Jul 7, 2019

22nd Day of Patchwall, 580 CY - Into the Depths of Oerth

The party rested for a full six days in order to properly collect all of treasure from the dragon hoard, so they will starting their journey already one week behind as the bubble continues to grow on the surface. But hey, I never called them heroes. EXP and treasure is what matters here. It is a game, after all.

Stand-in image for Tyril until his player provides a better one
During the treasure collection, a dwarf came wandering by and the party intercepted him. He introduced himself as Tyril, and claimed he was with a party of adventurers seeking out the fire giants and the drow to investigate their involvement in the chaos on the surface. He knew of a dwarf named Obmi who was previously sent to investigate and didn't come back. Tyril told the tale of his party being attacked by Mind Flayers (Illithids). He was able to escape but feared his companions all had their brains eaten. Among his companions was a monk named Shan-Ju, who had connected with the party in search of something called Slerotin's Tunnel, which would provide passage through the mountains and back to his homeland. Unless all monks are named Shan-Ju, the party recognized the name as a travelling companion they met in the demi-planes below the Temple of Elemental Evil, who was an honorary member of their group for a short time. Everyone recognized that there is strength in numbers and decided to stay together, so let's welcome Tyril to the party of the Bad Ass Motherfuckers.

The group explained to Tyril that Obmi had turned evil and was working for King Snurr. He had attacked the party, and they managed to defeat him and took his stuff, which they offered to Tyril. He
was honored to accept it (hey, +2 dwarven plate!). Soon, they were on their way, and having a dwarf in the party would be a big help in trying to navigate the complex caves of the underdark.

On their way out, the party explored all of the twisting side passages of the cave network of the fire giants, just to make sure they didn't miss anything. They found many empty rooms that looked they were drow barracks/living areas, but had been recently cleared out. They came across a jewel encrusted grotto that reflected their light brightly in a rainbow of colors. As they stepped into this room, they saw their old friend, Shan-Ju. He didn't look like himself, though. His eyes were staring blankly off into the distance. He then spoke a warning "Turn away from here, and your lives shall be spared."

Knowing that Shan-Ju was last seen with Illithid's, the party was now extra cautious. As much as they would have liked to turn around and walk away, they didn't want to leave their friend to his fate. So they started to fan out and cast various enhancement spells to prepare for battle. If there were Illithids in here, they were out of sight for now. Shan-Ju spoke again "Leave now, or suffer unbearable pain."

The party decided the best course of action would be to attack Shan-Ju, bring him to near-death, and then heal him. So that's what they tried to do. As the party converged on Shan-Ju and started to attack, three Illithids stepped out from behind nearby columns and used their mind-blast attacks on the party. Dalron was stunned, but everyone else miraculously made multiple saving throws. It looked like the party might have a chance to survive this. Sarril began blasting them with spells (ineffectively, due to their 90% magic resistance) while Sebastian and Tyril closed in. The first Illithid used Telekenesis to pull Dalron to him and start munching on his brain, but Tyril closed in on it and began attacking, slowing down the process. The third Illithid cast Suggestion on Sebastian, ordering him to attack Sarril, which he did. Sarril ignored these attacks for a couple of rounds as he tried to continue attacks on the second Illithid without any effect. The good news is that Sarril also made his save against all of the attacks coming from the second and third Illithids, so it was a stalemate with neither side able to affect the other.

Soon, Tyril had killed the first Illithid that was on Dalron. He then turned his attention to the second Illithid, who used Levitate to levitate Tyril into the air and hold him there, taking him out of the fight. Sarril decided to cast Dispel Magic on Sebastian, ending the Suggestion spell, which allowed Sebastian to rush back into the fight. Soon, thanks to some more successful saving throws, he was able to kill the third Illithid, leaving only the second one to face Sarril and Sebastian and a soon to be un-stunned Dalron. The Illithid chose to escape rather than continue the flight, flickering out of sight. Soon Shan-Ju was back to normal, unsure of how he got to where he was, but happy to see his old friend Sarril.

The party spent an hour or so searching the grotto and eventually found a large puzzle box underneath a pile of rocks. The puzzle box could only be opened by someone of 18 intelligence, but Sarril is smart enough and managed to open the box. Inside was an amulet which would later be identified as an Amulet of the Planes, and a book written with strange symbols that Sarril did not recognize. This book would turn out to be a Manual of Clarity (a one-time use artifact-level item which permanently raises intelligence by 1 point).

Almost out of the caves, the party came across a rope bridge over a lava river. Two Fire Salamanders were here, and the party quickly and easily dispatched them before searching the area and then crossing the bridge (with help from a Fly spell, just in case). Across the bridge was another cleared out area used by drow, with a table, chairs, and other furniture. Although everything of value was taken, Sarril discovered a chest hidden by illusion. Inside the chest was an adamantine scroll tube and an Ebony Fly. Inside the tube was a scroll of Wish. The rest of the chest was empty. A parting gift from Eclavdra, perhaps?

The party decided to rest in this area for another four days while Sarril studied the book he found. The book was written with a series of difficult to understand symbols which, once studied, seemed vaguely understandable, though it made his head hurt. After each page, the symbols became more difficult to understand, but he felt himself getting smarter as he went. After four days of headaches, his intelligence was raised by one point. Unfortunately, the book could not be opened again. It was now the 26th Day of Patchwall, and the party would have a lot of time to make-up (if time is of a concern for them).

Off into the Underdark they went. The underdark, at this stage of the campaign, is little more than a myth or legend. A vast network of huge underground cave complexes that connect deep underneath the surface of Oerth, and is home to all manner of vile creatures, like the drow. The party quickly learned why this map was not going to be easy to follow. The natural caverns form multiple levels of shelves with tunnels in many directions. Without a compass, it is unclear which way is north. Even for a surface ranger and druid, they would get quickly lost. And they did.

The Underdark
Near the end of the first day of travel, the party came back to the same area they started. This time, they saw a drow caravan coming over a natural bridge. There were 12 drow in total. Six male guards, two female clerics and four merchants. Sarril cast Invisibility 10' Radius on the party so they could hide off to the side and let them pass.

The drow guards fanned out at the end of the bridge, searching the area, then called back an "all clear" to the caravan behind. The party was safe. Then Dalron started explaining to the party that they should take this caravan out so they can get their stuff (not very "ranger-like" behavior, acting like a highwayman - we may have to visit his alignment in the future). One of the drow heard the voice, and looked over in their direction to figure out where it was coming from. Sebastian, figuring that they had been discovered, fired his own drow crossbow at one of the guards, then activated his Ring of Insvisibility to go invisible again. The drow responded as drow do, by using Faerie Fire to light up the entire party. Now the fight was on.

I don't remember a lot about the specifics of the fight. I do recall that multiple Hold Person attempts failed on the entire party, and that the drow guards, even at 4 HD and specialized with drow crossbows, couldn't hit the -6 and -8 ACs of the melee fighters. One lucky shot did hit Dalron and he failed his poison save, which caused him to fall asleep. A follow-up Web spell from one of the priestesses might have managed to capture the party, except that Sarril was able to leap free of it and then use Dispel Magic to get rid of it. Sebastian was able to use Neutralize Poison to bring Dalron back into the fight, and that pretty much meant things were over for the drow. One of the priestesses had already fallen, and the other priestess uses a Lurker Cloak to transform and escape into the cavern ceiling. Dalron, using Fly and Detect Magic, attempted to find her, but the ceiling was too vast and he was unable to pinpoint her location. The four merchants, in the meantime, used their innate Darkness and Levitate abilities to leap over the bridge under the cover of darkness and run away.

While they didn't manage to kill all of the drow, they did manage to get themselves a wagon, pulled by two subterranean lizards. After picking through the goods in the cart and taking what they want, the party disposed of the rest of the crates and piled onto the wagon. They could now journey through the underdark on the wagon and not worry about being fatigued from staying in heavy armor. They may even make up some time, depending on how often and how long the lizards need to rest (we shall see). For the next seven days, the party traveled unmolested through the Underdark (hopefully on course). Looking like a drow merchant caravan has its perks, it seems.

It is now the 6th Day of Ready'reat, CY 580, and the party is about to encounter something interesting. Stay tuned. . .

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