Blessed Seahaven

0

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.

________________________________________________________________

>>  what came before

To pass the time

2

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

0

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!

Under suspicion

0

Saturday, September 11th

With our prisoner securely bound, we take care of our wounds and then investigate the house. It turns out to be a well-stocked hideout.

Larryl walks over to the captive and introduces himself. The prisoner’s name is Essafah. Larryl threatens him into admitting that he works for a smuggling organization commissioned by traders. Essafah won’t tell the names of the people he works for, because he wants to use that knowledge to negotiate with the authorities. After Magnys promises to put in a good word for him, he adds that we should go to the Sandpit Inn. This inn, situated in the South-West of Skuld, is frequently visited by shifty individuals who trade in exotic slaves.

We take the prisoner back to the military harbor and  turn him over to the guards. They tell us that Mulhorandi warships chased the smuggler boat and hauled it back to shore. We are all escorted to the guardhouse. There we meet commandant Djuhah. We tell the commander the story about the stolen oil casks, the pursuit through the dark, the discovery of the smugglers’ house and the fight. Djuhah listens carefully, sends guards out to investigate the hide-out and then leaves to interrogate Essafah. When the commandant returns, his behavior has changed and he wants to know exactly what happened tonight. After hearing the reports of the guards about the massacre in the hide-out, he’s treating us as suspects! Again we narrate the story and Djuhah leaves the room, locking us in.

Of course he hasn’t taken into account Larryl’s amazing skills! After hearing arguing voices, the curious halfling ghost steps through the door to find uncle Sealamin in a heated discussion with the commandant. Djuhah jumps when he sees Larryl appear suddenly next to him.  Sealamin is very upset about finding his niece in custody. ‘This behavior is outrageous,’ he yells, ‘these good people have done nothing but carry out an investigation for our temple! Release them, at once!’ At these words, the commander finally is convinced of the good intentions of our party and, offering excuses, he quickly opens the door. After this nightly escapade, we gladly take our leave and return to the Golden Bracer by carriage. A quick wash up and then to bed!

These nocturnal activities have taken their toll and we all wake up late – in fact too late for breakfast! But our good landlord has some snacks and fruit to still the hunger until lunch. Magnys decides to visit her parents, while the others check out the town. Somewhat later our paladin knocks on the door of the house where she grew up, hope alight in her eyes. When the door opens, she sees her mother standing in the doorway. ‘Hello Mom,’ she says, barely able to contain her excitement, and takes a big step forward, ‘it’s been such a long while…’ Her voice trails away at the blank  look on the other’s face. Her mother barely seems to recognize her own daughter.

‘Magnys?’

‘Yes it’s really me! How are you doing? Are you alright? Where’s Dad? And where are the boys?’

The time on the road seems to disappear in an instant and for a moment she’s sixteen again – eager for attention from parents who never seemed to do anything but work.

‘Can I come in Mom?”

Slowly the woman regains her composure and opens the door  to let her daughter in. The house is much smaller than Magnys remembers and she follows her mother into the living room. The table is covered with papers and piles of books. Soon they’re sitting down with a cool glass of juice.

‘Still working as hard as ever Mom?’

‘Aye, and I need to finish this by tonight when Dad comes home. ‘

The sparkle in Magnys’ eyes disappears at hearing the familiar response. Always work, work, work.

‘I haven’t seen you for fifteen years Mom, FIFTEEN years, and you’re telling me you have to finish the job?? Seems nothing has changed here!’

Her voice falters on the verge of breaking, but then she straightens her shoulders. She was a fool to believe things would be different. A childhood of neglect has hardened her into the strong woman she is now.

‘Lets go and do something together Mom, just the two of us. Just this once forget about your duty and come with me to the market. For old times’ sake. A bit of family quality time?’

To her surprise, her mother agrees and for a few hours Magnys can almost imagine she’s just like other daughters with their mothers roaming the market. Almost…