Road to Dunspeirrin

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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

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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.

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>>  what came before

Looblishar

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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.

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>>  what came before

Blessed Seahaven

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Filled with the adrenaline of executing their Matron Mother’s wishes – and of executing the Bard – the siblings swiftly travel the Underdark towards Blessed Seahaven. It is a small village in and on the water, centered around a temple. The inhabitants, the Kua-Toas, worship Blid Dool Poolp, a great sea god – although sea monster would be a more correct term. Still the Kua-Toas gain special powers through their worship. The Glimmersea glistens in the distance, while a small lake is nearby.

The Kua-Toas have fish heads with vaguely human features. They are scaly, have webbed hands and feet and are armed with small shields and tridents. One could say they are very ugly. But they can fight! These cruel green creatures are very alert and well trained warriors. The skin color of Kua-Toas changes, depending on their emotions. When they are white, they are scared, and when in anger, red. The eyesight of these creatures is extremely good, they even see invisible things. Poisons can’t harm them, and though they are water creatures, they manage remarkably well on land. It is good the Kua-Toas are friendly towards the Honorary Drow.

The Xaniqos walk up to the temple and the closer they come, the more their noses are assaulted by a heavy rotting-fish odor. It completely permeates the air. They enter the stone structure and find themselves in a big hall. Even on the inside there is a water basin. A Priestess, wearing a gold cap and a pincer staff, is in the middle of leading a service. The Kua-Toas are completely devoted and in their eyes total fanaticism gleams. When the sermon reaches its crescendo, two acolytes drift outwards and return with a wretched creature: a captured goblin. The Priestess accompanies the acolytes towards the water basin and drowns the prisoner, offering its life to her God. The butt end of the staff striking the ground announces the end of the ceremony.

Then the Priestess introduces herself to the Cleric as Plill Seachild and respectfully bids them welcome. She was already awaiting the Xaniqos and tells Lilith that the trip to Looblishar will take four to five days by water.

It will be a dangerous passage. The Glimmersea is an underground sea; there is no wind to use as power for transportation. In stead travelers magically create wind, or simply row. There is a current in the lukewarm water since it is enormously deep and vast.

On your journey over the Glimmersea, you will be accompanied by three of my faithful acolytes. Afterwards they will continue on their pilgrimage to The Goddess, the Holy Mother. Oh, and by the way, I have a request on behalf of Sloomik Goldscale, my second-in-command. Could you give this letter to Vuon in the Temple of Looblishar?

Lilith examines the ‘letter’, a chain made of shells that convey a sound – a message – when moved through water. Plill doesn’t seem to be charmed by her very ambitious second-in-command. She continues:

The only God who holds sway over Looblishar is Shar, Mistress of the Night. And although there is a Kua-Toas settlement in the  city, alas they have left our real God. The city is utterly and completely dark and the only merchandise is information. Beware of the many dangers that lurk out there. Apart from intrigue, you might encounter bats, hookhorrors and darkmantles.

The Priestess leads the way towards a jetty, where several boats are moored. One of them is rather large, with six hobgoblins on board. The acolytes swim towards the vessel, and the Xaniqos wade after them. The boat has no cabin, no luxury whatsoever. There are only the hobgoblins, who turn out to be dead yet alive, and their oars. One of the Kua-Toas commands the zombies to row and off the party goes, heading out onto the Glimmersea.

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>>  what came before