Mutual Acquaintances

0

In the next few days, the drow keep themselves occupied. Alvra spends his time training with bugbears. He would have liked to train with the lizards as well, but they are still back at the noble estate.

Interested in learning more about the area of Szith morcane, the cleric sets out to find a cartographer at the Palace of Scribes. Accompanied by the captain and two guards, she arrives unhindered in the district of House Shi’quos. The scholars give her entrance to the tower where the scribes keep the cards. An old scroll shows her the city of Maerimydra, which was built in the shape of a spider before it was demolished by the demon hordes. Szith morcane is only a small outpost of the prominent city.

Their wizard brother is in his lab in the district, while Phaedra mingles -anonymously- with the people. Though the quarter has been renovated, there are still enough outcasts and beggars around. One of them approaches the scout and tells her a mutual acquaintance wants to see her in the Hideaway, a place for runaways.

Do you know his name?

When the guy shakes his head, she asks him to describe the acquaintance.

He looks fishy, Mistress.

Intrigued, Phaedra follows the beggar. At the inn, the innkeeper Melash d’Falla points at the stairs.

Take a left at the top.

She taps on the door and a watery voice says “Who is it?” When the drow opens the door, she sees a familiar face. It is Vuon, the Sharran priest from Blessed Seahaven! Submerged in his bathtub, the kua-toa thanks Phaedra for coming.

 I need your help.

Oh, and why would we help you?

Well, a mutual acquaintance is going to be very happy.

kua-toa

There seem to be an awful lot of ‘mutual acquaintances’ today, Phaedra mutters.

The Spymaster will be grateful, Mistress, we serve the same master.

And what’s in it for us?

We will grant you access to some of the portals.

Phaedra nods at the kua-toa to continue.

Three weeks ago, an ogre-vampire appeared at our temple. He wormed his way in by telling secrets and many lies! He took my second-in-command, turned him, and has overthrown us. I need you to clear out the temple, Mistress Phaedra. Will you help us?

Before I can do that, I will have to discuss it with our Matron Mother. Enjoy your bath, Vuon, I will be back with an answer.

The kua-toa will stay at the Hideaway until she returns.

Phaedra goes back to the estate and asks for an audience with the Matron Mother. As it will take a while, the siblings pay a visit to Nyttoris Arms & Armor in the meantime, where Nyttoris is very glad to see them.

shop

The Xaniqos pile their loot on the counter. While they are waiting for Nyttoris to assess the items, a beautiful drow woman serves them snacks and drinks.

Well, well, well. You have been busy! Will I get into trouble with this stuff?

Nah, the former owners have passed away,

Phaedra answers with a wink.

As always Nyttoris is a graceful host and his daughter a good distraction in the negotiations. Eventually the Xaniqos siblings leave the store without their loot but with plenty of gold!

Back at the house, Phaedra is granted an audience with the Matron Mother. She tells Lady Thandysha that she is approached by a Sharran high priest of Looblishar.

He told me that his temple has been taken over by the Ogre vampire, and wants us to clear it out. In return he will give us access to some portals. If it’s the night portal, it could be helpful in our mission to find the Dark Fate rod. I could go back and ask him more information?

Access to an important portal could be interesting indeed.

Phaedra returns to Vuon, introducing Jharrath.

As you probably guessed, House Xaniqos is interested in your proposition. We want to hear more about the portals; which ones are we talking about?

Only the Spymaster can tell you, Master Wizard. You may choose only one, but you can pick a suitable one.

Can we talk to the Spymaster ourselves?

He is in Looblishar, it will take two weeks to contact him. But the Spymaster needs you, and not many can say that.

When Phaedra asks about the temple security, the former high priest draws a map with two secret passages to his old room.

What is the name of your former second-in-command?

Sloomike Goldskill, but I suspect him to be cursed now too. There are ten to twelve armed Kua-toas – three of them are whips – plus a couple of monks and fighters in the temple. By the way, Mistress, all connections between House Xaniqos and Blessed Seahaven have stopped and the trade deal has ended, due to the miscommunication with a female of Erelhei-Cinlu. A buffed one, and not too diplomatic.

Back home Phaedra talks to the Matron Mother again.

We will only gain access to one portal, but it will be beneficial. Furthermore, Vuon mentioned that our trade deal has been broken?

I know, Quarra told me; I’m afraid Vuon was not impressed about her diplomatic skills.

The Lady Thandysha likes Phaedra’s suggestion that they might be able to bring the trade back by helping the kua-toas and sends them on their way to deal with the problem.

By land or by sea?

0

Warily the Drow again approach the portal, but this time all stays peaceful; seems there are no other drakes around. They lead the lizards through and for a moment, all are totally disoriented. When the sensation passes, they find themselves in a dark cave where several battle ready Kua Toa are waiting for them. When the guards hear that the Drow have been trading with the Duergar, they are allowed to pass. Once again they are back in the dark and gloomy city of Looblishar.

portal

At the temple they meet Vuon, who leads them to the throne room. In stead of Kerl Ooil, a Drow male is sitting on the throne – the one they met on their way to Dunspeirrin. Lilith tells him she needs passage to Erelhei-Cinlu overland with their cargo. Xothed Trizz ‘Lorlin makes her a better offer:

You can travel overseas, since Vuon is traveling with a big group to Blessed Seahaven anyway.

And how much will the passage cost us?

Because I have a special interest in your group, the passage will be free. All I ask is that I can call on you in the future, where you will have to hold your end of the bargain. The offer stands for two days.

The Cleric thanks Xothed with a curt nod and turns to leave. Vuon leads them outside. The Xaniqos are wary of the offer, but the sea trip will take them four days and by road it will take three weeks. Jharrath asks Vuon if there is a library. There is none, but there is a Kua Toa temple that has recorded history. Phaedra and Jharrath decide to visit it. Many eyes are watching them from the dark. At the temple, a priest dressed in gold reads the old tomes – necklaces made of seashells – to the Drow. On the wall of the moist and wet dome-like room the history of the Kua Toas is depicted in mosaic. The void, the nothingness, is worshiped in these scenes. The Priest tells them that Vuon was challenged to a duel and has won the right to lead the mission to Blessed Seahaven. These heathens need to join our cult, he says. Do you know that Looblishar means ‘Forsaken for Shar’, forsaken until the void comes? After the visit to the temple, the Drow go to the docks to take a look at the barges. Last time there was some activity, but now the port is buzzing with action. There are ten large barges, some of them are being loaded with chests and crates. Many Kua Toas are armed to the teeth. After observing the scene for a while, brother and sister go back to the Inn

Lilith has been questioning the bartender on the subject of the ritual. It seems that this year the ritual to persuade Kua Toas to come to the goddess Shar, is much bigger than usual. When the Clerk mentions the name Kerl Ooil, his expression becomes uncertain, and upon hearing the name of Trizz ‘Lorlin, a look of fear crosses his features. She goes to her room and prays for guidance to the Spider Queen, but the answer remains unclear. The Cleric is inclined to refuse Trizz ‘Lorlin’s offer for now and see how he will react. She doesn’t like to be forced into an uncertain situation and doesn’t trust the male one bit. There must be a catch to his offer.  After a night’s rest, where Jharrath and Alvra keep watch, the Cleric again prays to Lolth and casts a divination spell.

Will it be an advantage to House Xaniqos to embark with the Sharan Kua Toas?

After a long silence, the answer is

You will meet no peril on that journey.

Still rather cryptic, but Lilith makes up her mind: they will go by sea anyway. The extra 2.5 weeks would take too long, they need to get back to their House.

lolth

Phaedra and Lilith go back to the temple and inform Vuon of their decision to board. The Scout emphasizes that whatever happens in Blessed Seahaven, the Drow will be kept out of it! Vuon agrees and tells them to be ready in two hours. They pay the inn keeper and walk towards the port. Two barges are packed with cargo, three others are filled with slaves who carry crude weaponry, like javelins and spears. Three barges are still empty; it seems those are for the Xaniqos and their lizards. The animals are lead onto the barges – four per barge – and secured, while eight Hobgoblin slaves man the oars. Around fifty Kua Toas are in the water, swarming around the vessels. At the plateau above, the Drow male has appeared to see them off, accompanied by humanoids in cloaks. Vuon lifts his scepter and cheers, and is answered by the gathered Kua Toas – the exodus has begun.

The Portal

0

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.

130601map

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!

2013-06-01 17.58.43

Clan Steelshadow

0

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.

130510rod

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.

130514efreeti

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

1

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’

1

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!

Road to Dunspeirrin

1

The next morning the Cleric asks Sifarijn about the portals, as they are the fastest way to travel to Dunnspeirrin.

You can talk to Kerl Ooil,

the Vae merchant advises her,

he is the Spymaster of Looblishar and in charge of the portals.  Should that means of transportation not be available, then you have two options: either take the much used caravan route, or go for the smaller trail. It is more dangerous, with less chance for help, but there’s also less chance of being caught. They seem to be in need of slaves around here.
But stay clear of Oryndol, the city of the Illithid. And if you ever get in trouble with the King of the Giants, Kairnheim, then demand Dodking and make a claim to the Rule of Hospitality.

And, Sifarijn, where can this Kerl Ooil be found?

Why don’t you ask your sister? She knows where to find him.

With one eye on the scout, Lilith thanks the Vae merchant, after which he goes his own way.

Well, little sister, why don’t you lead the way? Seems like you have spent your time wisely.

Phaedra swiftly takes her siblings to one of the temples of Shar, while Jharrath tells them that some portals work by runes, and others even by poems. A Kua-toa grants them entry to a big hall, which seems to be buzzing with action. A good example of how information is the main trade here in Looblishar.

They introduce themselves to Kerl Ooil, a big male Cleric Kua-toa. Lilith asks the Spymaster if it is possible for them to use the portals to travel to Dunspeirrin, but in this, she is disappointed: there are no portals near the Dwarven city. And even if there were, only worshipers of Shar – Shar’ans – are allowed to use them. The whole hall seems to be listening in on the conversation.

Lilith thanks the Spymaster for his time, after which they move out, on their way to the Great Well. It seems like an oasis. Many charts and wagons are parked around it, and a lively market is in bloom. The Xaniqos see many Kua-Toas and Shar’ans mingle with the crowd, always on the lookout for new and interesting, profitable information.

Somewhat later they are ten gold pieces lighter, but in possession of an area map of the Underdark. It will take them five days via the larger road to arrive at the dwarven city; by the smaller one six. There’s a Duergar caravan leaving for Dunspeirrin, but they will not join the Dwarfs: if they find out their company just killed five of their fellow dwarfs, they will not be amused.

Lilith decides to take the smaller road and the Xaniqos travel towards the upper plateau and leave Looblishar behind. No one seems to be following them and the further they get away from the city, the ‘lighter’ it becomes. The Scout is in the lead, as always about twenty feet ahead, with the Cleric in her footsteps and the two brothers following behind. The first day passes uneventful. They keep following the small road, every now and then passing a side corridor. The path is uneven, surrounded by rocks and stalactites. The second day also passes in relative peace. But then…

Blasted Duergar

0

When they arrive at the foyer, they hear a lot of commotion. You might want to hurry if you’re going to the Great Well, the inn keeper says, for the Duergar are acting up out there.

The Xaniqos four step into the street, where they find a typical merchant wagon on its side near the inn, a lone beleaguered Drow trapped underneath. He’s trying to fend off the Duergar, who are attacking and mocking him. The trader’s slaves have fled, another Drow lies close – slaughtered – and the rothé are unharnessed. The dwarfs, who have been drinking steadily, keep a close eye on the Xaniqos and try to provoke them with terms like spider kissers and worthless elves. Phaedra takes out her crossbow and loads it, but Lilith bites her teeth and keeps on walking. Their goal is to reach Dunspeirrin, not to mess with a couple of drunk dwarfs.

That’s right, move along now, go on!

Lilith freezes, and so does her sister. No one orders a Drow Cleric! The merchant, relieved to see there is a chance for help, offers them 25% of his wares if they help him out. When Phaedra uses sign language to consult with her brother about the strength of the dwarf group, the Duergar sneer,

Hey, pointy ears. What are you wriggling your fingers for?

Without hesitation, the Scout aims her crossbow at the leader and releases a bolt. Apart from him, there’s a Cleric and four mercenaries; all of them in heavy armor. While one dwarf stays near the merchant and attacks for real, the other five advance on the Drow.

The Xaniqos prepare for battle. Two Earth Elementals appear, summoned by the Drow Wizard. The Cleric casts a blindness spell on the leader – it seems to have no effect though – while Phaedra attacks him again with her crossbow. She scores a direct hit. The satisfaction drains from her face, when the Duergar suddenly grows to twice his size and moves forward, brandishing his large war-ax. A booming laugh rolls from his lungs. Another Duergar suddenly disappears from sight.

Alvra activates his House Insignia and becomes broader too, imitating Maul’s laughter. Now they’re equal. Jharrath surrounds himself with mage armor. One of the Duergar attacks with a sound burst, but Lilith  manages to shake off the effects without much damage. Her sister isn’t as fortunate and gets stunned. The Cleric and her brother Fighter engage themselves in a melee fight with the larger-than-life leader, Maul.

The Earth Elementals are pummeling an opponent, while another dwarf tries to counter attack with a fear spell, his hands glowing red. The Drow don’t even notice it. Jharrath summons another elemental. One of the Duergar suddenly starts to grow too, just like his leader, but before he can reach his full length, the elemental kills him.

Alvra hits Maul with his sword, and hits him good. The leader roars and, in turn, manages to hit the Cleric. She concentrates and a three feet long column of teeth appears in Lilith’s hand: a blade of pain and fear. But before she can use it, the Duergar Cleric dispels all magic actions around him. Two of the elementals are sent back to their plane, while Alvra’s extra strength disappears too.

Jharrath receives a heavy blow to the head, attacked from behind. The Scout tumbles backwards and enhances her vision with a spell. Now she can even see invisible objects. Phaedra takes out her spiked chain and goes for the Duergar who’s near the Wizard.

A globe of darkness surrounds the cart and sounds of battle emerge from beyond. Seems the merchant won’t be taken that easily. From this globe, the Duergar emerges… and drops to the ground, dead as a rock.

Upon seeing that the fight is turning, Maul wants to surrender, but the Xaniqos won’t have that. When the Duergar wounds Lilith once more, Alvra kills him with a mighty blow. The elementals are very successful too and beat two more dwarfs to death, while the Wizard attacks with Kelgore’s firebolt. The dwarven Cleric makes a run for it, invisible through another spell, but Phaedra sees him anyway. A large globe surrounds the Duergar and his wounds start to close. The Scout allows him to escape.

A triumphant Drow merchant jumps down from his chart and walks up to Lilith to thank her. He introduces himself as Sifarijn Vae of Erelhei-Cinlu! A most fortunate encounter. Sifarijn was also heading towards Dunspeirrin, and planned on using one of the twelve portals that surround Looblishar. They decide to group with the trader, he can lead them to their destination.

Alvra takes a look at the Drow’s merchandise – weapons and paintings – and sees a weird armor, with a very sharp point sticking out from underneath it: it seems to be the head of a  spear or sword. When he takes a closer look, he sees that the armor is fearsome to behold: it has several demon heads and protrusions. What a special banded mail!

The weapon seems very familiar, in fact it’s identical to his own blade, except for one side which is duller. Sifarijn explains to the Fighter that the sword is magical on one side and masterwork on the other, a splendid weapon. And a worthy transaction of the twenty five percent he promised earlier.

This mail is a gnashing armor. It automatically fends off and attacks anyone who comes too close. It is perfect against grappling and bites and claws.

The Xaniqos fighter is impressed with his new weapon and mail and Lilith allows him to keep it. She frees the fallen Duergar leader of his full plate magic armor and also discovers a pouch with two breathtakingly pretty black pearls. While the others go back to the Hidden Veil, Alvra keeps watch over the merchant’s cart. All night long, Kua-Toas come to take a look at the fighting scene.

________________________________________________________________

>>  what came before

Looblishar

0

The Hobgoblin zombies resume their rowing, following the Kua-Toas’ new instructions. The remainder of the journey is uneventful and finally they draw near to Looblishar. Not a single light shines at the base nor on top of the looming cliffs. In this city, Shar, the goddess of darkness, rules. Her ultimate goal is to take over all of Faerûn and plunge it into an absolute black void. Looblishar is situated in the Deep Reach Region, next to cities of Duergar and Illithid. Everyone is welcome in Looblishar, and information is her main trade.

The party moors at the docks and watch the bustle of the small port for a moment. Kua-Toas walk past them, on their way to the caves at the base of the cliffs, while others dive down from above; not a comfortable way of descending, but it is fast.

The only way into the city is up by lianas of kelp; there are no stairs. The Cleric is not amused by their trip so far. A boring journey over water in a boat with no luxury at all. Then the irritating attack, and now climbing a stinking vegetable rope into utter darkness. While her sister easily climbs the walls, Lilith and Jharrath need more time to arrive at the top of the plateau. A shaggy, messy cluster of houses and a couple of vague streets, where about two thousand inhabitants live. Apart from a couple of Illithid, the Kua-Toas are most represented. Everyone watches as the Xaniqos and their guides make their way into the center, towards the Temple of Shar.  All Kua-Toas of Looblishar wear her symbol.

Inside, twenty human Clerics, a male Drow Wizard – all dressed in black – and a Kua-Toa are gathered. The latter is Vuon Goddessgifted, to whom Lilith gives Plill Seachild’s letter. He introduces them to the Drow, Xothed Trizz’lorllin.

Ah, so you are all ‘Spider kissers’, eh?

His contempt is obvious.

The Xaniqos Cleric icily stares him down and then ignores the inferior male, while Phaedra says through clenched teeth that they indeed serve the one true Goddess, Lolth. After the exchange of a few more ‘pleasantries’, Lilith inquires after the best inn in town. Vuon tells her they can chose between the Hidden Veil and the Shadowed Lair. As the Xaniqos leave for the inn, their Kua-Toa guides decide to continue on their quest. The siblings thank them for their protection and guidance, and wish them good luck.

Go with the Goddess.

Uneven roads lead to a large mud building with a sign board, depicting a veil. The Hidden Veil is a modest accommodation, no shops, nothing fancy. A doorway leads into the very quiet inn, where the clientele consists of a couple of Mindflayers and Kua-Toas. They get four rooms, including baths and dinner, for two gold pieces. Soon they are served rothé broth, potatoes and green stuff. Lilith checks the food for poison, but it seems to be safe. And it even smells good.

Phaedra asks the inn keeper for a map of the area. He tells her that the Great Well – the only fresh water well for many miles, where many merchants gather before setting out into the Underdark again – is their best option to obtain one. Meanwhile six Duergar enter the inn and order lots of beer. They get quite rowdy, so the other customers stay away from them. The four siblings go up to their very spartan rooms and emerge again somewhat later, refreshed from their baths.

________________________________________________________________

>>  what came before

Attack of the Sahuagins

0

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.

________________________________________________________________

 

>>  what came before