Szith Morcane

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Wary of the shadow spider, the Xaniqos continue their way over the unstable spider strands. Phaedra carefully picks a route through the sticky maze, while the others follow in her footsteps. When she hears unfamiliar voices, the scout urges the others to stay quiet. Lilith takes a moment to examine their surroundings and spots a plateau. It seems to be another entrance in the wall opposite the thoroughly destroyed former balcony, where smoke still smolders – the result of Jharrath’s devastating fireball. Phaedra crawls upwards towards the damaged ledge and takes a quick peek. The tunnel seems empty at first, but then something moves. What in Lolth’s name… Quickly she regroups with the others and signals them to keep ready.

Hideous skinless creatures appear at the rim of the ledge. With muscles stretched taut over skeleton and fluids oozing from their bodies, they start to climb down the twenty feet drop. “Quth-maren,” the cleric exclaims, “undead skinned drow. Be careful of their ooze: it’s acid!”. They turn to face this new threat, when the spider once again jumps into existence.

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The wizard, accompanied by his mirror images, moves forward and climbs the strands, trying to reach a more strategic position. The spider launches a bite attack and its teeth sink into one of the shimmering images of the wizard. Up on the ledge a new opponent appears -an arcane guard- and four magic missiles fly straight into the fray. When they hit, only two of Jharrath’s mirror images remain.

“This fight is well coordinated,” the Xaniqos fighter observes through clenched teeth. No sooner have these words left his lips, than the spider takes advantage of his temporary slip of attention and paralyzes Alvra with a well-placed bite. Phaedra’s counterattack bounces off the spider’s hide, and the arachnid grapples her.

Lilith calls upon the Spider Queen to rebuke the undead warriors, but before she can activate that ability, one of the undead rests his horrifying gaze upon her and the normally strong willed fighter feels herself overcome with fear. A second undead tries to slice her open with his filthy claws, but can’t penetrate her armor.

From the side, the wizard launches an arch of lighting, which ravages the undead and wounds them heavily with electricity. Through the cleric’s spell resistance, she’s able to withstand the lightning arch; and Alvra is safe as well. Next, Jharrath takes out a candle and summons three earth elementals near the spider. Their combined weight is too much for the spider webs and they slowly topple out of sight, leaving a huge hole in the webbings. The spider is able to keep its footings, but has to release the scout in the process. Immediately, Phaedra lashes out and hits the eight-legged animal. When another round of the arcane guard’s magic missiles slams into the wizard, his last mirror image disappears.

“The only way you can enter Szith Morcane is either dead or as slaves!” A female voice rings out over the grunts and growls of the combatants. Upon the ledge, the Xaniqos see a female, wearing the symbol of a leering skull; it must be one of the Kiaransalee clerics, worshipers of the Lady of the Dead.

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Strengthened by the proximity of his mistress, the flayed creature makes another clawed attack on Lilith, once again keeping his horrifying gaze on her. The wounds of the oozing creature slowly begin to heal. They have to get out of there! Phaedra tumbles past the shadow spider -hitting it hard- and touches the still immobile Alvra on landing. Jharrath casts darkness on himself and moves towards the plateau Lilith spotted earlier. He sees a deserted corridor and dashes into it. “Don’t run, you’ll make a perfect slave!” The mocking voice of the Kiaransalee cleric follows him, as well as a crossbow bolt. The enchantment instantly seizes the wizard, leaving him paralyzed. There’s only one mobile Xaniqos drow left!

Phaedra teleports and takes Alvra with her, slowly dragging him towards the plateau where Jharrath is standing still. In the blink of an eye, three more drow scouts mirror her movements. She maintains her connection to Alvra, leading him further and further from the battlefield. Jharrath struggles and breaks the enchantment, casting darkness to hide their actions and whereabouts.

A frustrated shout sounds through the battle scene. The Kiaransalee cleric is not happy to see her prey escape and calls upon her Goddess. And the Lady of the Dead answers: a roaring flamestrike slams into the middle of the three, or rather six, siblings, but searing only Jharrath. Phaedra pushes the fighter into the corridor, and then steps back onto the webs.

The Xaniqos cleric manages to break the will of the glaring Quth-maren. Shaking her head clear of the last remnants of the undead’s influence, she tries to dodge the slashes of one, while the other spits acid blood at her. It splashes against the stone and spider strands, where it mingles with Lilith’s blood. Looking up, she sees the arcane guard drawing near. In full retreat she follows her brothers and sister, while being attacked by the undead and the guard over and over again.

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When Alvra comes to, he’s face down in a dark tunnel. His brother is heavily wounded, and both his sisters are battling on the web strands, while trying to flee to the relatively safety of the corridor. Another necromancer spell hits his eldest sister. Phaedra is driving the guard mad by teleporting away constantly when he comes too close. The fighter takes out his javelin and hurls it towards the Kiaransalee cleric on the other side of the crevice. Caught up in her spell casting, the necromancer is surprised by the attack. She pays in blood.

Summoned from another plane by the wizard, a large earth elemental appears and tries to grapple the arcane guard. As planned, its weight proves to be too much though, and both start falling through the net. The guard manages to hold on and climbs back up. In all consternation the spider advances on Lilith and paralyzes her with a bite of its poisonous fangs.

Covered in darkness, Phaedra sets out to retrieve the immobile cleric. Under attack by the quth-marens, she starts pushing her sister towards the plateau. Fortunately the undead miss. Alvra doesn’t though, and throws another javelin at the creatures, scoring a hit. Jharrath readies a fireball, waiting for his siblings to clear the webbing. The fighter bull-rushes the quth-marens, but loses his footing and lands on his back. There he continues fighting his opponent, who is stuck in the spider strands. Jharrath casts a spell on the other. Alas it seems to be resistant to fire. The spider removes Phaedra’s mirror images in a double attack. Quickly the scout shoves Lilith back another step. Jharrath lifts his arms and…

“Let them run!” Overseeing the battlefield, the Kiaransalee calls back her allies. “Stop the chase and let the worms run!” The attackers leave, making care to dodge Alvra’s harassing sword.

Limping and bleeding the drow of House Xaniqos manage to escape. Not a good day for the four adventurers. Still they finally managed to find Szith Morcane!

Claws and Fangs

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Phaedra continues down the corridor, her sister right behind her. She opens the door and moves into the room. Suddenly the floor is lit with a blue glow. With a thunder clap and a lightning flash, two huge felines appear, bigger and more beautiful than lions. The celestials roar a challenge and attack. The scout immediately teleports to a safer place, while Jharrath casts his protecting mage armor. A cross bow dart, shot by Lilith, zips into the room, but does no visible damage and falls harmless to the ground. Alvra moves towards the front of the fight, while Phaedra tumbles backwards, exiting the room. The cats follow, roaring ferociously, and lash out at the scout with their mighty claws. Quickly Jharrath utters a spell and manages to get rid of one of the lions by dispelling its magic.

Alvra charges the remaining cat and hits it with his second attack. The slash doesn’t really permeate the skin, but he manages to damage it a bit. Phaedra hits it hard twice with her spiked chain. And when the celestial lion tries to counterattack, it gets slaughtered by a combined effort of the drow.

When the sisters re-enter the room, they find four sarcophagi. Phaedra removes the lid of the first. There’s an old skeleton, wearing a nice necklace with moonstones. The second sarcophagus is empty, but in the third, Lilith finds a skeleton with a short magic spear in his hand, the spear head glowing blue with white tendrils. In his other hand is a wand. The cleric takes both objects and shows them to Alvra. He has no time to examine them closely so tucks them into his backpack. In the last sarcophagus, Lilith finds a gold necklace.

Back in the hallway, Phaedra moves towards the next door. It is sealed, plastered shut, and no one has visibly tampered with it. When the female drow pushes against the door, a force flows through her hand and drains the life out of her. Suddenly it gets very cold. Phaedra feels like she has barely escaped with her life. Her sister detects a residue of magic on the door, and a strong magic force in the middle of the room, several lesser points around it. Jharrath summons a medium earth elemental, which he orders to vigorously attack the door. The creature pounds on the door with his massive arms, and soon plaster is falling down, while one after the other thump resounds down the corridor. Soon the door is in pieces.

In the middle of the room a large statue of a regal looking female drow. She’s wearing an elegant gown and has a commanding attitude. Behind her are two doors, as are to the side of the room. Lilith keeps focusing and notices that the magical aura moves into the statue. She warns the others and they ready, tense.

A female voice, shrill and high, utters an unintelligible sentence, aggressively repeating one word in particular. The cleric replies that they don’t understand her, first in Undercommon, then in Drow. The creature in the statue doesn’t react to her words and again repeats the threat. Then a ghost with a terrifying face appears over the elemental. It is the image of someone who died a long time ago, and it has nothing of the statue’s beauty. Before the drow are able to take a good a look at it, the image disappears again.

I think it is the ghost of someone of importance, buried here,

Jharrath says, when suddenly the statue’s hand rises. It attacks the elemental – which is not very impressed though. The mage orders his creature to counterattack, and successfully. A lesser orb of acid finishes the job, and the statue crumbles. In its place a surreal shape of a ghost rises that looks very insistent at the drow. It is like her gaze pierces their souls. The apparition hovers incorporeal above the floor.

Alvra lashes out with the magical side of his sword, but the strike moves through the ghost’s body. When the elemental’s fist also passes harmlessly, Jharrath attacks with a magic missile. Calling upon the Spider Queen, the cleric rebukes the undead, but to no avail. The creature is too strong. Phaedra tumbles into the room and each time the ghost tries to attack her with her incorporeal rapier, the scout teleports ten feet away. The ghost hisses in frustration. Alvra’s sword then scores a hit, and a magic missile does even more damage. Again Lilith rebukes the creature, and this time the old crow is frightened and cowers before the cleric. She withdraws into a corner of the room, unable to act. And while Lilith keeps a threatening eye on the apparition, her siblings attack the undead. As yet another magic missile finds its goal, the ghost disappears with a last frustrated cry of outrage.

Footsteps in the dust

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The next morning, the Xaniqos are called to a meeting with Taldinyon. The weapon master introduces them to a familiar face, the draegloth Leargath, hired to help them search for Dark Fate. The half fiend also has a license to hunt down drow, so it can keep the other parties away from them if the need arises. Spies have informed house Xaniqos that house Tormtor en Shi’quos are also on their way, led by a priestess and a score of drow and many slaves.

After this briefing Taldinyon places a map of the Underdark on the table.

You’ll have to go to the burial grounds near Szith Morcane. Search for graves in the Underdark. And once you find the rod, do NOT use it. We do not know its abilities.

Phaedra takes the map, and together the Xaniqos leave the house, heading for the Bridge of the Nobles. Apart from slaves, the streets are quiet. The scout warns Lilith against follow-up parties, and the cleric decides they will take a detour to the west first, before heading towards their goal in the north.

After five days of travel through the corridors of the Underdark – avoiding goblins and other inhabitants – they draw close to their destination. It is a stony area, big and wide. Their path gradually slopes upwards and the air turns humid. The roads are old, but there are fresh animal tracks in the dust. Soon Phaedra sees the remnants of old buildings, pieces of marble pillars and other debris. They have arrived at the upper city of Szith Morcane.

While the drow search for a crypt, the wizard points towards two pillars up north, behind a hill. Slowly they make their way towards the landmark over the wide wasteland. Long ago, a huge battle took place here. Skeletons, armor, all crumbles to dust when they touch it. Most of the mausoleums in the area have succumbed to time, but about five are still standing. The doors of the first structure have been ripped open with great force; it has probably been looted. The door creaks when Phaedra peeks inside. There’s dust everywhere, but not much more.

An old campsite,

she tells the others when she returns to the entrance,

no one’s there and it has been picked clean. Let’s move on to the next.

But all have been ransacked.

They walk towards the pillars they saw earlier, the columns shaped like two big skeleton warriors. The piercing eyes of the skeletons give them all a creepy feeling. Jharrath uses his wand to detect magic, and he discovers two weak auras. This mausoleum has a family weapon, and Lilith can tell that it has been an old and noble drow family. They are probably on the right track. The doors are still sealed, though there is some damage. The scout searches the entrance for traps, while the others keep an eye on the surroundings. There seems to be no danger, but the doors are locked.

The wizard summons an earth elemental.

Go check the other side and open the door.

When the elemental obeys and arrives at the other side, he utters two simple words in his grating voice:

Chain, master.

Then break it!

They all hear a heavy jingling thump when the chain hits the ground.

What do you see?

Bodies, master.

We’re coming in, get out of the way.

Twenty feet further, the bodies of five drow lie on the ground -totally stripped- two women and three males. Crossbow bolts stick out of the backs of their heads and necks, while others have fractured skulls. The piwafwi emblem shows an electric javelin… drow of House Tormtor! Through a spell, the cleric calls the spirit of one of the females to her.

Who killed you?

Followers of the White Banshee.

What were you doing here?

Looking for the rod.

How many attackers were there?

I don’t know.

What is the White Banshee?

Kiaransalee

Lilith considers the words of the dead. Demi-god, Lady of the Dead, deity of vengeance and undead. Not a friend to any Lolth worshipper…

Meanwhile Phaedra checks out the door to the side, which is closed but not locked. It opens smoothly, but the layer of dust has not been disturbed. There are more empty rooms to the left and right, upon which the scout returns to the main corridor. There she finally sees footsteps in the dust, leading onward.

Of Bats and Rats

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Once again they find themselves in front of a door. Phaedra searches for traps, but it just looks like a regular one. Keeping his distance, the wizard releases a spell and unlocks the door. In a flash, a chain of lighting zips trough the corridor. The scout is able to jump aside, but the others are hit, one after the other. Apparently Alvra feels as bad as he looks, for he drinks a healing potion. He receives another vial from his cleric sister.

Drink this and get stronger again!

she orders.

Cautiously, Phaedra grabs the handle and opens the door. In front of her a big circular space opens, with three small stages and a pentagram in the middle. On each stage is a pulpit. Six doorways indicate there are more rooms.

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Taking no unnecessary risks, she once again climbs the wall to the right to scout ahead. With a lot of fluttering, a group of bats passes, but they move away again and return to the ceiling. When Phaedra glances through the first doorway, she sees a small room. Four ghouls are sharing a gruesome meal. Making her way across the ceiling, she silently heads for the second opening, when one of the ghouls notices her. They gather beneath her, craving for a bit of fresh meat. Quickly Phaedra climbs back over the wall and then drops down to the floor. The ghouls give chase and try to bite her. Fortunately they miss. The dark elf tumbles back and continues towards the other drow. Again a group of bats flies past, but they don’t bother her. Yelling Four Ghouls!, she climbs the walls again, and watches how two of the ghouls get awfully close in their attack. They don’t succeed though. A third undead makes his way towards Lilith. She steps in and lashes out. Chunks of flesh splatter in all directions. Then an earth elemental appears next to the wounded ghoul and with an enormous blow it kills the undead. Jharrath can be proud of his summoning.

When Alvra enters the room, he is greeted by a peculiar sight: his younger sister is hanging on the wall, while two undead are jumping up and down, desperately trying to reach her. Soon he’s engaged in a fight with the ghouls. For a moment the passing of eight rats draws the attention away from their opponents. The earth elemental, Alvra and Lilith each manage to kill one of the vermin, but the other five swarm towards the wizard. Soon they are all over him. The rats are aided by the bats, that fly round the wizard’s head, obscuring his sight. Enraged, Jharrath fires his wand of scorching rays again and again. For such small beasts, they are quite tenacious.

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Meanwhile the battle against the ghouls continues. One of the creatures lies dead at the cleric’s feet, soon to be followed by its comrade. Alvra wipes his blade clean, battle rage contorting his face. Finally freed from her opponents, the scout climbs further. She blinks. In the middle of the pentagram mist is forming…

 

Hallway of Horror

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The only way forward is through a simple door. It is deadly quiet. Phaedra examines it and when she doesn’t find any traps, the wizard opens it with a creak. Jharrath sees a small corridor, and another door at the end. The walls of the hallway are covered in very old, almost faded paintings, depicting scenes where humanoids die in the most horrible ways. Some are incinerated by fire, others impaled by spears; there’s lighting and knives. A horrific scenario.

I see six ways to die when we enter, so be warned!

Upon his brother’s words, Alvra hurls a chair into the middle of the corridor, and… nothing happens. Phaedra moves towards the door. The moment she steps over the threshold, she’s engulfed in flames. Only her magical abilities save her from being burned from head to toes. When the flames disappear, she stuffs pieces of the shattered chair into the cracks of the floor, so her siblings can safely follow her. Cautiously she takes another step, and another, when suddenly spears shoot from both sides of the wall. With a loud click and some rumbling the trap resets itself. Phaedra counts six spears, including the two that hit her. When she tries to disable this device too, another spear is driven into her leg. She grunts and moves ahead.

Holding a chair as protection, the fighter walks sideways through the doorway, back-to-back with Lilith. The cleric is shielding herself with Spider Bound. Again the flames roar up, incineration the pieces of wood that Phaedra had wedged into the openings, and burn Alvra in its wake. Lilith is unharmed. Alvra’s chair is reduced to ashes. He picks up the seat of the chair he has thrown in earlier and together with his sister moves past the spear section. The deadly bolts again flash forward, finding their target in the female drow. This time Alvra is saved by his wooden shield.

Opening the second door, the scout quickly climbs up towards the ceiling and investigates this new corridor. At first she sees nothing out of the ordinary, but when she focuses, two sets of feral eye become visible. They are filled with hatred. When one of the creatures charges, she drops to the ground. It is an emaciated humanoid with filthy long teeth and claws. The beast hisses, frustrated that its surprise attack didn’t succeed. Jharrath doesn’t waste any time and slams two rays of fire into the undead. The other one stares at Phaedra, mentally ordering her to walk away with an enchanting gaze, but – strong willed as she is – she doesn’t feel compelled to do that at all. Lilith steps closer and attacks the vampire spawn, for that is what it is. Her magic flail wounds it badly.

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Then mist appears from both walls, and changes into two more vampire spawn. A total of four foes, and a welcome challenge for the fighter. Alvra attacks one of them with his sword, but doesn’t seem to do much damage. The scout’s spiked chain has the same limited effect. Seeing an opportunity, the original opponent jumps down from the ceiling and slams into Phaedra. Its cold touch fortunately has no effect on her. Jharrath counterattacks and a hail of stone rains down on the creatures. One of them desperately tries to grapple the cleric, and in a reflex she slams her weapon into its flesh. It dissolves into smoke. Lilith calls out to her deity and holds forth her holy symbol. She rebukes the undead creatures, which instantly cower before her. Together the siblings attack the vampire spawn, with sword, chain, magic missiles, Kellgore’s firebolts and flail. Again and again they strike out, until all vampires have dissolved. The remaining mist slowly trickles into the wall. How does one kill an already dead attacker? It seems like they are not totally destroyed yet. The wizard focuses and appears near the other drow. Would the three Principles be behind the next door?

Sarcoma Keep

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On their mission to strike another blow against House Shi’quos, the Xaniqos drow leave the Black Chalice and head towards the Sarcoma Keep. The area is rather deserted. In the distance a sinister tower looms over the district of the dead. The drow’s green cloaks blend in with the bleak surroundings. The four stories high Keep is still imposing, though the building has crumbled during years of neglect. The main part seems to have collapsed. Huge doors, still half supported by their hinges, only partly conceal the gaping black maw of the mausoleum. About twenty zombies move slowly in- and outside the building, their mindless mumbling only enhancing the silence.

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When the drow get closer, Jharrath casts mage armor to protect himself, but when his hands start moving again, his siblings strongly advise against the use of a fireball. Phaedra scouts ahead and enters the building. Several zombies move about, downstairs as well as upstairs. They don’t seem to mind her at all. She steps into what used to be the reception room. Parts of  decayed furniture is all that is left of the splendor that once filled the mansion. Every room is dilapidated, the walls crumbled. She moves into what once was the dining room. It’s filthy, everywhere are signs of decay and mold.

The scout signals for the others to follow her, and is on the verge of climbing through a hole in the wall when she hears commotion behind her. Zombies move through the dining room towards the entrance. It seems her sister has entered, shining like a beacon to the undead, inside as well as outside.

Flanking Lilith, Alvra assesses the situation. Are they closing in on them? The wizard stays close too. The siblings carefully move towards Phaedra, until they come upon a doorway. A big zombie and a smaller one are blocking the entrance. The fighter charges and runs down the small monster. Speaking a word of command, Jharrath disappears, only to reappear in the corridor. Seems like he has found a magical way of teleporting. This leaves the cleric as the sole entertainer for the creatures. With a suspicious glance at Jharrath’s new boots, most likely the source of the new magic, Lilith strides through too, after which the bigger zombie returns to the middle of the room. His pal follows.

Further down the hallway they come upon a big space. Old barrels and  crates make it obvious this used to be an old storeroom. In the middle a stairway leads down, its banister crumbling to the touch. The stairs are made of stone and still sturdy, so Phaedra sneaks down the stairs. A bit of debris is obstructing the steps. After spiraling down twice, she enters a room with huge stone doors. She takes a moment to don her house cloak and then listens intently at the doors to the buzz on the other side. The sound is deeper than the murmuring of the zombies. What dwells behind these doors?

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The Black Chalice

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Dressed in nondescript outsider cloaks, the Xaniqos set out on their separate routes towards The Black Chalice.

Phaedra glides through the ghettos in her green cloak. She is treated with contempt by the nobles and has to move aside for every drow. Exposed to the whims of the passers-by, she keeps to the walls whenever she can and blends in. Her brother Alvra, bigger and more muscular than the scout  – the Wizard in his wake – isn’t bothered by the public. Orcs and kobolds leave them alone, figuring they are not worth the trouble. Face averted, Lilith tries to make her way to the establishment without giving away her identity. Act like an outsider! She has to remind herself almost every step. When the Cleric is almost run over by a merchant car, his rude

Get out of the way!

making her jump aside just in time, she comes extremely close to losing her temper. Especially House Vae merchants are very annoying – a fact which Lilith stores away safely in her memory. For later use. Finally all siblings arrive at the Black Chalice.

Silk Curtain

Inside the clientele is mixed:  drow, both males and females, undead and other creatures. There are no priestesses of Lolth, though. The food is of dubious composition. Strange snacks, narcotics and goblets of blood are distributed around. When the Draegloth passes Phaedra’s table, she greets him in a soft voice. He snarls.

What do you want?

Only after she reveals her face, the half demon-half drow relaxes. A soft chuckle, then:

What are you doing here?

Intrigued, he sits down at the drow’s table.

Well, as they are good sources of information, I go to all kind of inns regularly,

The Draegloth replies that, though he thinks all is foul in the city, he likes the Black Chalice because there is very little drow interference.

Do you know anything about foreigners – non-drow – living underneath the city? It seems House Eilservs has lost control over this ghetto.

Phaedra leans slightly forward after her question.

Have you seen a large tower, made of bones? It is owned by a male lich Morius. Rumors are that he is not content with living in the tower anymore. A lot of foreigners have disappeared – also drow, perhaps to be used for experiments. To make more undead. The Eilservs do nothing indeed, so be careful.

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From the corner of her eye, the Scout sees her sister enter the inn, a cloud of pent-up anger and frustration almost tangible around the Cleric. Lilith stomps towards the bar and orders a glass of wine. Suspicious of its contents, she first smells before taking a sip. In her rage, drinking and grinding her teeth is all she’s able to do, apart from strangling a by-stander to cool her anger. At another table many high-ranking people are socializing. There is much food, but only a few eat. A woman – a vampire – looks like she might be the inn’s owner, Nytha’ela. Phaedra turns her attention back to the half-demon.

Has Thangarth left already?

Yes, but I’m staying for a while, I have some business still.

Can I be of assistance?

No, but thank you for the offer. Until next time.

Then the powerful Draegloth grabs his scythe and walks out. Phaedra throws back her hood, moves towards the noble table and says in Drow:

Greetings!

Can I help you?

Would you mind if I joined you?

Yes I would!

the vampire indignantly says. When Phaedra doesn’t move, she hisses,

Are you dimwitted?

I’m so sorry, I meant no disrespect. I only have a quick question: if I wanted information, who would be the best person to ask?

An icily “Me” is the answer.

Rumors have it that undead giants are in the ghetto. Is that even possible?

You’re talking about the Principles?

Yes, have they set up a place here in the ghetto?

Yes.

Truth is I’m surprised House Eilservs allows this to happen. I have some business with these Principles.

Instantly the mood turns and becomes threatening.

You want to do business with them? What kind of business? Do sit down, ‘please’.

The vampire hisses and shows her teeth – Phaedra sits and says

I just want to know where they are. Do they work for you?

No, they arrived not long ago, though they act as if the city belongs to them!

And if I say my ‘business’ would not be positive?

That does make a difference, yes. I would like to see them destroyed.

Phaedra smiles, while Nytha’ela continues.

They entered here, didn’t pay homage to me at all and now break all the rules. They are backed up by House Shi’quos. A lot has changed lately.

What if I would take care of them?

Continuing her story, the vampire nods.

They have taken residence underneath the Sarcoma Keep, a mansion that has been empty for over a hundred years. It has been used several times by necromancers and undead, and is overgrown by vegetation. The keep is enormous, but ruinous.

The Xaniqos Scout thanks the lady for the information.

If I can be of assistance in the future…?

You may.

May I take my leave now?

You may.

With that the vampire turns back to her party.

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Trouble in the Ghetto of the Dead

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The next couple of days are spent in relaxation. The Drow have brought home quite an impressive loot and each sibling is amply rewarded. Four days later, being healed, bathed, rested and fed, they are once more called towards the hall of House Xaniqos. The eldest daughter Quarra is also present, though she doesn’t look too happy. Matron Mother Thandysha and her consort Taldinyon make an exotic pair. To their surprise, Thangarth and a group of Duergar are there too, the Draegloth at their side. His big scythe is still covered in blood. It seems like the company didn’t have an easy journey traveling to the Xaniqos mansion.

Artwork: SLefor

Lady Thandysha welcomes all and tells her children that the Duergar emissaries have been invited to establish a trade between the two parties. And since the four had a part in bringing about the contact, they are welcome to participate in the negotiations. The Duergar will stay in the city for one week. An agreement is reached about buying mithril for creating weapons and other items. When Phaedra replies in Duergar, the Draegloth seems pleasantly surprised. They talk a bit and he tells her she can find him in The Black Chalice if she ever needs him.

We won’t be staying there, we will find a place of our own!

Thangarth says. He doesn’t seem too eager to lodge in a place owned by a vampire, where undead frequent and narcotics are abound. The Xaniqos Scout advises him to try out the Knuckle Bones Inn – many guards and owned by a dwarf – or Teeson’s Roaming House. This facility seems to shift around a lot, which makes it an interesting place, but more dangerous. The latter seems to appeal to the Duergar’s sense of excitement and there might even be a bunch of kobolds to lighten up the place.

The Matron Mother looks at Phaedra, a disgusted expression on her face.

You speak that vile language?

Well, it’s useful for the trading relation, right?

Phaedra retorts.

The days, during which Lilith orders her Wizard brother to make more anti-toxins, go by quietly. After a full tenday K’yorl asks them to follow him into his study. They head up towards the large tower room, which is packed with alchemy sets, books and vials. They are filled with eye balls, powders, feathers and all kinds of other stuff. A neat personal collection, according to Jharrath.

Please, take a seat. House Xaniqos needs your assistance in a new task. It’s only a week before the Council meets again. And though we have dealt a good blow against House Shi’quos, they are on the move again. They seem to be in alliance with the Dod King and try to expand by taking over the Ghetto of the Dead. Rumors are that here is a group under the city, ruled by three principles. The entrance to this Undercity is guarded by at least one ogre, maybe more. House Eilservs is weak. The undead are not under control anymore, ghouls attack at random and other forces are moving up.

Will House Eilservs be punished for letting the Ghetto go out of control?

Be assured that the House indeed will be ‘entertained’ elsewhere, Jharrath.

The siblings agree to meet at The Black Chalice.

Council of the Eight Ruling Houses

1

In the evening, just before the Matron Mother will leave for the Council of the Eight Ruling Houses, our four brave drow are summoned to their mother’s private quarters. Dressed in a robe of spider silk, Thandysha does not even bother to ask after Vorn’s fate. Since Taldinyon is also present, the youngsters presume she knows about Vorn’s defeat. Two impressive minotaur impassively guard the door. Security is very high in House Xaniqos tonight, and Mother Thandysha reminds her children of their house insignia’s.

The Matron Mother then accepts the letters of her children with their choice for a possible alliance with one of the Ruling Houses. After reading the notes, she tells them they have named two alternatives, which she will keep in mind when making her final decision. Thandysha thanks them for their opinion and sends Phaedra, Lilith and the brothers to their chambers to get some rest. They have to be ready to be called upon though.

Later that night, the Matron Mother, her favored Consort and most of the house guard leave for the First House, where the Council will be held. Quarra, the eldest sister, turns to her siblings:

Pay attention. We are undermanned, so I expect to see you in full armor as soon as possible. And bring your weapons with you. We need to stay at high alert!

Jharrath looks rather smug wearing his new dark snakeskin outfit.

The hours pass and the attentive drow enjoy a good evening meal, separate from the main guard. Rumors already buzz through the mansion when Quarra sends for them: Cleric Amalika has arrived with news from the Council. House Xaniqos has been accepted as Eighth House! Only for their ears though, she tells them that Mother Thandysha has talked to Matron Mother Sereska of the House of Vae, who is quite interested in a coalition but can not see the benefits… yet. The other option was House Godeep, and Matron Mother Siadef is ready to return Thandysha’s favor, though on one condition. House Xaniqos has to prove itself worthy by obtaining a special artifact: the Mask of the Matriarch. This mask used to belong to one of the lower old noble houses and has been lost from sight. The Mask of the Matriarch has the powerful ability to make others cower in fear.

Cleric Amalika asks the four Xaniqos siblings if they are up to the task of retrieving this mask in the Ghetto of the Dead (situated next to the Ghetto of Outcasts). As one they raise their chins and Lilith replies with a definite yes. When she asks for specifics, Amalika tells her the mask is made of obsidian and bears resemblance to the face of a female drow. The Mask of the Matriarch is thought to be buried underneath the House of Nuchar. Strange necromancy experiments have taken place in that house, which is now totally obliterated.

The Ghetto of the Dead, also called the Necropolis, is the home of necromancers, vampires, ghouls and undead. Long ago, the ghetto was a traditional place of the dead, known for its mausoleums, cemeteries and tombs. There are eight big obelisks at the Necropolis Square, one for each of the Ruling Houses. Most drow avoid the district, venturing into the ghetto only when they must dispose of mortal remains. Once the mourners depart, the hungry undead descend to feast upon the corpses.

With Alvra in the lead, they set out into the night…