main tunnel, while the Cleric calls down deific vengeance on its ass. Alvra’s kukri adds a bit to the damage. Jharrath again summons four creatures to provoke a reaction and manages to get back to his siblings too.

The Scout quickly drinks a healing potion and takes out her spiked chain, while Lilith attacks with her spiritual weapon, but to no avail. When Alvra’s javelin attack again misses, they give up the fight and race back towards the entrance. They need more weapons and have to get rid of the armor. The Delver’s acid is simply too damaging. Somewhat later the Duergar see a half naked furious Drow Cleric emerge from the mine entrance, followed at safe distance by the others.

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.