Attacked by Mushrooms and More

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The interior of the cave is lit by a soft glow. There are various types of minerals, plants, roots, small and large fungi; all signs that they are on the right track. They cautiously continue along the path, when suddenly the violet fungi start to move. They sway from side to side and attack the drow with their roots.

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Jharrath takes a step back and casts mage armor on himself. Four tentacles try to get a hold on Phaedra, but she takes out her spiked chain and hits one of the creatures square in the cap. Another is sliced to pieces by the fighter, while a third is beaten up by the cleric’s flail. Magic missiles kill yet another, and soon all that is left is pulp, especially near Alvra. He glares at the leftover green mushrooms, but those don’t seem hostile.

Swiping the residue off their weapons, the drow continue into a larger section of the mine. There are tracks in the dust, and Phaedra signs to her siblings that there are more violet fungi ahead. A sour, reptilian scent is heavy on the air. Wooden beams support the space. On the left, the way forward is blocked by rubble and more fungi, so the scouts turns around and walks to the other side. The tunnel is lower there, and looks more rickety. Bones are strewn across the floor – big bones, huge bones. It seems like they have found the remains of Vaterian, the dragon

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When Phaedra chances a quick glance around the corner, she sees an albino drow with red eyes. It seems like he has been watching them for a while. It is one of the szarkai – age old enemies of the drow – wearing a large bastard sword. He looks like a fighter, and soon proves to be one too. With a swipe of his sword, he scores a hit on the female scout. Lilith sees what happens and counterattacks. Focusing Lolth’s divine power, she projects a blast of light from her open palm, which slams straight into the white drow. He screams with pain. The wizard follows up with magic missiles, while Phaedra tumbles back and lashes out with her chain. Heavily wounded, the szarkai pulls back into the shadows of the cave and disappears from sight.

Alvra, who is following the blood trail, is hit by two cross bolts. Ignoring his wounds for the moment, he spots the injured white drow and charges, but the attack ricochets off the bastard sword. His sister doesn’t miss though, and the spiked chain kills the creature.

Be careful, somebody shot at me!

Alerted by her brother’s warning, Phaedra whirls around and sees two more white drow with heavy crossbows. They are taking cover behind two mushrooms. She warns the others and then advances on the crossbow snipers, but overreaches with her spiked chain and lands in the middle. The szarkai drop the crossbows, grab their swords and swing at Phaedra. Fortunately, they miss. Jharrath’s Kellgore’s firebolt slams into one of the albinos with ravaging force, giving the scout the opportunity to use her ability to appear in a safer spot.

szarkai

The white ones, robbed of their target, scream. Lilith launches a bolt of cold darkness from her hands, but to no effect. When she tries to plant the suggestion to attack one another in their minds, they won’t obey. The fight rages on by missiles, swords, spells and chain. Using his house brooch, Alvra increases his strength and kills one of the szarkai with a mighty blow. Two earth elementals, summoned by Jharrath, finally manage to kill the third.

The fight has taken a heavy toll on two of the Xaniqos siblings. Their wounds bleed with a yellowish glow and they don’t feel well at all. Both Alvra and Phaedra are slowly losing their eyesight due to the very potent poison, and the fighter loses a lot of strength as well. He drinks an anti-toxin. The cleric calls upon her deity and manages to return some of Alvra’s strength and remove his blindness.

Apart from the bastard swords and heavy crossbows, the albinos were wearing good magical armor and shields. Alvra also finds a small flask with a yellowish substance in it. Lilith – adept in the use of poisons – takes the bottle from him and applies the substance to her flail. After consulting with her brother, she smears the darklight brew also on one side of Alvra’s sword. Then she carefully tucks the flask away.

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!

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.

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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.