The Portal

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The Matron Mother eagerly awaits their return, so the four siblings leave the Steelshadow mansion as soon as they have rested a bit, the men carrying the treasure chest and Phaedra holding on to the gems. They only stop at the Hammer & Anvil Inn to pick up their lizards. The beasts seem to be in excellent condition. They thank Ivar for taking good care of their animals and then set out into the Underdark, riding the big reptiles in single file. 

The Xaniqos cross the bridge, looking imposing but none too glorious. The Cleric is wearing shards of her burned robe and ill fitting dwarven armor. Still she likes the feeling of riding above the crowds in the streets; it is rather comfortable to travel this way. Alvra is an excellent rider and Phaedra and Jharrath also manage quite well. The lizards stay calm and are well trained, even in the ruckus of the busy bridge. They travel to the south of the town and set out into a remote area, south-east of Dunspeirrin. With the map, Lilith leads the way to the portal that will take them back to Looblishar and consults her sister every now and then to double checks if they still head in the right direction. Their mounts don’t seem to tire and the Underdark passages provide enough insects and fungi to feed them.

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After a while the path gets rougher and it leads them towards a passage: an arc, twenty feet wide and very high. It is surrounded by walls and there’s no other way to pass than underneath the arc. It seems like they have arrived at the portal. The siblings stop at a safe distance and first take a short break. They secure the lizards there. When they proceed towards the arc, their vision is blurred, the closer they come to the entrance. At ten feet distance, there seems to be a streaming curtain of mercury in front of it and at five foot distance it resembles a mirror. Suddenly a mouth, then a head becomes visible in the mercury mirror, though nothing else happens.

Lilith tries out several passwords, like ‘Looblishar’ and ‘Steelshadow’, but to no avail. Then her sister says ‘We want passage’ in Duergar. A voice answers from afar and tells them they first need to solve ten riddles. Seven will grant them passage, ten means passing without harm.

Question 1:
I can have no color, though there may be darkness within. I have no weight and hold nothing, and if placed in a container it becomes lighter.

The Drow decide on the answer Space, which alas is incorrect. The correct answer was Hole.

Question 2:
Of all your possessions, I am the hardest to guard. If you have me, you will want to share me. If you share me, you no longer have me.

To their delight, they have the right reply now: Secret.

Question 3:
Alive as you but without breath, as cold in my life as in my death; never a thirst though. I always drink dressed in a mail but never a cling.

Again they know the correct answer: Fish.

Question 4:
I am free for the taking through all of your life, though given but once at birth. I am less than nothing in weight, but will fell the strongest of you if held.

Their answer is assessed as positive: Breath.

Question 5:
They flow and leap, but only as you pass. Dress yourself in darkest black, and they are darker still. Always they flee in the light, though without the sun there would be none.

And again: Shadows.

Question 6:
They come to witness the night without being called, a sailor’s guide and a poet’s tears. They are lost to sight each day without the hand of a thief.

Their fifth good answer: Stars.

The Xaniqos breath a little easier at this point. But then…

Question 7:
The more that there is, the less that you see. Squint all you wish when surrounded by me.

After a long discussion, the Drow decide on Mist, but the voice tells them the answer should have been Darkness. They have only one mistake to spare to gain access to Looblishar, and the tension grows worse.

Question 8:
The life I lead is mere hours or less, I serve all my time by being consumed. I am quickest when thin, slowest when fat, and wind is the bane of the gift that I bring.

The answer Candle is correct!

Question 9:
A spirited jig it dances bright, banishing all but darkest night. Give it food and it will live, give it water and it will die.

Though their solution Flame is on the track, the right and only answer is Fire. No more mistakes!

Question 10:
Lighter than what I am made of, more of me is hidden than is seen, I am the bane of the mariner, a tooth within the sea. Speak my name.

Fortunately they manage to solve this riddle together, and tell the voice it’s Ice. And that is correct.

They have gained access! The mouth says ‘You may pass’ and then disappears. All that is left is a void. Alvra mounts his lizard and Phaedra takes hold of the others, which are connected by a rope. When the portal doesn’t open and nothing else happens either, Lilith walks towards it… and sees a small thorny head poking through that looks malignantly at her. When she consults the Wizard about the creature, Jharrath tells her that it reminds him of a portal drake, small dragons that live in and near portals. They love to attack travelers who use the portals. Seems he is right.

portal drake

The little creature flies from the portal, accompanied by two other drakes. They are light gray, four feet long and have razor sharp teeth, as the Cleric is about to find out. One of them is attracted by Lilith’s weapon and it bites her arm. Another uses its spell-like ability and shimmers in the air. They converse in Draconic, figuring out some kind of strategy, and laugh in anticipation.

Jharrath summons a salt mephit and orders it to attack one of the drakes with a ten feet cone of salt crystals. Though its victim is angry, it doesn’t seem hurt. Alvra’s javelin has more effect and hits one of the portal drakes. It counterattacks with a cone gas attack from its snout, but stops when it is hit by a bolt from the Scout’s crossbow. The animal is not amused. Another gas attack hits the Fighter and the Salt Mephit, and both feel weaker and seem to lose strength. Lilith’s flail scores a hit on the one that has been gnawing her arm.

Suddenly there are four drakes where first there was only one; seems they know the spell Mirror Image as well as Blur. Alvra takes his two-edged sword and steers his lizard towards the drake that is hovering over him. His mount attacks with its claws and all of a sudden the mirror images disappear: the attack has taken the drake by surprise. Now all go into a frenzy to hit each other but they alll miss. When the salt mephit’s opponent evades its attacks, the Drow Wizard sends a Kelgore’s Firebolt. Try to evade that! He wounds one of the drakes heavily and it warns the others about Jharrath. Seems like they are magical creatures indeed.

Lilith is still fighting ‘her’ drake and hits it well with her flail and a fire burst. In reaction the beast again bites her shoulder and its teeth sink deep into her skin. Big mistake! Enraged, the Cleric beats the creature to pulp, while another Firebolt finishes off Jharrath’s opponent. Alvra’s lizard strikes with its claws and takes down the last drake from the air. The Drow Fighter cuts the body into tiny pieces before it hits the ground and then jumps down to retrieve his javelin.

The portal is clear!

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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.

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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.

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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.

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.

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.

The Hall of Shadows

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The Xaniqos gather in the throne room, where the Matron Mother awaits them.

Because of the latest developments, House Godeep is not interested in a collaboration anymore. We have been made a fool of. House Vae is still interested – though they are not well liked – but for it will suffice.

The day has come to strike back against the second House. Take all your gear with you, for you will leave the city immediately. Do not expect to return until things have cooled down. You will act against House Aleval tonight!

Your target is Charicide, a Bard of great renown, who was once part of the family of Aleval. This evening Charicide performs in the Hall of Shadows, a theater in the Ghetto of Performers. Afterwards she will pay a visit to the Silk Curtain, to enjoy the company of men. Take care of her there.

Further instructions will be given to you in Blessed Seahaven, a small Kua-Toas settlement, led by Pliil Seachild. Since – being Drow – we are all honorary Kua-Toas, these creatures will help you. Their demi-god is Blid Dool Poolp. Take the route over the Glimmersea to Dunspeirrin and return overland with an army of lizards in a few weeks.

The siblings prepare themselves for the journey. Lilith hands her sister a bottle of holy water, and together they visit Lolth’s shrine. Platinum and diamonds, worth five thousand gold pieces, are entrusted to the Cleric for negotiations over the riding lizards, plus extra  gold pieces for daily needs. Jharrath has crafted anti-toxin and gives his sisters one potion each.

In the evening they leave for the Halls of Shadows. The buildings in this Ghetto are fancy and lush, it is all decadency – no slums. The old Hall of Shadows was destroyed in the past and the place has been rebuilt into a grand half-circle theater in the typical Drow architecture. The theater slowly slopes down towards the stage and it is crowded with nobles. Aleval Guards patrol the area and the Xaniqos leave their weapons and backpacks in the checkroom.

They are escorted to their seats and watch flashy and magic acrobatics being performed on stage. Next is a mime artist. He is not really that good and the more nervous he gets, the more mistakes he makes. The crowd gets agitated and suddenly a Drow magician stands up, deep in trance. A moment later a dirty filthy demon appears on stage. It grabs a heavy chain that is wrapped around its body and, cheered on by the crowd, crushes the mime artist with its multiple arms. He then devours him. The magician, notwithstanding the clamor that erupts around him, never loses his concentration and sends the demon back to its plane. Bugbears clean up the mess on the suddenly empty stage.

Ten minutes later the curtains open again to reveal a man in flashy – though bit overdone – garments. Meet Shelos, the owner of the amphitheater. He has a ready, cynical tongue. For a Drow, he is even comical. When he announces Charicide, the audience goes wild.

A young Drow female steps out. Dressed in a shimmering cloack she is gorgeous and lithe. Then an ugly troll enters the stage. Next to Charicide, this giant seems extra large. The Bard takes out her 64-stringed lute, called Vazhan-do, and starts playing. A wailing sounds fills the theater. When after a while the music picks up speed, she suddenly draws her rapier and starts cutting the troll, faster and faster, while the music somehow lingers. The giant stands motionless and doesn’t move. Fingers and other body parts are hacked off. Fortunately trolls have the ability to regenerate their limbs (as long as they are not hit by acid or fire). For the next fifteen minutes the audience is captivated, under the spell of the performance of music and fight. When Charicide finally stops, the whole theater erupts in cheers and salvos of applause. This artist is a feast to the eyes: a true performer!

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>>  what came before

The Lizard Rider

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The next day, Phaedra, Jharrath and Lilith are invited into the Matron Mother’s throne room. They are led onto the balcony, which overlooks an arena where three goblins are waiting. Two rows of dummies are situated near the opposite walls. On the other side, their brother Alvra is atop a huge riding lizard, dressed in a brand new shiny piwafwi. Alvra greets the Matron Mother, who nods back. She explains to the others that the Fighter will give them a demonstration of the use of mounts in combat. ‘This might give us an advantage over the other Houses’, Lady Thandysha says, ‘but its usefulness remains to be seen’. Because of the Priestess Wars not many mounts are left; this would be House Xaniqos’ first.

Alvra urges his lizard forward and charges the goblins. The creatures react enthusiastically. Weird, considering their survival chances. The Fighter’s javelin misses the walking fodder in the middle. When the lizard next tries to bite the green creature, it starts to look a bit doubtful. That expression is wiped away when the reptile’s claws rake off its head.

The remaining goblins take up new positions and Alvra takes the opportunity to throw a second javelin. This time he hits and one of the creatures takes a spear in his body. The other humanoid has a big smile on his face, gazes up at the Drow and… attacks his injured fellow goblin!

With one thrust, he kills the other and parades the battle field like he’s the winner. Apparently the creature made a pact with the Drow Fighter. But there can only be one winner, and that is not this goblinoid! Alvra steers his mount towards the beaming goblin and with one swipe of his mighty sword he cleaves the green monster in half. Seems like the deal is off!

Alvra leads his riding lizard towards the balcony. The Lady Thandysha tells her son that he might need more training and further development of his combat tactics, but that overall it was an enjoyable performance.

Well done, Alvra. You have shown me you may spend more time on cavalry. Acquire more of these animals in Dunspeirrin.

Guards, clean up the area, and son, report up here within the hour!

With a swipe of her garb, the Matron Mother leaves the scene.

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>>  what came before