The Lair of Fire

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A distant rumbling – much like a volcano – helps to camouflage the noise they might be making. When Phaedra comes closer, she notices the two shapes are no Duergar, but a kind of salamander with a human torso and snake-like lower body. One of these Flamebrothers sees the Scout and runs further down the corridor, but the Drow is quicker and drops down in front of it. Lilith charges to help her sister, but misses her attack. A magic missile sizzles through the air and hits one of the Flamebrothers, while Alvra is less lucky with his javelin. The beasts attack the Drow females and the fight rages back and forth. The creatures use both their tail and spear and Phaedra gets hit. The Drow intensify their attack and draw blood with flail, javelin and missile. When two more salamanders appear from the corridor, the Cleric activates her wand and releases a circle of hurtful energy. The wounded creature’s wounds are torn apart and it drops down, dead as a stone.

Jharrath presses onward and launches another magic missile, while the Fighter pierces the second guard with his magical javelin. When the Cleric subsequently releases her spell, a hissing, hurtling ribbon of pure darkness flies from her hand and strikes the salamander hard. Nothing remains – not even of the special javelin. This display of power chases away the new guards, who retreat into the delivery place, and gives them a moment of time to drink their fire-resisting potions. Not all do so though…

Lilith orders the Wizard to send an elemental into the next room to trigger an attack by the Flamebrothers. The sisters walk forward, accompanied by Alvra, and follow the summoned creature. While the salamanders are focused on the elemental, Alvra peeks into the room and sees that someone, or something, is watching the fight farther down. Phaedra shoots one of the Flamebrothers with her crossbow and scores a full hit. A spell of blindness hampers the salamander further, and together the Cleric and Fighter manage to kill it.

130523salamander

Another one attacks Lilith, but the potion she took protects her against the fire damage – damn useful, these potions – and while it’s thus busy, one of the Wizard’s magic missile ends its life. The last Flamebrother is under heavy attack by the Scout, who strikes hard with her spike chain. The flame quickly runs out of the beast.

The earlier spectator turns out to be a Fire salamander, that joins in the fight. The beast is as tall as the Drow and has a large tail. It doesn’t much like the ray of frost the Wizard sends. When it tries to grapple Alvra, the little mouths on the Drow’s breastplate gingerly bite into the Fire salamander’s tail. Alvra manages to free himself, but suffers another spear attack by the beast, while the tail lashes out at the Cleric. The elemental’s time in the Underdark has run out, so Jharrath summons three new ones. In a vigorous attack these beings kill the Fire salamander.

In the next room they see the torn up body of a Duergar on the ground – the dwarf has been tortured and scorched. They have found what’s left of the group that went to pick up the magic staff for Thangarth. A rack contains weapons in good condition, and in the Duergar’s clothes Phaedra finds a heavy pouch with two hundred gold pieces.

Clan Steelshadow

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Well, that wasn’t too bad. We saved our honor, finished the quest and are very popular with a large mercenary Duergar clan. There are two options: either we have a nice conversation with Thangarth Steelshadow, or we simple ignore these bunch of about three hundred Duergar. By the way, brother, what kind of rod is that?

A rod of grievous wounds, mistress. It can be used five times a day and will hurt anyone around the wielder.

Right. Then I suggest you don’t stand too close when I’m using it. Hand it over.

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Lilith studies the white rod, which is covered in carvings of intricate design. In her mind she repeats the activating command word the Wizard has supplied. The Xaniqos are walking the dark and gloomy lesser streets of Dunspeirrin, on their way to the Steelshadow clan house. There are no nobles here, only ordinary people, the unemployed, slaves, beggars and injured soldiers.

Cut from the living rock, the big mansion looms up within the shadows of the Underdark. Four Duergar are guarding the large front door. One of them ushers them inside when they announce they have an appointment with Thangarth Steelshadow. Seems Murgol has kept his word and they are indeed expected. The Drow can keep their weapons – as long as they keep their hands in sight. The guard leads them through a big hall, down a smaller hallway and finally opens a door to the quarters of the clan master. A more luxurious room, furnished with a stone throne and big tables. Two Duergar are guarding their master. Alvra notices that their (magical) equipment is immaculate, their stance capable.

A Draegloth, easily taller than eight feet, is standing behind the throne of Thangarth Steelshadow. Apparently it is happy to see them, because it’s wearing a big smirk on its dog-like face, an impressive greataxe in its claws.

130512Draegloth

A Draegloth has four arms: a pair of Drow arms and two longer arms that end in claws. It has crooked, muscled legs and a black dog’s face with white Drow hair. This half fiend is a mixture of Drow and Glabrezu. It has a gutteral dark, harsh voice and stays mostly on its own. Draegloths are used as bloodhounds. They love killing and rent themselves as mercenaries. Often they are rangers or rogues. The Drow formerly used them as Illithid hunters.

The half fiend – named Leargath – stares at the Xaniqos’ clothes, the acid on their piwafwis, Lilith’s Duergar armor and the nice brooches.

Of which house are you?

Lilith decides to answer truthfully.

We are of the House of Xaniqos.

The Draegloth nods at the clan leader, confirming the Drow speak the truth.

Do you perhaps have a particular interest in attacking my groups?

Thangarth’s dark voice cuts in. The Cleric retorts that her group was challenged and insulted, and that when they fought back, the Duergar Cleric ran off. She suggests it might be better if they make a deal that is profitable for both parties, in stead of fighting. Thangarth considers Lilith’s words.

Phaedra asks after the kind of business the Steelshadow Clan conducts.

We are in the trade business, we deal in mithril – in magical armors made of mithril. And since negotiations often take too long and are boring, it might even be possible that we sometimes loot merchants.  We sell our goods in Dunspeirrin and Looblishar. I have an ‘offer’ to make and we might have a problem if you don’t accept it. Meaning YOU will have a problem. During our recent escapades we encountered a lair of fire salamanders lead by an Efreeti there. He approached us before any bloodshed could happen and we made a deal with them: in exchange for mithril, they would create a special weapon for me: a staff. It doesn’t look special to an outsider, but one can summon elementals with it.

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Efreets originate from the Elemental Plane of Fire and are very malignant. They visit the material planes to harvest raw materials. They are in a neverending war with Djinni. An Efreet is made of basalt and congealed flames, is very tall and speaks undercommon. They are known for their tricks, have magical abilities and are proficient in illusions.

The group, carrying the last load of mithril to the fire salamanders lair and pick up the enchanted staff, was slaughtered and my search party hardly managed to get back alive. I want you to retrieve the weapon and kill this cursed Efreet, or send it back to its plane!

And what is in it for us?

Lilith asks.

You mean apart from your lives? Remember, you still have a bounty on your head! Your reward will be mithril.

Lilith employs her diplomatic skills and on behalf of the House of Xaniqos asks for the rights to deal in mithril with the Steelshadow clan. After a moment of consideration, Thangarth Steelshadow agrees. Then the Cleric requests to speak to the survivor of the search party. The Duergar appears – part of his skin burned – and draws them a map on a piece of parchment. They will have to go deep into the Underdark; the lair is on a not entirely solidified volcano.

The Bounty

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The injured dwarf tries to make his way back to his comrades but seems to be stuck now, so Phaedra moves towards the web to get a better view. Jharrath’s hands gesture in circles, readying a spell. Sparks of fire drip from his fingers. Alvra is about to take a shiny javelin from his pack, when again a voice cries out to his god and the web disappears. Suddenly free, the Duergar runs back to his party. The Scout now hears two others moving in, invisible once more. She signals this to her siblings and then is under attack by two axe wielders. Lilith charges full speed towards one of the Duergar and scores a hit, while Phaedra tumbles back – injured – and fires at the other dwarf.

Seeing a clear target, Alvra aims and throws his special javelin at their opponents – but misses. The weapon falls down. Meanwhile all enemies are in the tunnel and the Duergar Cleric casts sanctuary on himself, flanked by his fellow Fighter. Lilith is under attack now and receives two more injuries. She counters with a soundburst spell, dealing all Duergar damage – even the guy in the sanctuary bubble – and also stuns two dwarves.

Her sister drinks a healing potion, and then takes another, which makes her skin tougher – like wood. Two earth elementals are transferred to the mine and, at the command of Jharrath, attack the Duergar. The Drow Fighter rushes forward to stand next to his sisters.

Let’s go for the Wizard!

Phaedra hears one of the Duergar say.

The Drow Cleric sees herself confronted with a Fiend with claws, a big beard and gleaming red eyes. The first claw attack misses, as does the second. The Spider Queen must favor her today! Lilith makes use of the opportunity and counterattacks her opponent. She manages to damage the scary guy, after which she fully retreats until she stands next to her magic brother; the Cleric knows of a half-Fiend, but doesn’t know anything about its abilities.

Her sister steps forward to attack the Duergar Fighter, who is now heavily wounded. Jharrath casts black ten feet long tentacles to stop the advance of the enemies. And it works: all opponents are stuck and try to get loose. The tentacles squeeze, hurting their victims, and that proves too much for the already injured dwarf. He dies.

Alvra also retreats to where the Cleric and Wizard stand and waits there, sword in hand. The dwarves start to grow larger and try to get clear of the black crushing tentacles, but only two succeed: the Fiend and a Fighter. Lilith attacks the Demon with searing lights, but fails. Phaedra helps her by lashing out with her spiked chain and then moves back towards the others. Jharrath – pleased – launches a…

… and kills the dwarven Cleric and his buddy. The Fiend, not disturbed by the fire at all, says something in Abyssal and disappears from view. There’s only one Duergar left standing and he throws an axe at the Wizard. It hits. A doom spell, sent by Lilith, misses its target. The Scout moves forward towards the tentacles and stands ready.

Jharrath is busy using a scroll of invisibility, when suddenly the Fiend reappears and lashes out at him! Fortunately the Wizard succeeds in his casting anyway, while the Demon is visible again. Alvra and Lilith turn their attention to the bearded red-eyed creature, and Phaedra also takes part. She manages to kill it! A second fireball hits the remaining Duergar, and after a crossbow and two firebolt attacks, that one also dies.

Alvra reclaims his excellent javelin, while Jharrath picks up the dwarven Cleric’s magic rod to check it out – its former owner won’t need it anyway. On the Cleric’s body, Lilith finds a pouch filled with gems (four stones of 50 GP each plus 20 platinum pieces) and a magical full plate armor, while Phaedra comes up with 350 GP and six special throwing axes. She hands the weapons over to Alvra for temporary use, and for selling later on. All but the Fighter take a light masterwork crossbow.

When they get back to the mine entrance, Murgol is still waiting for them. He is very relieved to hear the delver is dead, but regrets that he doesn’t know the fate of his miners. The Xaniqos tell him what happened down in the mine, including the encounter with the hostile group of Duergar. Murgol doesn’t seem that surprised and warns them:

They must be Steelshadows. You seem to have a bounty on your heads! Do you have any idea how that might have happened? It’s not to be taken lightly to be the target of a foul mercernary band that has four to six hundred members. They won’t stop chasing you!

Lilith and Phaedra exchange glances. Seems there’s a nasty twist to their fight in Looblishar.

By the way, Murgol,

the Cleric says,

the delver mentioned something about a master. Apparently the monster has been hired to invade your mine. And when you go and look for the bodies of your slaves, keep a lookout for the bodies of four Duergar, but also for corpse of a Fiend.

A look of genuine surprise and fear crosses Murgol’s face.

Now I am sure: your attackers are Steelshadows. And that half-Fiend is a Durzagon!

The miner is grateful for the information about the delver and promises them he will set up a meeting with Thangarth Steelshadow, the leader of the mercenary band. Perhaps they can talk their way out of their predicament.

Famous last D&D words

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Of course it’s evil, kill it!

It can’t talk to us like that!

What do you mean, how many hit points do I have?

Was that thunder, or were you rolling damage?

No really. I can do this.

Okay, if I max out this round and win initiative next round, maybe…

I open the coffin…SLOWLY.

Boost me up.

You mean it was a GOOD dragon?

I’ll steal the 20+ level mage’s pouch.

What the hell, there’s six of us and only five type VI demons.

A wish? Okay, genie, make me a ham sandwich.

Hey, all I need is a two or better to save versus poison.

YO! Grendel! Your momma wears combat boots!

I dunno what a tarrasque is, but it can’t be TOO tough.

What do you mean, the dragon wakes up?

Wait! What do deathspells do?

Go ahead and drink it.

I’ll never surrender.

It was a joke.

Hey guys, where are you?

I mix the potions and drink.

There’s no such thing as a bottomless pit. Everybody knows that.

Featherball! I mean, featherrrr……..

Do you realize what you just did?

Tell me this is an illusion.

What do you mean, my spell expired.

I’ll cast Fireball.

Let’s go in.

Let’s not go in.

I follow them.

I stab the dragon and tell it to get off me.

I drink the bottle marked POISON on the off-chance that it’s the extra-healing potion.

I kill it.

No problem.

Let me handle this.

Whaddya mean, a pentagram only has FIVE sides?

What a useless scroll. It just says, HASTUR HASTUR HASTUR over and over again…

I though YOU brought the food!

Why is your torch flame turning blue?

AAAAAAAAAAAAAAAAAAAAAAAAHHHHHHH!!!

Trust me.

I never get lost.

He hit me for HOW MUCH?????

They’re only kobolds!

Hey, this chest just bit me!

I try to move silently in plate armor…

I didn’t find any traps!

Wonder what this button does?

Don’t worry, he’s probably just first level.

This 250′ wall has so many holes, it should be easy to climb.

I’ll just close my eyes and walk up to the dracolisk holding up my mirror.

Can I eat this green slime?

What’s your alignment?

My character WANTS to go out in a blaze of glory.

I’ll just walk up to the dragon invisibly.

Why is this man speaking in sign language?

This type of undead can’t drain levels.

I’ll open the door, sneak up on him from behind and backstab him!

We’re in luck! The dragon is sleeping.

That’s only a statue.

There’s no trap on the door, so let’s open it.

I have this dungeon at home, I know where everything is!

Don’t worry, the DM won’t hose me.

The DM’s an idiot.

We’ll untie the prisoners and lock them in the closet.

I see HOW MANY wights?!

It was only the wind.

Don’t worry, wyverns don’t attack unless they’re provoked.

You watch the door, I’ll take out the Gas Spore (Beholder) that’s guarding the treasure.

A Nightmare, huh? I’ll attack for one round and prepare to run.

I’ll take off my armor so I’m silent and slip past the dragon.

They need a twenty to hit me, I’m invincible.

I throw a rock at the eight-legged lizard to get it’s attention.

Who’s the bitch with the spiders?

We killed all monsters on this level.

I’ve been here before. There are no traps in this section.

Well …, I’ll touch it again.

I’ll scout ahead.

I attempt to disbelieve.

I know if I draw a card I’ll get the VOID.

My first arrow MISSED the magic-user pointing at me? OK, I shoot again!

Where’d that thief go now?

Hey guys…wait up.

Trap? What trap?

So what?

Ya know, since our druid’s been so obnoxious, it would probably serve him right if we set his precious forest on fire.

A creature with two BABOON heads on a scaly REPTILIAN body? With TENTACLES for arms? Hunh. Must be some stupid wizard’s magical construct. Let’s kill it.

OK, O Mighty Odin, as long as you’re not gonna answer my prayers, I’m gonna tell ya what I REALLY think of ya!

No, I’m sure there’s some stipulation that says a disintegrate spell won’t work if the spellcaster casts it on himself. Here, I’ll prove it.

Oops, I spilled flaming oil on my beard. I’d better wash it off after we kill this fire lizard.

Well, we know he’s LAWFUL evil, so he should keep his word when he promised not to betray us.

So I’m safely across the pit? Whew! For a minute there I was worried that you might remember my encumbrance penalties.

Thank God!! A hobgoblin camp up ahead! Maybe they can help heal our wounded!

Don’t worry! The chances of me blowing a climb walls roll twice, at my level, are infinite small.

Well, *I* trust our party thief, and if he says this door isn’t trapped, that’s good enough for me.

So that giant fell into the pit? I’ll jump over it and get his treasure.

Me first. Me first.

Try me, sh*t breath!

Oops, sorry…didn’t mean to disturb you.

Come on, we haven’t found any traps so far.

Diamonds … Gold… Saphires!!! Terry! Terry, we’re rich, we’re rich, we’re fabulously wealthy!!!! Terry…Terry…??

Let’s walk this way.

Hey folks, follow me, I remember the way to the dungeon exit.

I never get to have any fun!

You mean they get to use the critical hit chart too?

Hey, I know a dragon when I see one.

What do you mean the whole room we’re in detects as a trap?

Hey you! Frost Giant! How’s the weather up there?

Just watch, I bet I get the one item that’s cursed.

I’m invincible!

A sign labeled ‘pit’? I walk up to it.

No problem. That’s easy!

Hah! I’m not dead yet. I still have five hit points.

I don’t care. I have a Ring of Regeneration.

Yeah, I know it’s dangerous, but think of the experience points.

I stand right underneath the Fire Giant and point my wand straight up.

I wonder what’s in here?

He wouldn’t try that trick again!

Just because you’re a dragon doesn’t mean you can push ME around.

What do you mean trolls regenerate!?!

Here kitty, kitty, kitty…

I’ll open it.

It seems easy enough.

I think he can be trusted.

Those noises are probably nothing.

I’ll pull the lever.

Money!

Magic is for wimps.

Oh. He’ll miss. Just look at my AC.

Hey, where’d all the big spiders come from?

AGAIN!?!?!

I’ll use my taunt skill.

Your mother was a Gully Dwarf.

My God will protect me.

You don’t look like a mage!

It’d be stupid to trap this!

Here, hold this rope while I go down.

Well, if you didn’t belch, who did?

I know an illusion when I see one.

There’s a smell of gas, huh? Well, my lantern is hooded. It ought to be safe.

I cast a lightning bolt at the ochre jelly.

Lightning bolts don’t ricochet off stone walls, do they?

A ballista? What’s that? How many dice of damage does it do?

So what if he calls the guard? A backwater town like this can’t have a very big militia.

What do you mean, ‘Your wand ran out of charges’?

Oh these, I’ve fought them before…”=

He looks like a sunburnt elf?

All that noise we heard and there’s only one drow here?

You’d have to be a GOD to smile after that hit!

Take out a Beholder’s eyes, and Bingo!

I can’t possibly miss…

I go through the door… Wait, I check for traps!

Don’t be silly. That kind of monster NEVER follows you.

Is this one really able to breath fire?

What do you mean, ‘How many hit points do I have RIGHT NOW??

Come on, EVERY evil wizard’s tomb has a way out!

It can’t be a beholder, we’re only first level!

When nobody’s looking, I go back to get some more gems.

It’s an illusion. No spell can reshape the side of a mountain like that. I disbelieve and walk off the 500’ cliff.

He’s only an ordinary 15th level magic user.

CLICK! What do you mean, ‘The trap WASN’T armed.’? What was that Remove Traps roll for anyway!?

How was I to know that that orc would tell the truth about us not wanting to come in here!

What do you mean, ‘Green slime ain’t always green.’?

Nah…the game’s just started… he wouldn’t put a fatal death trap in yet.

You don’t get Humanoid 8th level wizards. He’s only bluffing.

(To Angry Red Dragon) Did anyone tell you you had bad breath?

There’s HOW many Githyanki sleeping bunks in this chamber?

A red WHAT swoops out of the sky at us?

I’ll swim across.

I throw the rock into the dark cave.

I run down the hallway alone.

I’ll use the wand of wonder.

I want to check out the magic tome.

Hmm…I’ll try Chain Lightning.

Ok, the dragon’s asleep. You guys wait back here with bows and stuff. Getafix and I will go up in front of it and cast light on it’s eyes to blind him, then we’ll blow his brains out with psionics.

Garth, you be the anchor. I tie the rope around myself, take the slack [700′] and jump in.

There’s only ten kobolds and there’s eight of us. Attack!

I dive through the fire.

Follow those lights!

There’s a company of 100 barbarians guarding the pass. ‘I don’t think they want us to cross these mountains.’ ‘So what?’

It’s only a naga.

I’m not going to waste spells on THEM!

That’s right, I’m going to polymorph into a pergrine falcon and attempt to land on the back of one of the 12 griffons flying above us.

I think we can take it down.

There only a pack of kobolds.

Does a three save?

C’mon guys – he can’t kill all of us!

I use animal empathy to calm the charging Triceratops.

There’s only three of them. Watch the one that looks like Death, though.

Just because you can breathe fire doesn’t mean you can push *us* around.

Hmm…how do we know you are the REAL Angel of Death?

Hey, it’s only a black dragon, a vampire, and a lich…. and we’ve got a horn of bubbles!

I sneak up to the Lich and pick its pockets.

This is a wimp dungeon.

What does this lever do?

If I were you, Demon, I would sit back down!

That purple robe really clashes with your burning eyes…

Bow to a Demon? Never!

Elminster, you old fart, I thought you were really mad for a minute.

What do you mean I turn into a bug?

Oh, please! Vampires have so many weaknesses, you can’t help but kill them!

What do mean feather fall wears off?

Okay, we’ll attack the small boulette first.

What do you mean, the Wall of Ice vanishes?

They CAN’T have initiative!

You’ve got 80 hit points; YOU open the treasure chest.

The Hall of Blades? Hey, I’ve got an 18 dex.

What do you mean my axe bounces off him? What’s Stoneskin do anyway?

C’mon guys… how bad could it be?!

Cmon guys, it was only a rumor, there’s nothing here.

So what, I have the artifact!

Ok, so theres a few more of them.

But I just got a little prick!

Did he say he had Plate Mail +5? I stop running and fight him!

Hey, do you guys think that this might just be an illusio… (whack)

I pick the lock on the magic shop window.

We charge!

And the ultimate famous last word:

Oops.

Which ones did you use and lived to tell? 😉

Source: Third edition palace of D&D

And old ‘F(r)iend’

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The stench of burned flesh is overwhelming in the confined spaces of the mine tunnel. The Cleric orders her sister to go and get Murgol, since she hasn’t spent that much energy in the fight. Phaedra immediately rushes off, silent as a Drow in stealth, and makes her way back to the entrance. Suddenly she hears voices that sound like they belong to Duergar… but she can’t see anyone! The Scout slowly continues towards the sounds of creaking armor and footsteps. When she is fifteen feet away, all goes quiet. Quickly she activates her House insignia and attaches herself to the wall, near the ceiling. Suddenly a cry of alarm, followed by an uncoming axe. She has been spotted! The Duergar who threw the weapon loses his invisibility by that act. Plus he misses, which makes him very grumpy.

Phaedra drops to the ground and casts a spell that lets her see invisible beings. Four more shapes appear from the dark: three Duergar and a warlock kind of demonic Duergar. Its head is bold and runes are drawn upon the sides of his skull. To the Scout’s surprise, one of the Duergar is the Cleric from Looblishar! Again she is the target of an axe, and this time it finds its mark. The half-Fiend orders her to surrender, which of course she won’t. Faced with these four opponents, Phaedra runs back to her siblings.

Meanwhile the Drow tend to their wounds. Jharrath offers his Nightscale armor to his Cleric sister, who again is without. With a short nod of appreciation, Lilith accepts the black armor. When Phaedra arrives with her message of advancing invisible Duergar, everyone gets back into battle mode. Alvra grabs a javelin, Jharrath readies a web spell and the Cleric buffs herself with extra strength. They all hear them coming now.

The first Duergar to arrive around the corner is one of the axe throwers. Phaedra shoots a bolt at him, but her crossbow seems to be jammed. The Wizard aims his web at their opponent and hits: the Duergar can still move, but only slowly, enveloped in webbings. A javelin, hurled by the Fighter, enters the Duergar in an uncomfortable place and the dwarf becomes very still. Lilith prepares for action, but she can’t see much through the webbings that block the tunnel. They hear distant chanting and then a few curses. Seems the enemy Cleric tried to get rid of the web, but didn’t succeed: Jharrath’s spell is too strong for him!

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.

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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>>  what came before

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.

Intermezzo

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Alright, that was it for the time being folks. Did you like reading about our adventures in the subterranean land of the drow and other creatures? Sure hope so!

I will be taking some time off to look for real dungeons and perhaps dragons in the south of the land of the Angles.

Stay tuned for the next Underdark session in the weekend of August 27/28. Meanwhile I’ll be working on the report of the grande finale of The Old Empires, which took place in February.

See you!