We recently finished the Rise of the Drow campaign and it lasted 9 months playing almost every week – 33 3 hour sessions!
It was a fun campaign that touched on most areas but also left some areas unexplored. It also provided a good opportunity to add some small adventures. Rise of the Drow provides a wonderful setting that can easily be added to, deleted from, or modified. It provides an awesome setting to create your own adventures. I think I will revisit the Underdark again.
Kudos again to Adventure a Week. https://adventureaweek.com/
AAWGames published both Rise of the Drow and the Mini-Dungeon Tome where I sourced the small adventures added.
Without further ado, here is the full recap – SPOILERS BELOW
Session 0 recap
The party finished their journey across Serpent Lake into the town of Rybalka. The party answered the call for adventurers to help with some recent disappearance of sheep and a hunter sent to investigate. After they disembarked, the ship captain offered to show them around the small town. The captain recommended that they first seek out Bugg’s Inn to get a room. The party met the proprietor Landorre Bug and secured a room – rats and all. The party then decided to visit the Thirsty Servant Tavern and see what they could learn after Finn was bitten by a rat after a poor performance.
The party met Fin Starling at the Thirsty Serpent tavern and learned a little more about the disappearance of Brooks Balinger’s sheep and Woln the hunter from an area to the north of Rybalka. The party also visited the gambling room upstairs and Silverstein Dankleaf and Finn both tried their luck at a game of the Gambit of Ord before deciding to retire for the night at Bugg’s Inn.
The next morning the party went to the Rybalka City Hall to talk to the Mayor. The Mayor again shared information about the loss of the sheep and the hunter and the fact that it has unnerved the quiet northern output of Rybalka. The party also learned of some rumours of recent raids on neighbouring towns by Drow. This brazen activity by the Drow was new and there were even rumours of the Drow kidnapping some children.
The mayor offered 50 gold pieces apiece if the adventurers would take the quest to find the lost sheep and the missing hunter. The party was suspicious at this rather generous reward but the mayor just said that it was due to the concern these disappearances had caused in Rybalka. The party asked if the mayor would be willing to outfit the party to which he graciously agreed. The Mayor also offered to provide a guide to where the sheep disappeared north of the city.
The next morning the party set out north of Rybalka and after about an hour of travel they came upon a pack of wolves by the edge of the forest. They attacked the wolves and a suddenly a werewolf appeared from the edge of the woods. The party was able to dispatch the wolves easily but found that their attacks on the werewolf had no effect. Finally, Drogon unleashed a Guiding Bolt attack and surprisingly killed the werewolf.
The party then noticed that the guide had abandoned them in the battle. They explored the area around the edge of the woods and discovered a path that led deeper into the woods. Beside the path they found a sheep carcass and large claw marks in a tree. The claw marks looked to be left by an animal much larger than what they had encountered.
The party decided to continue north on the path…
Session 1 Recap
The party continued north on the path and soon came upon a wild looking man talking about being controlled. The man was named Gunaar and talked about Bakinqa making him do things. Gunaar informed the party that Bakinqa could be found in a cave to the north past the Hunters Cabin. After asking some questions, the party took their leave of Gunaar.
The party made their way to the Hunters Cabin and found it abandoned. They were able to find a journal on the desk with several interesting passages:
Entry 1
Plan is in motion. Gunaar has been controlled and sheep have been killed. Town is in an uproar.
Entry 2
Hunter had been sent to investigate missing sheep has been dealt with. Mayor has put out a call for more adventurers. Plan is working as designed. Rybalka is distracted.
Entry 3
New adventurers have arrived to town. Have informed Bakinqa that we need to distract the town for three more nights before the longest night. Bankinqa still isn’t aware that Thorin is dead. Need to keep the secret for three more days.
Entry 4
Adventurers have found the missing sheep and defeated Zaurog. Longest night is in two days. On my way to Adrik’s Folly to request re-inforcements and plan for the longest night. Soon our time will come and our house will be restored.
After reading the journal, the party examined the rest of the cabin and found it empty until they moved a rug by the foot of the bed. Once the rug was moved it revealed a cellar door with three dials illustrated with symbols of prominent Drow houses. Silverstein Dankleaf correctly guessed to set all the dials to the symbol matching the symbol on the journal and was able to open the cellar door revealing a Bag of Holding, Hat of Disguise, three Daggers, Silvered Rapier, Silvered Scimitar, and Umbrasilk Cloak.
The party gathered up the items and continued north. They soon came upon three Ogres fighting over a single sheep. The party decided to engage with the Ogres instead of sneaking by and were able to defeat the Ogres after a difficult battle. After the battle the party spied a cave just off in the distance.
The party entering the cave and made their way down the passage. Finn carelessly moved forward and a pile of rock fell on top of him after he triggered a trap. The rest of the party caught up and moved slower and more carefully until they reached the main chamber where Bankinqa, Woln, and a Drow warrior awaited.
Woln was in werewolf form and the party was able to defeat Woln first, causing him to revert back to his human form. The party was then able to defeat the Drow warrior and Bakinqa shortly after. This left the party with more questions and dreading what would happen on the impending longest night.
What would you like to do next?
Session 2 Recap
The party decided to make haste and return to Rybalka as quickly as they could. First they decided that they would take the body of Woln back along with the head of Bakinqa, the Devil of the Dark Woods. They stopped in the Hunter’s Cabin on the way back and found that it was in the state they had left it in. They tidied up the cabin and used the bedsheets to cover up the corpses they decided to bring back in the bag of holding.
The party continued on and headed straight to City Hall to meet the Mayor and update him on what they found. The Mayor was quite concerned upon seeing the corpses of Woln and Bakinqa. The Mayor became more concerned upon hearing of the fact that Woln had become a werewolf and reading the journal that revealed a possible plot on the longest night. The Mayor promptly paid the 250 GP he owed each party member and offered another 100 GP each and lodging if the party would stay for the longest night ceremony. The party agreed and returned to Bugg’s Inn to retire for the evening.
The party awoke the following morning and explored the town and visited the general supply store and outfitter to buy additional supplies. They returned to the Tavern and found it empty. After asking a few questions, they arranged for Finn Starling to come get them at 11:00 for the longest night ceremony.
Finn knocked on their door at 11:00 and the party followed the villagers to the cathedral. It appeared that the whole town was in the cathedral – men, women, and children. Soon Juriendor walked down the stairs and the ceremony started. Juriendor opened a small wooden box and removed the Moonshard and started chanting but was interrupted by injured warriors who busted through the cathedral doors. Everyone ran to assist the warriors and staunch their wounds. Once they were taken care of, Juriendor again started the ceremony. Before Juriendor could finish a crazed villager burst in and tried to light a tapestry on fire. Silverstein was quick to act and grappled the crazed villager. Silverstein Dankleaf is awarded an inspiration.
Finn Frostwind smartly used a suggestion spell to calm the crazed villager. Finn Frostwind is awarded an inspiration. The party then barricaded the doors so that the ceremony would not be interrupted again.
Juriendor started the ceremony again and the Moonshard started to glow. Slowly a blue portal formed and orbs flew out and circled around Juriendor and coalesced into a larger dark orb that was an Archon. The Archon began to circle around Juriendor and struck out at him with a single strike of purple lightning. The Moonshard fell from his fingers onto the floor and fell between the cracks and disappeared!
Panic filled the cathedral! This is not how the ceremony is supposed to happen! All the villagers rushed the doors and fled the cathedral.
The party leapt forward to engage the floating orb and found that eight zombies had entered the cathedral by the door left open by fleeing villagers. The party engaged the Archon and zombies. Grom Glitterhorn smartly used a spike growth spell to impede the zombies. Grom Glitterhorn is awarded an inspiration. The party noticed that Juriendor recovered and ran off down the stairs in pursuit of the Moonshard. The party then defeated the Archon and zombies and went down the stairs to follow Juriendor.
The party went down the stairs and explored the floor that was home to acolytes. The party found it abandoned but discovered scrolls, healing potions, and holy water which they took.
The party finally made their way to a cellar door that led down to a lower level. Too quickly Silverstein Dankleaf opened the door and was struck with a glyph of warding left behind by someone, but who?
The party made their way through the cellar door and found themselves on a lower level. It was dark, damp, and foul.
What would you like to do next?
Session 3 Recap
The party made their way through a couple of rooms and soon found themselves in a reliquary. The reliquary had burial chambers throughout. Silverstein rushed in and before he noticed it, he was surrounded by a horde of skeletons, zombies, and a huge spider guarding a hole in the floor.
The rest of the party came to Silverstein’s aid and the battle was engaged. The skeletons were able to be defeated easily, but the zombies were not so easy to kill. The party noticed that the zombies seemed to be Drow in disguise. When there was only one zombie Drow remaining he retreated to the hole in the floor past the Tunnel Spider and escaped.
The party moved forward to finally battle the Tunnel Spider and once the spider was defeated they found that the hole in the floor was impassable and had been collapsed after the zombie Drow’s escape.
The party explored the rest of the burial chambers and found one sarcophagus was unopened. Butch moved forward and was able to open the chamber with all of his might. Butch is awarded an inspiration. Once the lid was off a remarkably preserved man wan revealed. The man wore a Vikmordere Emblem around his neck. The party was able to discern that this was in all likelihood a vampire. The party wasted no time and attacked the vampire!
The vampire awoke and introduced himself as Alin Durqua and cursed the party for waking him. He struck back but the party was able to defeat Alin Durqua before he was able to regain his full power and strength. The party searched Alin Durqua and took his quarterstaff, armour, and journal. The journal told the tale of Andam Fiefle and The Legend of Alin’s Gem.
The party then exited the reliquary and found a trap door with a ladder that led up. The party climbed the ladder and found themselves in a lower floor of the cathedral that contained the priest’s quarters. The party explored the quarters and found an armoury with a +1 shield, scale mail armour, and a Warhammer. The party continued on and entered a room with a stairway that led up. The stairway was blocked by four Ghoulblins – undead Goblins. The party was able to easily defeat the Ghoublins and climbed the stairs up to find they were back on the main floor of the cathedral.
The door to the cathedral was open and after some discussion the party moved forward to see what lurked outside. The night was dark and cold.
They found Juriendor lying in a pool of his own blood just outside the door. He told the party that they had taken the Moonshard and pleaded for the party to retrieve it and bring it back to Rybalka. Although the party tried to save Juriendor, he was beyond help and perished.
The party then looked up and saw two Drow warriors struggling to kidnap two villages by the edge of town. One of the Drow said:
“These would make troublesome slaves. End them brothers, Yoflid has enough cattle.”
The Drow slit their throats and escaped to the north of the village following the North Road towards the Dark Woods.
The party decided they would pursue the Drow and followed quickly behind…
Session 4 Recap
The party exited out of Rybalka and headed north to follow the Drow. The party noticed that the there was an unnatural darkness as the sun was obscured and not even the moon or stars were visible in the sky. In this darkness the Drow could travel unimpeded. They continued north until they came to a fork in the road. One well-worn path led east and the other path led north-west. The party examined both paths and Butch left the paths to try and get a higher point of view from a hill. Butch was unable to discern any movement in the distance.
The party noticed that the faint footprints suddenly ended at the forks giving no indication as to which path the Drow might have taken. The party moved to explore the north-west path and suddenly four zombies climbed out of the very path in front of them. The party was able to easily defeat the zombies and chose to take the eastern path – The Northern Road.
The party continued on the North Road for a couple of hours and came to the edge of the forest. They continued into the forest and felt a feeling of being crowded. Soon after they heard the sound of crunching branches off to the east and a huge Owlbear emerged from the woods and attacked! The party was able to defeat the Owlbear and searched in the direction he came from but did not find a lair or cave.
The party searched the area and decided what to do next. Silverstein impulsively headed north on the path and set off a snare trap. Silverstein found himself hanging upside down 10 feet off of the ground. Butch devised a way to gently lower Silverstein down. Butch is awarded an inspiration.
Once Silverstein was on the ground the party again searched the surrounding area to ensure it was safe to move on. Again Silverstein impulsively moved forward to leave and another snare trap was set off! This time Silverstein was hanging upside down 9 feet off of the ground. Butch again let Silverstein down gently.
The party decided to carefully move on but felt tired and exhausted. The party decided to take a rest or two before they moved on.
After their rest the party continued on the North Road and heard rushing water up ahead. They approached the sound and found a shattered bridge up ahead. The water was fast moving at this point and there didn’t appear to be any better place to cross. The broken pieces of the bridge appeared to be just close enough to allow for jumping between the rubble.
Grom had a different idea and wild-shaped into a Bison which looked strangely like a Musk Ox. Drogan attached a rope to Grom and was dragged across. When the party was halfway across, two Dark Creepers appeared on the other side and unleashed arrows at the party. Silverstein jumped on the back of Grom and rode him across the river while Drogan was dragged across the river behind them. The rest of the party expertly jumped between the rubble and made their way across the river.
The party were able to fully cross the river and attacked the Dark Creepers. Butch killed the first Dark Creeper and the Dark Creeper exploded into a blast of Darkness temporarily blinding Butch. Butch recovered and helped to defeat the second Dark Creeper who also exploded in a blast of Darkness temporarily blinding a couple of party members.
The party gathered themselves and continued on the North Road….
Session 5 Recap
The party continued on the North Road and soon found themselves in a deepening forest again. They continued travelling under a dark sky without sun, stars, or moon to guide them. After an hour they were hailed by Sherrsa – a Dryad in the woods. Sherrsa was very untrusting of Grom due to the fact he was a Druid of good alignment. The party was able to eventually gain the confidence of Sherrsa and she begrudgingly allowed the party to continue on after Finn promised to watch over Grom and vouch for him.
The party travelled on alongside the river and came upon a glade beside the river. Suddenly a large booming voice rang out:
“I have had enough of devils and dark elves! Flee my forest and tell your people to take their black magic and warfare elsewhere!”
The source of the voice reveals itself as it speaks: a moving tree with an angry, moss-covered face and humanoid bodies hanging from its branches. It walked forward on thick tree-trunk legs, moving quickly toward you, promising violence and introducing himself as Brownbark. The party noticed that the figures hanging from the tree’s branches were Drow soldiers hung on nooses. Silverstein brazenly notched an arrow and shot skillfully to cut the rope hanging one of the Drow Soldiers. The Drow Soldier fell to the ground and this enraged Brownbark who threw and boulder at Silverstein and felled him in one strike.
Finn quickly acted and blamed Silvertstein’s poor archery and informed Brownbark that Silverstein meant to hit the Drow as they are enemies of the Drow as well. This calmed Brownbark and after further discussion Brownbark realized that the party were indeed allies and allowed them to continue on and promised that he would listen for them on the wind.
The party gathered themselves and travelled along the North Road for another two hours until they moved north away from the river and came upon a large tree beside the road that was surrounded by large mounds that looked similar to gopher holes. Suddenly Grimlocks clambered out of the holes gnashing their teeth and charging the party. The party was able to defeat the Grimlocks without much trouble and explored their warrens finding nothing of interest. Grom did discover a Drow corpse under a tree that was in the process of being butchered. Beside the Drow Grom found 61 gold pieces, a silvered scimitar, and Boots of Elvenkind. Finding nothing else of interested the party moved on.
The party travelled on trying to stay close to the Drow and the villagers that the Drow kidnapped from Rybalka. They soon came upon a creek across the path. The forest was abnormally quiet with no bird or animal making a sound. The party cautiously moved forward with Silverstein brazenly moved forward. Four Dark Creepers jumped out of the trees and attacked! Silverstein was felled again but the party was able to defeat the Dark Creepers and avoid the flash of blinding darkness when the Dark Creepers died.
Silverstein was healed once again and a note was found beside the last Dark Creeper that was killed. It read:
The party decided to take a rest and heal up from their wounds. The awoke and continued on and to their surprise they saw a humble shack with yellow light coming from the windows. Finn scouted forwarded and reported back that there was a solitary Goblin in the shack.
The party decided to move and have Finn show the note to the Goblin while disguised. Finn knocked on the door and the Goblin answered the door holding a lantern and introduced himself as Fergrax and offered the party lodging for the night. Fergrax was able to see through Finn’s disguise and could see the party hiding in the darkness and invited them inside. The party declined to rest for the night as they just rested, but accepted the offer of stew.
Fergrax asked them to sit down and went to hang his lantern by the door. He closed and locked the door and before their eyes he transformed into a Barghest and informed the party with a vicious grin:
“I’m so pleased you have joined me for dinner”
What would you like to do next?
Session 6 Recap
The party recoiled at the transformation of Fergrax and then moved forward to attack. They were able to defeat the Barghest and to their surprise he reverted back to Fergrax the Goblin after he was killed. The party searched the cabin but found nothing more of interest or value. Drogan sat down and had some stew after trying unsuccessfully to determine what meat the stew had in it. Drogan felt sated. The party then headed back to the North Road.
The party marched on the North Road and saw that the road turned from its north-west direction to go straight north towards the mountains. They travelled another hour and found they had the overwhelming feeling that they were being watched. As much as they tried to see who might be watching them, they could not see a soul in the forest or skies. Slowly the feeling passed, and they started to see more birds and animals in the forest around them.
After another hour suddenly four trees fell across the path in front of them. As they moved forward to investigate, four Drow Ghouls emerged from the trees and attacked. The party was able to deal with the Drow Ghouls quite easily and one Drow Ghoul seeing defeat was likely retreated and ran north down the North Road. The party defeated the rest of the Drow Ghouls and examined the trees and determined that they were indeed cut down on purpose.
The party continued north but could not catch up to the Drow Ghoul. After another 30 minutes the forest gave way and the party found themselves out in the open. As they looked to the left and right they saw only stumps of trees that had been cut down. Off in the distance they saw what they could only assume was Adrik’s Folly in the distance on a hill. They also were able to see what looked to be a small church or chapel at the base of the hill. The decided to take short rest before continuing on.
Shortly after continuing their journey north, two Drow, two Zombies, and two Gargoyles appeared the path in front of them. The party recognized one of the Drow as Yoflid, the Drow that executed two villagers in front of them in Rybalka and escaped with the other hostages. Yoflid spoke to one of the Gargoyles and instructed the Gargoyle “Fly to the Folly and inform Thizasta to prepare!”
The party moved forward to attack and was able to defeat Yoflid, Serral, a Drow acolyte, both Zombies, and the remaining Gargoyle with little problem. The party searched the corpses and discovered that Yoflid wore a Ring of Protection that they took.
The party continued on north towards Adrik’s Folly and the chapel and to their surprise the eclipse finally ended, and the sun shone brightly. The party reached the chapel by late afternoon with the sun still shining brightly.
They reached the small chapel to Flaesuros on the hillside approaching the castle proper. From the exterior it looked abandoned, but inside they found some signs of recent habitation: the remains of a small cooking fire and a corner swept free of leaves. Before they had time to investigate further, a woman dropped from the rafters, a longsword glinting in her hands.
“Alright, Vikmordere scum, let’s make this easy. You release your prisoners, and I let you live.”
The party was able to persuade the woman that they were also here to attack the Drow and save the villagers. She introduced herself as Alexandria Galekin and shared that her husband was kidnapped by the Drow and she followed them here. She has been scouting Adrik’s Folly and trying to determine how she can free the villagers being held hostage.
Alexandria Galekin shared her scouting info with the party:
- 20 guards man the walls of Adrik’s Folly at all times
- A hunting patrol of 6 leaving every morning to return every evening.
- A raiding party of 6 leaves every morning to return every evening.
The party talked about how best they might attack Adrik’s Folly – during the day, at night, attacking the patrols. The party first thought they would examine the chapel and found four healing potions and a scroll in a secret compartment in the altar. The party also remembered a legend of an assassin that snuck into Adrik’s Folly some 60 years ago.
The immediately searched the chapel for a secret passage but found none. They continued their search outside and were able to find a hinge on a gravestone and Butch was able to move the gravestone revealing a secret passage. Butch is awarded an inspiration for revealing the secret passage.
The party retreated back to the chapel for a rest before entering the secret passage. Butch was able to open the passage again and the party descended down. The party found the stairs led down to a chamber with four sarcophagi and a tunnel leading east. Before Butch could explore the tunnel, Silverstein opened a sarcophagus and a wight leapt out and three zombies appeared from the other sarcophagi. The battle was engaged and the party quickly dispatched of them and continued down the tunnel.
The party continued down the tunnel and found that it opened up into a lighted hallway that led off to the east and west. The party paused and decided what they should do next.
Session 7 Recap
The party exited in the passageway and explored rooms to the south. They discovered that they were somewhat mundane : One was an armoury of rusted weapons and the other a storage room that contained some jewelry and royal clothing. Drogan and Finn explored the armoury and discovered that a still was set up in the armoury and was collecting a blue liquid. Both Drogan and Finn left with sampling the liquor.
The party then split up with Butch, Silverstein, and Grom heading east while Drogan and Finn continued west. Butch, Silverstein, and Grom explored a couple of rooms and found a well and a pantry with spoiled food and decomposing pelts.
Drogan and Finn explored the rooms to the west and found a room that looked to be a barracks that was now used solely for sparring. When Finn entered the room he heard whispers that repeated the phrase “make them leave” over and over. The room had a stench of old sweat and soiled leather. Drogan spotted another stairway in the corner leading up. Drogan and Finn continued on and explored an officer’s quarters and found it empty except for table, chair, and a chest with 600 gold pieces. Drogan and Finn took the gold and continued across the hallway and found the last room that had a large and extremely sturdy metal door. Finn threw himself against the door but painfully bounced off and fell on the floor.
Butch, Silverstein, and Grom also found a stairway leading up but were alerted to the sound of a Bard throwing himself against a door. Butch, Silverstein, and Grom headed west to catch up to the sound. They caught up to see Finn finally slamming into the door and having the door being ripped off the hinges with Finn and the door falling inwards.
The party discovered that the room was a vault and discovered two potions of healing, 9,484 Silver Pieces, and a magic javelin. The party gathered the treasure and continued west to find another stairway leading up. The party decided to take this stairway and slowly made their way up.
The stairway led up into another officer’s office that contained a desk, chair, ledgers, and 2,000 Silver Pieces. The party exited into the hallway and discovered all the rooms connected to the hallway were abandoned offices that were empty except for a table and chair. Finn decided to explore a door to the south and found that it exited to a courtyard under the open sky in the early evening. Finn crossed the courtyard and opened a door in separate building and found it was an active barracks filled with Vikmordere Warriors and Archers! The warriors were startled and yelled at Finn and rose up to attack. Finn closed the door and returned back to the hallway. But it was too late as the warriors and archers pursued.
Grom smartly cast Spike Growth in the courtyard that slowed and injured most of the warriors. The archers attacked from a distance but they were also able to be defeated. Just then an alarm bell rang out and more warriors and archers attacked from the hallway the party had exited from to the north. The party was able to defeat those warriors and archers as well and decided to re-enter the hallway to continue exploring Adrik’s Folly.
The party continued exploring the hallway and found that it led to other empty rooms but one office contained an elaborate suit of armor. The suit of armor raised up and took on a ghostly visage and drew a sword and attacked:
“Leave my castle at once, Vikmordere fiends!”
Much to Butch’s disappointment the suit of armor then dissolved into smoke and disappeared leaving the party alone in an empty room. The party continued north and entered a large east-west hallway and heard many voices of men, women, and children from down the hallway. While the party gathered to determine what to do next, Silverstein pushed forward in the direction of the voices! Silverstein is awarded an inspiration for his bravery.
The party opened a door on the south side of the hallway and found that it led to an open courtyard. The open courtyard had an open door to the east where light and voices streamed out of. The party made for the open door and discovered the room was full of 60-70 villagers! The villagers turned toward the party. All around the room, people clamored to their feet, surging towards the door.
“Who are you? Are you here to save us?”
A larger man in the back shouts over them all.
“Quiet! You don’t want them to hear us, do you?”
The party noticed that the large man was shouting and yelled far too loud if he was just addressing everyone in the room.
The party paused and decided what to do next.
Session 8 Recap
The party talked to the villagers and found Kivan, Alexandria’s husband. Kivan mentioned that the party and escaping villagers could stay at his family estate if they were able to escape. Kivan mentioned that the Galekin estate was halfway between Adrik’s Folly and Rybalka, about 2 and a half days away just south of the mountains.
The party also found that the loud man, Trax, was well appointed in leather armour. Given his appearance and loud shouts, the party was suspicious of his intention. A dwarf, Miah, also approached the party and mentioned that he was travelling back to Rybalka when he was captured. Miah mentioned he was exploring the Underdark to discover what was behind the increase in Drow activity. Miah praised the party and hoped the party could be the heroes that are sorely needed.
After hearing the party mention the Moonshard, Trax mentioned that the Moonshard is gone. It was taken by a Drow escort to the Underdark city of Holoth along with 40 kidnapped villagers.
The party ultimately decided to escort the villagers out the way they came and out to the chapel. They remained suspicious of Trax and watched him closely.
The party was able to move stealthily and remain undetected. The rest of the party moved ahead with the villagers while Butch, Finn, and Trax followed behind. Finally, Butch and Finn confronted Trax and learned that he was assisting the Drow but only because they had captured his family and taken them away. Butch and Finn were satisfied with Trax’s reason and all three moved to catch up to the party.
As Butch, Finn, and Trax entered the basement they heard steps behind them. As Butch turned around, he saw Trax shot dead with arrows. Butch stood firm and Finn stopped to see what would happen next.
Suddenly, two Drow Assassins came around the corner and engaged Butch. Finn created an illusion that screamed for help. Drogan and Grom came to Butch and Finn’s aid while Silverstein continued to escort the villagers to the chapel.
Butch steadied himself, reared back and vomited over the two Drow Assassins. Butch is awarded an inspiration for his ingenuity.
A vicious battle ensued in which Finn was downed twice and the party took horrendous strikes from the two elegant, nimble, and deadly Drow. Eventually, Butch, Finn, Drogan, and Grom were able to defeat the Drow Assassins.
The party returned to the chapel to see that everyone was safe. The party saw that it was late evening and decided to rest before setting out early in the morning to Galekin Estate.
The party decided to return to Adrik’s Folly and took a different stair way up to continue to explore. They found that the stairs exited into multiple kitchen rooms found but they were abandoned. Butch, Drogan, Silverstein, and Grom headed west while Finn continued north through a separate door.
Finn opened a couple of doors and was surprised by a Vikmordere Archer working on his bow. Finn was able to defeat him and continued to explore other rooms. Finn then disguised himself as the Vikmordere Archer before continuing on. Finn is awarded an inspiration for his ingenuity. Finn found a Vikomodere Warrior in the next room but the Vikomodere Warrior thought he was the Vikomodere Archer. Finn was able to convince the Vikomodere Warrior that intruders were north down the hallway and sent him away to investigate the intruders while he escaped back to the party.
The rest of the party continued east to explore the atrium. They found a large chamber where banners dominated all four walls of this chamber, each prominently featuring a spider on the back of an eight-fingered hand. In each corner of the room burnt a brazier, the flames of which caused shadows within the room to flicker and dance as if alive.
A Shadow Spider shambled forward which the party was able to defeat easily. After the battle the party searched the room and found six Umbrasilk Cloaks which they took. After Finn rejoined the party they continued to explore and found an empty throne room which led to an inner courtyard and Ballroom in which they previously found the kidnapped villagers. Feeling that they had explored the main floor, the party made their way up to the second floor.
The party found that the second floor was filled with well appointed but empty suites. Butch and Grom explored down a hallway and found a stairway that led up to a third floor. Just then, they heard voices and raced back to Silverstein, Finn, and Drogan. Silverstein had entered a common room and found a Drow that introduced herself as Thizasta, seated in a chair.
Thizasta confidently stated “You are too late, the Moonshard is gone”. “Fools”
Silverstein, Finn, and Drogan were able to defeat Thizasta after a quick battle.
As she fell to the floor, the party noticed the three chests and a battle axe over by the wall.
What would you like to do next?
Session 9 Recap
The party examined the battle axe and found it to be a superior weapon. Finn smartly checked the chests for traps and finding none he opened the chests finding a hoard of gold, silver, and copper pieces. This must have been the treasure the Drow had gathered during their raids. The party then moved on to the staircase up that Butch and Grom had previously found.
Butch led the way up the stairs and found that it led to a library where a mercenary was reviewing books with a Drow Assassin and a Drow Guard. Butch immediately engaged them in battle and the rest of the party came upstairs to his aid and also engaged in a ferocious battle. The mercenary grabbed two of the books and escaped to the balcony while the Drow Assassin and Drow Guard fended off the party.
During the battle the party saw a shadow out on the balcony that seemed to swoop down on the balcony and fly away. Through the door the party could see that the mercenary was no longer there.
The battle continued and Finn was downed twice. The party continued to strike away at the Drow Assassin and Drow Guard with seemingly little effect. Suddenly the Drow Assassin leapt forward and spun around and struck down Silverstein down with a poisoned arrow that caused Silverstein to gasp his last breath. Shocked the party moved forward and were able to end the Drow Assassin and Drow Guard, but too late to save Silverstein.
The party looked around at the carnage and the lifeless body of Silverstein and hung their heads in loss. They soon gathered themselves and examined the one book that the mercenary dropped and found that it was a ledger of villagers that had been kidnapped from towns in the area. It listed hundreds and hundreds of villagers that had been sent to the Drow city of Holoth and listed the destination of villagers – kitchens, field workers, personal servants, slave pits, and brothels. The party slammed the book shut and gathered up Silverstein and set off to try and find a way to resurrect their friend.
The party returned to the chapel and found the villagers ready to depart as the sun was just rising. The party decided to have the villagers head to Galekin Estate first so they could speed to Rybalka to try and find a way to resurrect Silverstein as time is of the essence. The villagers would then make their way to Rybalka a day later.
Miah the Dwarf requested to join the party on their journey to Rybalka and he convinced them could help navigate the trails and also take them to his cousin Quorron for assistance. The party agreed and they made excellent time. During the trip Miah told of his town of Embla being attacked and sieged in the Underdark by the Drow. Miah also recounted that he was sent above to seek help when he was captured by the Drow. He again praised the heroism of the party and stated that this party are the heroes he had been looking for to free Embla.
On day 2, the party came upon a huge field of berries that Miah did not remember seeing before. Finn impulsively went berry picking and ate some berries. The berries upset Finn’s stomach enough that he stopped eating the berries and no one else dared to try.
The travel was uneventful the rest of the journey and Miah directed the party straight to his cousin’s Blacksmith shop. Miah was greeted by Quorron and Quorron was very grateful that the party had rescued his cousin. Miah informed Quorron that the party had agreed to take upon the quest to go into the Underdark to help the sieged town of Embla.
Quorron was very grateful and offered to outfit the party with three items at no cost and one magical item each. While the party was choosing the magic items, Quorron brought out two burnt scrolls. Quorron mentioned that a Mage traded these scrolls for work he had done. Quorron told the party that the Mage told him the scrolls were found in the ruins of a castle after a battle. Quorron told the party that the Mage informed him that the scrolls seemed ‘off’ and that they may have unintended consequences. Quorron offered the scrolls as he no longer wanted them in his possession and he hoped they could help the party in their quest.
Drogan took the scrolls and decided to try to use the Scroll of Raise Dead. To the party’s delight the scroll was successful and Silverstein was resurrected. The party then performed additional healing on Silverstein.
The party decided to take a long rest before heading out to Krelgar Keep in the morning as Miah informed them that there is an entrance to the Underdark from the dungeon beneath the keep.
Session 10 Recap
The party awoke the next morning and to their dismay they discovered that the villagers did not arrive as expected. The decided that they would head to Galekin Estate to see what may have happened to the villagers. Miah suggested that they could borrow some horses from his cousin Quorron to make the journey quicker. Quorron was more than happy to loan the party five horses for their journey as Butch was going to summon a horse for himself.
To the party’s horror, they discovered that Galekin Estate had been burned to the ground. It appeared that Galekin Estate was the site of an ambush. The party saw that there were footprints that indicated a battle had occurred and there were bodies or parts of bodies under the ruins of the buildings. After searching around the party was able to discover many black feathered arrows lying in the rubble. The party was unable to determine any tracks leading away from Galekin Estate.
While the party was searching Galekin Estate, Silverstein discovered that he could no longer turn right. Drogan was able to determine that there was Enchantment magic around Silverstein. After some discussion, the party was able to dispel the Enchantment magic around Silverstein and Silverstein felt normal for the first time since he was raised.
The party decided to rest once again at the Galekin Estate and head back to Rybalka in the morning. The journey back to Rybalka was uneventful and the party returned the horses to Quorron and headed to the outfitter to equip themselves for the journey to the Underdark©. (See what I did there?)
Butch once again summoned a horse to carry supplies on the journey to Krelgar Keep. On the way, Miah shared the legend of the history of Krelgar Keep:
“Krelgar Keep was constructed almost 300 years ago as the Klavek Kingdom’s first effort to gain a secure foothold in the Vikmordere Valley. It was named after a general named Krelgar Thorntalon who was responsible for routing the barbarians once living in these lands, and then overseeing the construction of this fortification. The Klavek efforts failed miserably when a massive Vikmordere retaliatory assault on the partially-constructed keep annihilated the garrison here; neither the keep nor more than a score of Klavekians survived the revenge attack.
After battling the Vikmordere, it was difficult to tell who the winner was. Thorntalon survived with barely a score of troops, all injured. He took the Vikmordere totem from its bearer’s death grip and then left the area, vowing never to return.
On the final day there had been a strong wind from the north, and Krelgar used it to burn the trees and scrubland that covered the area, forcing the Vikmordere to change tactics. The area around the keep is now desolate.
Years later, a driven, slightly-crazed hermit necromancer made the ruined keep his home, animating all of the dead Klavek soldiers. He used them to finish building the fort. When he had trouble controlling the large number of undead he asked for help from Tathious, an old white dragon. She agreed to do so, but on one condition; he would be at her beck and call whenever she wanted a favor for the next fifty years. He agreed and she granted him a magical necklace that enhanced his ability to control the undead.
Several years passed, and the keep was nearly complete, although Tathious had begun to call upon Yul far too often for his tastes; he had amassed quite the undead army and decided to gather his troops to destroy the dragon. He sent his army off, and then gazed through his crystal ball, watching the assault from the safety of his keep. Then the crystal ball went black; something had blocked his scrying spell. Soon he heard the terrible roar of an enraged dragon outside his keep, but before he could reach a position to defend his home, the creature crashed into the building, knocking down years of work with a few well placed blows. Tathious’ anger knew no bounds and soon the keep was once again a pile of rubble.”
The party found the journey to Krelgar Keep to be uneventful. Suddenly, the woods ended and the party saw a desolate landscape that surrounded the ruins of Krelgar Keep. Nothing remained of the upper level of the keep except for a lonely staircase that must have led to the second floor.
The party cautiously approached Krelgar Keep and discovered large reptilian footprints that must have been left by a large dragon many years ago – maybe the story that Miah told wasn’t just a legend.
The party made their way down the staircase and came to a floor that seemed to be a food cellar. The party spotted a body in front of broken crates and barrels. As they approached three Arboreal Grapplers were roused from their slumber behind the crates and attacked. Always the explorer, Finn opened a door and discovered an adjacent storage room full of crashed crates and wine. One Arboreal Grappler followed Finn into the room and the battle was engaged. Everyone moved forward to engage the remaining two Arboreal Grapplers and Silverstein strangely closed the door on Finn with the one Arboreal Grappler.
The battle was long and somewhat clumsy. Eventually the party was able to defeat the Arboreal Grapplers. They searched the rest of the floor without finding anything of value beyond a couple of intact wine bottles.
The party continued down and found the next floor seemed to contain guard barracks and guard locker rooms. Finn was overjoyed with all of the doors that he nearly giggled out loud. All of the guard barracks and lockers were unoccupied. Nothing of value was found in guard barrack room 1. Grom discovered that guard barrack room 2 was empty except for Pipes of Haunting and a Variant bag of tricks that contained a bat, a cat, a rat, a weasel, and a badger. Drogan explored guard barrack room 3 and noticed a large painting of a battle between a mage and a white dragon. Drogan took the painting and found a large number of items were hidden behind the painting including a journal, gold ring, tiny diamonds, and two Potions of Greater Healing.
The party then crossed the hallway to explore the guard locker rooms. They found that they contained the following items:
Guard locker room 1: copper coins scattered across the floor. One particularly shiny copper coin was found to be a Coin of Singing,
Guard locker room 2: The door was locked and Butch was able to break it down and discovered a dusty +1 set of plate armour. Butch quickly put the armour on.
Guard locker room 3: The room was empty except for a large book on a table in the centre of the room. Finn moved forward and opened the book but alas he was not careful. He opened the book quickly and ripped the delicate pages. He could see that the pages used to contain scrolls for the following spells:
- animate dead
- bestow curse
- contagion
- finger of death
- ray of enfeeblement
The party took the book in the hopes that they could somehow restore the scrolls.
Guard locker room 4: The door was ripped off this room and the room was empty except for vermin droppings on a lone table that the party had no interest in.
Guard locker room 5: This door had a rusty hand-axe in the door in the middle of a head-shaped silhouette surrounded by blood spatter. Finn unsuccessfully tried to remove the hand-axe and fell backward awkwardly. Drogan stepped forward and was able to remove the hand-axe. The door flung open and four Troll skeletons quickly exited and headed up the stairs screaming “Tally-ho” ignoring the party entirely.
Guard locker room 6: Drogan found that this door was smashed to pieces and the entire room seemed to have been blackened by fire. Drogan discovered a hole in floor at the back of the room and peered down to see a skeleton in a cell below.
The party continued down the staircase and found themselves surrounded by a collection of open dungeon holding cells. Drogan spotted the corner cell with the skeleton that he saw from the guard locker room above. To the party’s surprise all the other open holding cells contained four zombies each. The zombies were gently swaying in the wind, their eyes following the party but showing no movement or aggression.
What would you like to do next?
Session 11 recap
The party briefly considered attacking the Zombies but seeing nothing of value on the skeleton and the Zombies they decided to leave the Zombies alone and head down the stairs. They came to the bottom floor of the dungeon and saw a humanoid shackled in the corner of the room being tortured by Yul the Necromancer and four Zombies. The party leapt forward and attacked. Miah found the exit to the Underdark in the southeast corner of the room and ran there and gestured the party to follow him. The party was unwavering in their commitment to defeat the evil in front of them and continued the battle. The party was able to easily defeat the Zombies. Yul the Necromancer was a worthy foe but the party was able to defeat Yul after a difficult battle.
The party moved forward and found that the shackled humanoid appeared to be a Drow that was close to death’s door. Drogan healed the Drow but unfortunately the injuries were too much and she uttered these last words
“This is nothing, nothing I say! I can return to my Mother and enter her embrace with my head held high. You, fools and braggarts all, will crawl and snivel and betray all you believe in!”
She then breathed her last breath and passed away.
The party searched the dungeon and found that Yul carried only a Darkskull. The party took the Darkskull and implements of torture that they found. Finding nothing else of interest the party joined Miah and exited the dungeon into the Underdark. They soon saw a Skeleton pushing a bone cart coming towards them. The party dispatched the Skeleton easily and continued down the tricky ramp almost stumbling multiple times into the darkness below.
The party made it to the bottom of the ramp and were attacked by four Skeletons out of the dark. Once again, they were able to easily kill the Skeletons. The party found that one Skeleton wore a metal cylinder on a chain. The metal cylinder was sealed with the insignia of House Gullion on both ends. The party shook the metal cylinder and could her something inside but could not figure out a way to open the cylinder.
The party then found that they were on the Long Road in the Underdark that ran west to east. Miah showed the map of the Underdark to the party and showed the two-day journey to Embla. The party agreed and set off on the journey.
Halfway through the first day the party encountered a Drow Patrol led by Sor of the House Gullion. The party recognized the insignia of House Gullion on Sor’s armour. Sor was accompanied by three Drow Hussars and a Drow Cleric. The Drow Patrol attacked and were vanquished.
The party continued on without any further encounters on the Long Road for the rest of the day. During the night the watches were mostly uneventful, but the watchers thought they could hear the paddling of feet far away.
The party continued east on the Long Road but soon heard paddling coming up from behind them. Miah directed the party to hide off of the Long Road. The party hid and soon saw the sounds were from a Dwarf Caravan of three gigantic Skilpadders heading to Embla. Miah approached the caravan and they invited the party to join them on the journey to Embla. The party accepted and climbed onto the Skilpadders.
After a few hours on the Skilpadders the caravan stopped and up ahead there appeared a Magma Roc in the middle of the road beside a magma vent. Butch bravely leapt off of the Skilpadder and moved to attack.
Butch is awarded two inspirations for his bravery in the face of grave danger.
The rest of the party also engaged with the Magma Roc from the safety of the Skilpadders and were able to eventually kill it with Butch leading the way.
The Captain of the caravan thanked them and mentioned that they were lucky it was just a baby.
The caravan continued on and soon came up to the gates of Embla.
What would you like to do next?
Session 12 Recap
The party made their way into the city of Embla and Miah gave them and short tour and showed them the Justice, Trade, and Celebration Gonjolas. Miah offered for the party to come to his house and rest for the evening. The party graciously accepted and climbed up the ladder to Miah’s house set into the wall of the cave. Miah introduced the party to his wife Gwendolyn and offered Mushroom soup and Balak Blood Rolls to the party. The party accepted and found the food very fulfilling.
Miah rose to lock the door and mentioned that he will talk to the Merchant Circle the next day to see if they could present their information on the next day. This left the party a day to explore Embla before they would be summoned to the Market Circle. Miah explained that The Merchant Circle is comprised of the leaders of five great clans; Blackroot, Casisto, Greybeard, Handzus, and Stonewater, as well as the mayor of Embla, as representative of the people, and the circle chair, responsible for ensuring the clans work together to serve the city. Outside of these seven, only a rare few invited guests have been allowed to attend a meeting of the Merchant Circle. The eighth chair in the circle chambers is reserved for the gods. Miah shared that the circle chair is Maylorin Obsidianaxe who sent him on his journey to the upperworld to find assistance to help Embla.
The party then noticed a crow by the window and Miah rose to bang on the window to scare it away mentioning that you can never be too safe. Miah mentioned that he had no proof of nefarious activities but shared that not everyone in Embla supported his quest to the upperworld.
The party rested and slept with no incidents. The arose the next day and asked many questions of Miah about the locations in Embla. Miah answered as best he could and provided the party with a map of Embla so the party could explore on their own.
After Miah left to plead their case to the Merchant Circle, the party made their way first to the bank to exchange coin denominations. The party was initially shocked with the 5% tax, but eventually decided to convert their lesser denominations. The party visited the All God temple next and finding nothing of interest, they moved onto explore the Armory and Blacksmiths in the city. The party then visited various clothiers and jewel and gem stores. The party stocked up on various gems and jewels that could be used for the casting of spells.
Grom then sought out the Stonemason’s Guild to inquire about any unusual stonework activities. The Stonemasons reported nothing unusual and the party moved on. The party visited various pawn shops and outfitters before finally moving on to the Josuth Apothecary. At the Apothecary the party stocked up on various potions. The party ran into Miah who informed the party that they have been accepted to speak at the Merchant Circle tomorrow morning. The party asked Miah about The Cage and found that it is an area where disputes are settled via Trial by Combat. Drogan was very interested in the Honorable Fraternity of Sacred Beer and Miah shared that it was a cult and a beer hall combined with much mystery surrounding the purpose and meaning of their rituals.
Finally, the party asked about Dodeligtown. Miah provided a brief history on the history of Dodeligtown:
“When a hapless dweorg miner broke down a previously-untouched ancient rock formation, he was duly terrified when dozens of short, mineralized skeletons tumbled out of a hollow within, and stood up around him. He did not know then that he’d changed the Underworld forevermore. After the initial chaos subsided, the skeletons – former halflings called dodelig – were escorted to Embla, where they were welcomed with open arms, thanks to a specific peculiarity: their bones had been encased in layers of valuable alexandrite.
Scraping off the rare ore, significantly less work-intense than the usual refinement process, rendered the dodelig rather wealthy. They went from ancient rags to modern riches on their arrival, and following the sudden influx of gold, many of them followed the impulse to find more of their kin, now armed with the best equipment money could buy. The gold greasing their palms made the quasi-undead newcomers rather popular in Embla, and for a while, the dodelig worked to come to terms with their nature as well as ascertain the capabilities and limitations of their new bodies.
However, not all former halflings were keen to set out adventuring; many simply squandered their gold in the celebration gonjola and other, less salubrious places. But soon the initial rush of new sensory inputs subsided, despite an eternity of stone-encased darkness, and the dodelig realized that while alive in a way of sorts, they had lost much of what made life once worth living. They had unearthed an eternity bereft of the sensory joys they once treasured; this epiphany came, for most of the dodelig, as a devastating blow that landed just as their funds began to run low.
It is testament to their mental resilience and stamina that they did not succumb to despair then and there. Instead, at an informal gathering, they burst into genuine laughter, realizing the grand metaphysical joke that had been played on them. Onlookers were amazed as the quasi-undead looked towards the future without bitterness. Pooling the resources the small community had left after their inefficient, unsatisfying excesses, they purchased a few rundown properties right beneath the celebration gondola and set to work.
Without the need to eat or sleep, the dodelig toiled tirelessly with a determination and unrelenting precision that only the dead posses. In less than a month they transformed the buildings into a truly distinct place, one sporting the iconic imagery that denizens of the Underworld associate with them. The compact neighborhood transformed into a miniature city within Embla, and Dodeligtown was born. However, the once-halflings did not simply wish for a home; they knew they’d need gold to survive in Embla for any great time.
Of course, the dodelig longed to feed the few joys their skeletal frames still allowed them to partake in, and while they had lost many of the pleasures they once cherished, they had not forgotten how to create them. Having once been known for their joie de vivre, the dodelig had great insight and wisdom regarding the preparation of various pipeweeds and culinary delights – and the expertise had not degraded. The undead proceeded to study under Embla’s finest, and the results were culinary delights of an almost unprecedented kind.”
Miah suggested that the party could perhaps visit Dodeligtown after this is over as people are known to get lost in Dodeligtown for days. Miah invited the party back to his house for another next which the party graciously accepted.
The party woke up the next morning and walked with Miah across the suspended walkways over to the Trade Gonjola. They were invited in and directed to sit on the stairs as there were no additional seats. Maylorin stood up and presented his case on what the adventurers had found and who had been raiding their trade caravans and implored that they must do something to stop these attacks. Maylorin threw a handful of pins with symbol of House Gullion on the table and was then struck down with a crossbow bolt to the neck dripping with black Drow poison. A Drow assassin, K’Chouk, and six Drow cutthroats stepped out of the shadows and a battle ensued. The party was able to defeat the Drow assassin and his co-horts.
Miah was enraged! The Drow have attacked Embla! We must go to Holoth and end this!
What would you like to do next?
Session 13 recap
The party decided to cast speak with the dead to ask questions of K’Chouk, the drow leader. The party asked the following questions:
We were told to assassinate the council and Maylorin in particular,
before they raised defences. They also probably wanted to destroy the morale of Embla
- Who are House Gullion’s enemies?
Their enemies are houses zephroth, toulan, rysoul, zavare, maldune, uvaine, xarenrae, and invidious. - How did you sneak inside the Merchant Council? Did you have any contacts in Embla?
I am a shape changer and my assassins were cloaked.
We had no contacts in Embla that we were in contact with. - Who are the Vidre?
The Vidre are a race of crystalline beings from the far reaches on the underdark.
The party then discussed how to attack Holoth. The party agreed to try and sneak into Holoth as it is a well-defended city of 20,000 Drow not counting slaves. They also agreed to take the back road to try and avoid detection. Miah reviewed the map with them and showed the path they would need to take before coming to the Fungii Forest and Holoth.
Miah informed the party that they would first come to Lake Vaihtualohikaarme which was guarded by a gnome that required tribute to pass. The party discussed whether they should buy additional gems or trinkets that they could offer as tribute. Miah mentioned that that may also encounter the Ahool in the caves. Miah mentioned that the Ahool are known to be a group of ‘civilized’ vampires.
Miah mentioned that they would then need to cross the rift in the Fungii Forest. Butch returned to the outfitter to get additional rope in case it was needed to cross the rift. The party returned to Miah’s house for a rest before setting out the next morning.
The party set out and soon encountered the gnome on the bridge over Lake Vaihtualohikaarme. The gnome requested tribute to pass at Finn broke out into song. The gnome was so moved he allowed them to pass without tribute if they could rid him of the camp of Ropers that had set up on the far side of the lake.
Finn is granted an inspiration for his wonderful performance.
The party took on this quest and was able to defeat the Ropers. The gnome was so thankful that he gifted the party his steel skullcap. When the gnome removed it, he reverted to his true form of a young Cave Dragon. The party was surprised but thanked the young Cave Dragon for the gift and continued on.
The party soon came to a series of caves that were covered in moss. The party could find nothing unusual about the moss other than it covered every inch of the floor of the caves. The party continued on.
Soon the party encountered a large cavern ahead that was also covered in moss. The party found that it was occupied by a group of 6 Ahool with 12 Blood Servants. Finn thought quickly and cast Hypnotic Pattern to stun and incapacitate the Ahool and Blood Servants.
The party soon found that the Ahool were horrific but quite civilized. The Ahool greeted the party and asked if they could help. They also found that the Blood Servants were there of their own free will and it was considered an honour to be joined with the Ahool. The Blood Servants informed the party that the Ahool provided for their families and that they wished to stay with the Ahool. The Ahool offered that the party could rest there, but the party was unnerved and decided to move on.
The Ahool gave a piece of moss to each party member and mentioned that they should eat it when they are wounded or exhausted and that it would rejuvenate them. The party left and soon saw that the road led down into a cavern lighted by glowing Fungii of various hues and colours.
What would you like to do next?
Session 14 recap
The party continued down the tunnel and found that it soon led to a waterfall that led down to a pool in front of a huge cavern illuminated by various fungi. They had finally made it to the Fungi Forest. Although the waterfall was moving at a good pace, there seemed to be paths that could be used to criss-cross the waterfall and make their way down.
Led by Butch, the party crossed three times and were slowly making their way down. Silverstein grew impatient and leapt into the waterfall to try and swim downstream quickly. Silverstein lost control and bounced off of multiple rocks but splashed down in the Kombucha pond – embarrassed, battered and bruised.
Silverstein is awarded an inspiration for his epic bravery!
The rest of the party were able to catch up to Silverstein and they saw that the pond seemed to be a large Kombucha harvesting area. In fact, while they were climbing out of the pond they saw a troupe of Funglets coming to the Kombucha pond to pour an elixir into the pond. The Funglets ignored the party and left after the elixir was poured in.
The party decided to move on as quickly as possible and make their way to the rift. They saw a wonderous world of Fungi and creatures that went about their way feeding on the Fungi and fauna. Eventually the party came to a fork in the road and spied a Drow Scouting party up ahead. The party engaged in battle and was able to defeat the Drows quite easily. The party then continued onto the Rift.
‘The multitude of mushrooms that fill the forests for thousands of yards come to an abrupt end, many spilling over and onto the cliffside of the canyon in front of you. The enormous chasm splits the Fungi Forest into two parts; separated by the massive rift, there seems to be no way from one side to the other except for rickety, worn, xylembased bridges that sway in the warm updrafts from glowing magma vents far below. The remains of similar bridges, whose travelers met untimely ends, rest against both sides of the cliff, occasionally moving in the breeze and grating against the rocky cliff with terrible groans.
The bottom of the Rift is home to myriad creatures and monsters adapted to such conditions: dinosaurs, elementals, bulettes, and dragons all dwell in the Rift, hunting in the rich vegetation that grows on the reaches furthest from the volcanic vents.’
The party was intrigued in the world below, but decided to move on – approaching the rickety bridges and making their way across. Butch used the additional rope he had purchased to secure a line and made his way successfully across. Butch secured the rope to both ends of the bridge and the rest of the party made their way across.
Butch is awarded an inspiration as his plan likely saved Silverstein’s life.
Silverstein fell off of the bridge and was swaying over the rift in the breeze. Thankfully he had the rope attached and was able to pull himself up and continue across.
The party quickly moved on from the Rift and saw the exit from the Fungi Forest in front of them. Suddenly they saw the path was blocked with four Chokers and a Y’rthak leering down from the ledge above. A clumsy battle ensued. It is unknown if it was from the lack of sleep or some residual effect from the Kombucha and Fungi – but it was awkward and time-consuming.
In the middle of the never-ending battle, Finn took out his Pipes of Haunting and its effects were key on turning the tide of the battle. The Chokers and the Y’rthak were overcome by fear and largely ineffective in any attacks.
Finn is awarded an inspiration for his cunning strategy.
The party eventually dispatched all the foes and left the Fungi Forest to continue on to Holoth.
Session 15 recap
The party journeyed to Holoth without any encounters on the back road. They soon came upon the gates of Holoth and saw that the walls were over 50 feet high and manned by Drow Guards. The gate’s portcullis was open. In front of the gate there was a Drow Scion with a clipboard in his hands scanning the road for visitors.
Finn bravely stepped forward and the Drow Scion asked impassionately:
‘House and Insignia?’
Finn was flustered and not sure how to answer. He quickly excused himself and went back to the party to see how he should answer. The party decided that they should mention House Gullion and show the Gullion insignia. Finn and the party stepped forward and answered ‘House Gullion’ and showed the Gullion insignia. The Drow Scion checked his clipboard, wrote something down quickly and answered:
‘Welcome to Holoth, please enter’
The party walked under the portcullis and soon found that they were in the middle of a host of Drow Warriors, Drow Guards, and Drow Temple Guards. The Drow all watched the party carefully but allowed them to proceed unimpeded.
Suddenly, four crystalline Vidre emerged from the ground and attacked the Drow. The party could see in the distance that Vidre were emerging from the ground all over Holoth – the city was under attack!
Butch smartly decided to escape to the alleyway to retreat from the Vidre attack. The rest of the party followed Butch and escaped to the alley.
Butch is awarded an inspiration for his quick thinking.
In the midst of the battle, the party saw that there was a clear pass to the Spider Goddess temple made out of the husk of a huge arachnid. The party rushed ahead and they were all able to make it to the temple undetected.
The party found a passage under the head of the spider husk that led downward. The party carefully descended the stairs and came to a seamless wall with an engraving of an eight fingered hand with a circular depression in the centre. Finn suggested that they press the House Gullion insignia into the circular depression. Sure enough, the door slowly slid open.
Finn is awarded an inspiration for his problem solving.
The party continued through the door and found themselves in a vestibule or receiving area. The vestibule was empty with couches and tables and a stairway in the centre of the room leading up. Silverstein made his way to the staircase and could hear multiple voices from above.
The party carefully continued upstairs and emerged to find themselves in the middle of six Drow Temple Guards playing cards who turned around and attacked. A vicious battle was engaged. Finn smartly froze a couple of the Drow Temple Guards while the party engaged the rest of the Drow Temple Guards. The party dispatched the remaining four Drow Temple Guards and then moved on to also kill the remaining two Drow Temple Guards.
Silverstein then heard a clicking sound from the room below and turned to see a Ghostwalk spider crawl up the stairway. The party quickly attacked and were able to fend off the Ghostwalk Spider’s attack and cause the Ghostwalk Spider to retreat and escape to the ethereal plane.
The party then kneeled down and breathed a sigh of relief. Finn used Finn’s Tiny Hut to allow the party to rest and recover.
After a rest, the party decided to explore the rest of this floor of the temple. They discovered a kitchen and larder in a room to the south. There was nothing of value except some delicious stew and a collection of spices.
The party continued north into a dressing room and found a collection of bejeweled robes which they took. In the pockets of the robes the party found a finger, a ring, a potion and three smooth coloured stones – Green, Red, and Violet.
Butch continued north and opened the door which led to a main prayer chamber. Four priestesses were kneeling in front of an elder priestess conducting a ritual. On the floor in the middle of the room there was a large mosaic spider with two twinkling ruby eyes.
Butch quickly closed the door and looked back to the party.
What would you like to do next?
Session 16 Recap
The party gathered themselves and decided to open the door and re-enter the main prayer chamber. The party moved forward and attacked the priestesses crossing over the spider mosaic on the floor. The party was able to defeat the priestesses after experiencing that they were dangerous spell-casters in their own rights. Once all the priestesses were defeated, the spider mosaic came to life and attacked. The party was also able to defeat the spider mosaic splitting into shards of glass.
The party then searched the room and they noticed that within the astrological charts adorning the ceiling were several small nooks. Upon two of these nooks sat colored stones similar to other stones they previously found. The two stones here were colored indigo and yellow. Grom was able to shape change into a spider and climb up and knock the two stones off of the hooks catching them with his spider spatulae.
Grom and Silverstein are awarded inspirations for their dexterity and knowledge of spider spatulae.
The party moved forward to the altar and discovered the inscription on the altar:
‘All roads are known by the split light of the stone’
The party assumed that this had some connection to the astrological chart on the ceiling but moved on as they did not have all the stones. The party also discovered a ceremonial dagger and three black candles that appeared to be made from animal fat rather than wax.
The party the returned to the stairway and continued up the stairs. The party exited into a large communal living room with six closed doors.
The party opened the three doors on the east and west and found that they were living quarters of more priestesses. As the party explored and battled, Finn continued north and discovered a library behind a door to the north. Finn overheard the battle of his party to the south and headed south to support them. Finn grabbed a dusty book on his way past a pile of books and the pile of books animated into a Book Golem and attacked!
The party was engaged on multiple fronts and was able to defeat the priestesses and the Book Golem. After the battles were completed, they searched the living quarters and found two more coloured stones; an orange one and a blue one. The party then decided to return to the library, strangely leaving two doors unopened.
The party exited the library to the north and found themselves in a lavish parlour with a Drow priestess lounging on a bed with her Ghostwalk Spider glaring menacingly.
‘Large glass globes set into the eye sockets of the gigantic arachnid from which this chamber is crafted give an impressive view of the city. A large seating area of overstuffed couches and full bar of drinks – and other indulgences – sits along the west wall. To the east lies a bed, an exercise in excess, with a mattress far outsizing the dainty drow priestess splayed upon it, covered in fine furs and silks. Above the center of the room, suspended within a web that spans the entire chamber just above head height, waits a monstrous spider, watching its mistress and waiting for a command.’
Butch immediately stepped forward and slayed Tanetha with two vicious blows. The rest of the party stepped forward and dealt with the Ghostwalk Spider.
The party looked around and thought about what to do next.
Session 17 Recap
The party decided to finish exploring the floor they were currently on. They further explored a collection of books in the library and took the ones of interest. The party was especially interested in the books that provided historical information about Holoth. The party gathered the following books:
Libram Animatanious . An entire tome dedicated to the spells of animation, both of inanimate and organic materials.
Libram Arachnis. A collected tome of breeding and rearing information with regard to various arachnids, detailing their mating, hibernating, feeding, hunting and fighting techniques. It even includes pages on creatures such as driders, ettercaps, and araneas.
Libram Necrolis. A slim tome bound in a leather crafted from dwarf skin, this volume is dedicated to the creation and control of undead servants – not just a collection of spells, more a “How To” on creating lower forms of undead that are robust and less prone to falling apart. It is written by Makinnga Gullion.
Noctrolious Divinium. A biased accounting of the religions that have “corrupted” the other races of the world, and the best means to overcome their defenders of faith.
An Overview of Trade. A manual outlining the laws of Holoth in regard to trade both within drow society and with outsiders. There are more pages of addendum than original guidance, revealing the complexities of trade.
Overland Crops vol. I-IV. A series of books detailing a failed attempt several years ago to cultivate various Upperworld crops to a subterranean growth cycle.
The Recipes of Master Tolenth. Revered as a master chef able to craft a feast from anything, many of Tolenth’s recipes were stolen years ago by his sous. There are few of these books left, and the thief was never heard from again.
Records of Live Births. As one would expect in a society as concerned with bloodlines as much as the drow are, strict records are kept regarding births. A character who succeeds on a DC 18 Intelligence (Investigation) check after studying this tome discovers Talanetha could be an ally against House Gullion: her records have been altered to hide her association with the overtly corrupt house.
Register of Political Positionings . A detailed accounting of the political struggles that define the daily lives of the drow politicians. This new-made book contains many falsehoods.
Rise of Holoth: A Detailed History. The equivalent of a young school-age child’s textbook. If ever a book was one-eyed in its view of events, this is it.
Ruling Houses of Holoth vol. XI. An ongoing series that details each successive house as they take control and reign of the city. It is frequently banned and reinstated depending on the mental security of whoever is in charge of Holoth.
Venomous Arts. A detailed collection about a selection of poisonous plants, and how to harness and properly handle their toxins, as well as a full bestiary of creatures with harvestable venomous fluids.
The Private Journal of Kritenth . A planes-journeying outsider found himself trapped here many generations ago. His collected journal details the realms he visited, as well as several pieces of advice for travelers. It is within this book, in a section of pages cut away to make a hidden void, that the characters will find the prism they need to unlock the color code for the gate.
Of particular note, the party found a prism hidden away in one of the books.
The party then continued south to the two remaining rooms. In the first room they found two more priestesses and a male consort. The priestesses again showed off their spellcasting ability, but the party was able to defeat them. This threw the Drow consort into a rage but the party was able to defeat him as well. The party searched the room but found only a jet gemstone wrapped in a shirt.
The party moved on to the final room to the south and found a deserted Guards Bunkroom with a cache of elite weapons that were likely taken from slaves and other victims. These included a Warhammer, Warfork, Longsword, and quarterstaff. Finding nothing else, the party continued upward.
The party exited into a nursery on the next floor that was guarded by a Drider named Rankeoul. Although the battle was fierce, they were able to defeat the Drider.
Once the Drider was defeated, a vision appeared of a Drow Matron named Makinnga Gullion. She introduced herself as the Gullion Crypt Keeper and told the party she has been watching them and that they were all she hoped for. She explained that the current Gullion Matron, Maelora, has conspired with the Vidre and brough shame to House Gullion. Holoth was once a prosperous city but Maelora has destroyed that with her pursuit of power. Even worse, her pact with the Vidre require multiple Drow sacrifices daily and Holoth is running out of slaves to sacrifice. Makinnga fears that Maelora will soon be sacrificing Drow and Drow undead from her crypt.
Makinnga gifted the party 6 death scarabs to enter her crypt and offered the party additional assistance if they sought her out in the crypt. Makinnga asked for the party’s assistance to defeat Maelora and the Vidre and end the disgrace Maelora has brought to House Gullion. Makinnga warned the party that they would need to defeat Drow resistance to make it to the crypt.
The party agreed and Makinnga told them of the quickest passage to Tolgorith Tower where the crypt awaiting below and Maelora awaits above.
The party also asked Makinnga of the purpose of the coloured stones and the prism and Makinnga informed the party that they can be used on a full moon to gain access to the Shadow Realm. The party thanked her for the information.
What would you like to do next?
Session 18 recap
The party asked some additional questions of Makinnga and prepared for the challenge in front of them. Makinnga once again stressed that the party would need to overcome difficult resistance from Drow loyal to Maelora before they could reach Makinnga in the crypt. Makinnga again mentioned that if the party made it to the crypt, she would be able to provide more assistance to end the disgrace that Maelora has brought upon Holoth.
Makinnga directed the party to continue through the door to the south and follow the tunnel down which will lead them to the entryway into Tolgorith Tower. The party entered the room and saw that it seemed to be a lair for the Drider Rankeoul. There was nothing of value in the lair and the party continued down the tunnel to the entryway to Tolgorith Tower.
The party approached the stairs leading up to Tolgorith Tower and saw that four Drow Temple Guards guarded the door. The Drow Temple Guards accosted the party and asked what business they had in the tower. Butch led the attack and the battle was underway. Once again Finn thought quickly and cast Hypnotic Pattern to stun and incapacitate most of the Drow Temple Guards. Drogan also contributed by paralyzing Drow Temple Guards as well.
It was a difficult battle given the tight confines of the stairway, but the spells by Finn and Drogan greatly helped. The battle lurched back and forth but the tide of the battle was finally turned when Silverstein moved forward and decapitated a Drow Temple Guard in one clean strike.
Silverstein is granted an inspiration for his excellence in battle.
The party overwhelmed the Drow Temple Guards after Silverstein’s killing stroke.
The party looked around and saw that the two doors to Tolgorith Tower were shut tight. There was a sigil of house of Gullion on the door and a keyhole. It appeared that the sigil itself was made out of a liquid and it seemed to flow as one looked at it. Finn searched the Drow Temple Guards and found a loop of keys that he quickly used to open the doors.
Inside the party saw that six more Drow Temple Guards had assembled after hearing the commotion outside and they moved forward to attack the intruders. Once again Finn cast Hypnotic Pattern to stun and incapacitate Drow Temple Guards. The battle was once again fierce, and this time Finn turned the tide with a single killing strike on a Drow Temple Guard.
Finn is granted an inspiration for his excellence in battle.
The party decided to take a short rest in Finn’s tiny hut before continuing on. Many healing spells were cast and the party regained their vigor.
The party saw that there was a double door to the north and doors to the east and west. Finn decided to open the door to the east and saw that it was an empty guard’s barrack with cots and one footlocker. Finn found that the footlocker contained quite a collection of items collected from slaves and victims:
Footlocker Contents:
- 500-800 sp in total from all footlockers
- 1,000-4,000 cp in total from all footlockers
- a potion of superior healing
- eight +1 swords (varying types, all one-handed)
- Needle of the Gods
- +2 drow hand crossbow*
- 1d4 +1 drow hand crossbow(s)*
- twenty +1 drow bolts*
- two +2 drow rapiers*
The party split up the footlocker contents and Drogan moved across the room to open the door to the west. Drogan found that he had interrupted two sleeping Drow Temple Guards and three Drow Temple Guards playing cards. They all turned to Drogan and moved to attack.
Drogan, what would you like to do next?
Session 19 recap
Drogan paused for a second and then the party surged forward. Finn smartly made his way to the room and again cast Hypnotic Pattern that incapacitated four out of the five Drow Temple Guards. Drogan also chose to paralyze the Drow Temple Guards and the party was able to work their way through the rest of the incapacitated and paralyzed Drow Temple Guards.
Finn is granted an inspiration for his excellence in combat strategies.
The party took another long rest in Finn’s Tiny Hut. During the rest they were awoken as Miah arose with a start and started talking with a female voice. The voice taunted the party and expressed particular disgust with the Dwarvish party members and specifically Miah. The voice informed them that she was the Drow Matron Mother Maelora. The party remembered that this was the Drow Matron that Makinnga mentioned had brought dishonor and disgrace to her family and to Holoth. The voice continued to taunt, insult, and threaten the party and told of their upcoming doom.
Eventually, the voice stopped and Miah collapsed. When Miah arose the party saw that he had grey skin and red eyes like a Drow. Miah asked the party to kill him if they could not find a way to return him to his natural appearance. The party reluctantly agreed but tried to reassure Miah that they would find a way to cure him. The party was then able to successfully cast Remove Curse and Miah returned to normal. Just then the entire tower trembled with an ungodly shriek from the floors above them.
The party gathered themselves and Grom summoned an Earth Elemental for back-up.
Finn moved forward and opened the double door to the north. The doors opened to a long hallway with a long carpet embroidered with spiders. The party cautiously moved forward and saw that there were arrow slits down the length of the hallway. Finn reached the end of the hallway and found the double doors were locked. Finn tried to pick the lock but he was unsuccessful.
Suddenly, arrows flew out of four of the arrow slits, two from the west wall and two from the east wall – it was an ambush! Butch smartly used Misty Step and was able to re-appear on the other side of the arrow slits and attack the Drow archers.
Butch is granted an inspiration for his excellence in combat strategies.
The rest of the party tried to dodge the arrows and attempted to battle through the arrow slits. Grom was then hit by multiple arrows and the pain caused him to lose his concentration on the summoned Earth Elemental. The Earth Elemental was now uncontrolled and a threat to everyone. Grom thought quickly and summoned 8 Boars to surround the Earth Elemental to provide some interference.
Grom is granted an inspiration for his excellence in combat strategies.
Drogan recognized that the Earth Elemental was acting erratically and uncontrolled. Drogan acted quickly and banished the Earth Elemental – much to the relief of the party and the Boars.
Drogan is granted an inspiration for his excellence in combat strategies.
Butch quickly spotted a door to the north in the Archer room. Butch battled his way through the Drow Archers and opened the door. He saw that it led to a large room with an enormous statue of a spider. The party was continually dodging arrows in the hallway, seeing that the Drow were attacking whatever they could hit, including the Boars – they were barely holding on. Butch then ran past the status and opened the double door to the hallway, letting the party escape the ambush.
Finn ran north to examine the large spider statue and as soon as he was close he experienced the following vision:
“Suddenly you find yourself staring out at a group of adventurers from the spider’s viewpoint. You rush through the air, carried on some kind of searing demonic wind that surrounds your body. An insatiable thirst suddenly flows through you; it is then that you penetrate your own flesh, digging down through muscle and sinew to a pulsating red heart. You can see the blood being carried through veins, pumping to and from your charging hearts, racing forward in a battle for survival. You sense your own fear, and so does she – the Watcher from the Darkness set beyond this plane. The same darkness envelops your senses and you find yourselves back in your bodies, eye-to-eye with the statue of the Mother of the Spiders.”
“The Goddess Naraneus has seen you, felt you, now knows your fear, and she’s feeding upon it while you struggle for survival. For a fleeting moment you hear the Drow moving throughout the whole temple; orders ring out, the sound of spellcasters’ chanting is carried on the air, and the gears of time keep turning. The future is coming for you and it is uncertain. They are ready for you…”
Finn came to his senses and saw that the party and the Drow Archers moved the battle to the room to the north, except for one Drow Archer that was frozen in fear by Butch and remained in the Archer room. The party was able to defeat the rest of the Drow Archers and Silverstein returned to the Archer room and finish off the frightened Drow Archer with a clean strike and decapitated him where he stood.
Silverstein is granted an inspiration for his excellence in combat.
The party found themselves beside the huge spider statue with bodies all around them. All was quiet.
What would you like to do next?
Session 20 recap
The party examined the spider statue but could find no hidden meaning or purpose. Undeterred, Finn moved on to open other doors. There were two rooms two the south that the party found were uninhabited. One appeared to be a holding room for prisoners and/or slaves. There was nothing of note other than blood and sweat that marked the floor. The other room was even more disconcerting as it appeared to be a viewing room for slaves with shackles on the walls and floors. There was nothing of note in the room except for a wall mural of two elegant Drow. Finn decided to take on the appearance of the male Drow in the hope it would provide a disguise. Unknown to Finn, the Drow in the mural have been dead for over two hundred years.
The party moved on from the viewing room and encountered two Drow Temple Guards in the hallway. The battle was engaged and soon two more Drow Temple Guards joined the battle from the stairway leading up. Shortly after that, two more Drow Temple Guards joined the battle from the stairway leading down into the lower level. Eventually, the party was able to defeat all six of the Drow Temple Guards after a long and arduous battle.
Impatiently, Finn moved south to an open door and found that it was a storage room with a wealth of Drow weapons and an assortment of wands. The party gathered the weapons and decided to take a rest before moving on.
The party awoke and remembered that Makinnga offered them assistance to defeat the disgrace Maelora has brought onto Holoth and House Gullion if they came to see her in the crypt under the tower. The party cautiously moved down the stairs and saw they had descended into the dungeon.
There was a large square room to the north with double doors and a series of smaller rooms to the south. Before Finn could open the double doors to the north, the party looked to the south and saw that there were three Drow guarding three of the four doors. The party quickly engaged with the three guards and were able to defeat them quite easily.
The party then looked to the east and saw two floating wraiths hovering before a set of double doors – each with an image of a scarab engraved on it.
What would you like to do next?
Session 21 Recap
The party decided to approach the wraiths in front of the double doors.
That is everyone but Finn. Finn opened the double doors to the north and found that it appeared to be a large training pen with an assortment of creatures. Finn examined all the creatures and moved towards a brown bear. Finn cast Speak with Animals and asked the brown bear if he would like to be freed. The brown bear agreed and Finn opened the door as it was unlocked.
As soon as the door was opened a voice came from behind Finn.
“What are you doing? Step away from my pets!”
A very important looking Drow quickly approached Finn aggressively. He informed Finn that his name was Sor Gullion and all the creatures in the training pen were his pets. Finn thought quickly and cast Suggestion on Sor Gullion and sent him off on a task.
Finn took advantage of the distraction and left the training pen to catch up to the rest of the party.
The party then noticed that the doors were engraved with the symbol of the death scarabs that Makinnga had gifted the party with. The wraiths spoke:
“Hail and well met. Our ward has been watching you and has noted your efforts. Would you speak with her, at your pleasure? It is worth recalling that all you claim to see is sometimes not as clear as you believe it to be.”
The party decided to take them up on their offer and asked to see their ward. The wraiths gestured to open the door but a physical door did not open. A visage of the door opened and the remaining door became translucent. The wraiths bowed as an invitation to walk through the door. Silverstein stepped forward and walked through the translucent door.
Silverstein is awarded an inspiration for his bravery.
Silverstein saw a ribcage of an immeasurably large creature in front of him half buried in the ground. The path between the ribs was comprised of a series of skeletal hands. Looking closely, Silverstein was able to discern that each rib was actually a troll skeleton bent to mimic a rib.
The rest of the party joined Silverstein and they proceeded down the path of skeletal hands. To their surprise, the palms of the skeletal hands turned palm-side up to provide a path for the party to walk on. The party continued down the path and came to a stairway that led up to a throne. Seated in the throne was a noble female Drow with two floating apparitions beside her.
Makinnga greeted them and again offered to make a deal with the party. She introduced the apparitions beside her as her loyal servants Ucecarne and Venthori.
“The Matron Mother trusts me as much as she does anyone in this wretched tower of hers, but even I am frequently under her gaze. Of which, I have had you watched for a while, your progress to Embla and then here. My specters and shadows make effective eyes and ears, flitting in and out of your vision as they do, barely noticed and rarely thought of for more than a moment. I can see you intend to bring down my mother and her works, to return the balance to the world of the living – and you seem more than capable of doing this.”
“Despite my way of life, here amongst the ancients and unloved of House Gullion, I can see what is of benefit to those around me specifically and my charges generally when the living are involved. Before the coming of the vidre and their accursed lust for souls, there was harmony between the current members of every house and those that had come before them. Now, we all exist in fear. My undead are perhaps the last few in the city; those that know what is good for them have long gone. With my Matron Mother intending to drain every living creature within, it seems, a thousand miles, I am unable to protect those that have gone over to the other side, for their agony at being ripped apart by the Vidrefacte denies them the chance to become what they might have been in my charges’ realm.”
“In order to preserve those I have around me, I would like to help you. If you are able to collect magic items from each those my mother relies on most – and place them in this bag …”
Venthori floated forward and laid a rucksack in front of the party on the ground.
“… I will receive them back here in the crypt and be able to use them as the focus for what I will do for you. When you get to the Matron Mother’s rooms, you will find the source of all of our problems and you must be part of the process to destroy it. I alone can’t do this and my ancestors are duty-bound not to do so without the help that has been predicted. I think … know … you are that help. If you will accept my assistance, as well as offer your aid, I will tell you what must happen.”
“The power behind the Matron Mother is a large, magical crystal, the Vidrefacte. If destroyed, the tower and the plans of Maelora will both crumble to dust, but that destruction is no easy matter. While the crystal has an unlimited capacity to drink souls from the living and recently dead, it has to be treated more carefully when the essence of something that is long-term deceased is fed into it. Too much undead essence imparted too quickly will crack the Vidrefacte and render it useless.
“If you send me the items of House Gullion via this bag, I will know that it is safe to send my most valuable allies to help you and will be able to draw upon the aura of the house members to offer you some protection as you leave the tower. Until it finally falls, transfer in and out the tower is virtually impossible, so you will need to make your way back to the entrance even as the tower collapses towards you from the top downwards – but I can give you a head-start on this race, depending on what you are able to send me. For every item that has a faint aura of magic about it, I will be able to gain you some time.
“Deceptively simple, but an enormously valuable measure for protecting your lives, I promise you. I don’t even need the items after I have worked my magic; if you are able to get back here before you leave the tower, they will all be here on my seat. But don’t risk your own life for mere baubles and trinkets; you may end up lost on the edge of my world!
“As a token of my sincerity and that of my ancestors, if you agree to this bargain I will give you my house insignia.
“This will mean I am unable to move around the tower myself without falling foul of the traps and protections. Ucecarne and Venthori will do the same, and I will ask others to give their pin away if you would all like to carry one. We intend to rescue not only this house, but the city and our previous way of life, even if it costs me, Ucecarne, Venthori and others our very existence.”
“When you get to the Vidrefacte and engage with its defenders, my companions will need some time to do what they have to do. Ucecarne, Venthori and three others will appear by the crystal and enter it. When all five have done so, giving up their existence in the process, the crystal will crack and begin to shut down, causing the tower to start to collapse. Remember, this should happen instantly, but if you send me items from my relatives, I will gain you time; my power over death and decay will extend to the living tower for a short while. But you must keep everyone and everything else away from the crystal. If a single other creature touches it during the process of my unliving entering it, the effect is ruined and I’ll have to start again. And I don’t have so many powerful allies that I can keep sending more to you!”
“Do you still agree?”
The party asked how much time they will have before the tower collapses. Makinnga mentioned that they will have 5 minutes if her magic is successful. The party all nodded their heads and agreed.
“It is as it is meant to be. I could not see that our research was wrong. I’d like you to at least see who will be giving their existence up for this cause. Ucecarne and Venthori you know; each was a force to be reckoned with during life and they continue to be my strongest guides in their death. Venthori will heal you of any and all wounds and misfortunes you have suffered. These are the others who will give themselves over to destruction. All I can end with is, keep the vidre away from the Vidrefacte at all costs!”
Two pale, wiry undead appear out of the air – plainly powerful in their own right – and bow to Makinnga, who acknowledges them both.
Then, with a cracking sound that rends the air of the crypt, a huge nightmare appears carrying a robed, emaciated creature – one shrouded in dark powers. It stamps a hoof, flames playing up its legs, and the lich looks down at the scene.
In a voice little more than a whisper, yet deeply resonating, it says:
“My mistress, I know of this plan and trust you without question, but what assurances do we have? I have not survived these 5,000 years only to lose out on a moment’s duplicity.”
“Well, what can I say to Tarankeerath here? He’d have nothing but my interests at heart, if he had one. And I would give my life for him if I failed him. What say you?”
Makinnga asked the party what they could say and the party offered their assurances. Tarankeerath was unsure until Butch offered his oath.
Butch is awarded an inspiration for his devotion.
“Then we are agreed. The items from each family member will allow me to distract them while my friends die again for us all. You will have time to escape the collapsing floors of the tower and, if you are truly fast enough, collect the items you sent me from this seat. My allies and I will be gone if you return here, whether the tower is destroyed or not. If you have succeeded, Holoth will not tolerate any reminders of House Gullion for a while; if you are unsuccessful, the Matron Mother will find a thousand uses for the parts of me she does not evaporate into nothingness.”
Makinnga informed the party that unknown to them, they already had 4 of the required 10 items. The party had acquired these during their journey. Makinnga also gifted them with her item of Robe of Bones, giving the party possession of five items:
| Item | Owner |
| Ring of Protection | Yoflid Gullion |
| Umbrasilk cloak | Thizasta Gullion |
| Libram Necrolis (book) | Talanetha Gullion |
| Platinum scroll case | Rankeoul |
| Robe of bones | Makinnga Gullion |
This left the party with five more items to acquire:
| Item | Owner |
| Bracers of defense | Gyloof Gullion |
| Origamicon | Maelef Gullion |
| Pettaja’s heart | Pettaja |
| Venom bow | Coranzan Gullion |
| Frost brand rapier | Mathorn Gullion |
The party took their leave but first accepted Venthori’s healing.
They made their way out of the crypt passing under the ribcage once more.
The party decided to explore the remaining rooms before they returned to the upper levels of the tower. As they explored a couple of the rooms, the party found that the guards were not hostile once they noted the House Gullion pins that Makinnga gifted them.
Finn also discovered a food and storage room where much of the meat had spoiled and he decided to move on after he saw the meat riddled with Grubs.
Finally, they explored the last room which appeared to be the residence of a respected Drow. They heard the guards telling them it was Sor Gullion’s quarters. They cautiously explored the room and when a cabinet was opened it turned into a mimic! Drogan was viciously bitten but the rest of the party came to his aid and they were able to defeat the mimics with the Drow guards cheering them on. The guards later explained they hated Sor’s pets.
The Drow guards offered advice to be careful ransacking rooms on the upper floors as those guards are loyal to other Drow besides Makinnga.
The party thanked the guards and made their way up the stairs after they rested and prepared themselves.
What would you like to do next?
Session 22 Recap
The party gathered themselves and headed up the stairs. They came to a landing with a set of double doors and a stairway leading up to the third floor. The party decided to open the doors and explore the second floor before proceeding to the third floor.
The double doors opened into a guard room and the three Drow Temple Guards attacked, seemingly undeterred by the House Gullion pins the party all held. The party noticed that there were doors to the south and a double door to the east. The party moved forward and attacked the Drow Temple Guards.
The tide of the battle was going the way of the party when the door to the south opened and two more Drow Temple Guards moved forward and attacked. Behind them were two Chuuls that moved forward, knelt down, and offered one claw forward in a supplicant offering.
The party saw that the Chuuls came forward from a well in the centre of the room. The party was able to defeat all of the Drow Temple Guards and move forward to decide what to do with the Chuuls.
Butch nimbly moved around the Chuuls to the well and looked down to see an Aboleth was at the bottom of the well. Butch bravely jumped in and attacked the Aboleth.
Butch is awarded an inspiration for bravery.
After Butch attacked the Aboleth, the Chuuls went into a rage and attacked the party. The party all moved forward and were able to defeat the Chuuls and the Aboleth. The party did notice that this Aboleth seemed out of place and not the challenge they expected. The party searched the room and found nothing else of value. The party gathered up spent arrows and moved north to open the double doors to the east.
Silverstein smartly listened to the doors and just heard some skittering inside. Silverstein opened the door and saw a swarm of Inkblot Spiders on the rug in the centre of the hallway. Silverstein entered the hallway and four Driders suddenly stepped forward from the corners and attacked. The rest of the party heard the battle and rushed forward to support Silverstein.
Silverstein is awarded an inspiration for bravery.
The party was able to defeat the Inkblot Spiders and the Driders. The party saw another set of double doors at the east end of the hallway and doors to the north and south.
Finn opened the door to the north and found an empty residence covered in dust. There was a bed and desk that appeared to not be used for quite a while. Unknown to the party, these were the quarters of Sor Gullion. Finn explored the room and left after finding nothing of interest.
The party opened the door to the south and found another residence. This residence seemed lived in and regally appointed. The party noticed that there where religious imagery and could tell that this was a residence of a priestess of Naraneus. The party explored the chest and wardrobe and found a collection of unremarkable clothes and robes. There was another door to the south.
The party opened the door to the south and discovered that this was another residence. This residence was also unoccupied. Unknown the party this was the residence of Gal Gullion and everything seemed to be ordered and in place. The party examined the chest and wardrobe and found a collection of clothes. Drogan examined the desk and found that there were three gems and a crystal shard on top of the desk. Drogan grabbed both and the party returned north to the hallway.
The party opened the double doors to the east and discovered that it seemed to lead to a waiting room for two more residences to the north and south. Silverstein approached the door to the north and two Spectres materialized and attacked when he tried to open the door. The party came to Silverstein’s defence and defeated the Spectres easily.
The party then moved to the door to the south and found it was able to be opened and it was the residence of Gyloof Gullion. Gyloof Gullion was seated at his desk writing in his journal. Gyloof rose and attacked. The party was able to defeat Gyloof without much difficulty.
Silverstein remembered that Gyloof Gullion owned the Bracers of Defence item that Makinnga had identified. The party searched Gyloof and retrieved the Bracers of Defence and Iron Bands of Binding.
Silverstein is awarded an inspiration for his memory.
The party searched the room and found nothing of interest other than various clothes and the journal detailing what the other members of House Gullion were up to. (According to Gyloof)
Just then the party heard chittering and clicking coming from under the rug in the centre of the room.
What would you like to do next?
Session 23 recap
The party searched the room and only found a journal that contained Gyloof’s ramblings of other members of House Gullion and what he suspects them being up to. The party then continued on to examine the chittering noise under the rug. Pulling back the rug revealed a trapdoor with a lock. Grom attempted to have his Earth Elemental smash the door with no success. Finally the party was able to pick the lock and the door opened showing a red glowing portal below as the sound of chittering suddenly stopped.
The red portal was about 10 feet down and there wasn’t a way to gracefully climb down to the portal. One by one the party decided to drop down into the portal on a rope.
The party members soon found themselves transported to a long, curved hallway that appeared to be used for food and supply storage with multiple chests and barrels laying about. The only additional item of note was a weapon rack with a lone dagger resting in the weapon rack.
The party moved out to examine the chests and as soon as the first chest was opened six Flameskulls appeared and attacked. The party also noticed the floor seemed to be a mosaic of bones that were now moving to gather together to form two large Bone Collectives.
Finn struck at the first Bone Collective when it formed and cleanly decapitated the Bone Collective turning the assembled bones into dust.
Finn is awarded an inspiration for his excellence in battle.
The party continued with the battle and displayed an excellence in battle rarely seen. Perhaps these heroes were returning the faith that Makinnga had placed in them. Multiple cleaving blows were struck and opponents lay shattered about them.
All members of the party are awarded an inspiration for their excellence in battle.
Silverstein took the opportunity to reach out and grab the dagger. Once the dagger was removed a door opened from the north to exit the curved room. The party carefully moved forward to examine the open door.
The party discovered that there was only a lone bone armchair with a small figure seated in the chair. One of the arms of the bone chair ended in a skull encrusted with diamonds. Doing a rough count the party estimated the skull alone was worth 19,225 gold pieces.
The figure introduced herself as Puolihaamu, a Gnome Demi-lich and an ally of Makinnga. Puolihaamu seemed more interested in gossip and rumours than anything else. Given that Puolihaamu was not aggressive the party shared what they knew with her and decided to move on.
Puolihaamu asked if she could help in any way and Drogan agreed to accept her boon. With that Puolihaamu cast a spell and Drogan became invisible. The party took their leave and backtracked their way up to the third floor of Tolgorith Tower.
The party moved their way up to the third floor and found a long hallway that ended in a set of double doors. Silverstein listened at the door and could here voices from within. The party opened the doors and saw a very regal room with six Drow Royal Guards and a large spider mural on the floor.
The Drow Royal guards moved forward to attack and the battle was engaged! The party skillfully attacked the Drow Royal Guards once again showing off their skill and expertise. The tide of the battle was in the party’s favour when suddenly a ghostly visage of the spider mural struck out and dealt a blow to the party. The party was initially staggered but gathered themselves and continued on and defeated the Drow Royal Guards.
The party looked around and saw that the Drow Royal Guards were guarding three sets of elegant double doors.
Which one will you choose?
Session 24 recap
The party examined the three sets of doors from the foyer.
Grom chose the doors to the north and Finn chose the doors to the east. Grom was just starting to explore the unoccupied room when we heard sound of battle and cries from the room to the east that Finn had opened.
Finn had opened the door to a dining room and found that three servants were setting the table. Eight Drow Royal Guards were guarding the double doors to the north and south and they immediately attacked. The party attacked without hesitation and executed the Drow Servants and the Drow Royal Guards after a long battle. The party moved on explored the rooms to the north and south from the dining room.
The party explored the room to the north and discovered it was a kitchen. The kitchen was unoccupied except for a ghastly stew which the party wisely chose to leave.
The party continued south and discovered that it appeared to be a library of upper world books. Upon examining the books, they found Maelef’s name written in all of the books and also found the Origamicon Tome which was one of the items Makinnga had identified. The party gathered the Origamicon and left the library.
As they moved through the dining room they noticed the ghastly feast that was being served – Eyeball soup, a giant roast fly, and the main course of a Halfling head. The party chose to quickly move on.
Butch returned to the foyer and explored the room to the south. Butch discovered it was another unoccupied residence that was elegantly appointed. Butch noticed that the following phrase was written above the bed:
“Remember the past, foresee the future. Ergan, Gydac, Suth, Adawe!”
Butch didn’t recognize any of the names. Butch continued to explore the room and found a crystal necklace and a Staff of the Python under the bedsheets. Butch explored the rest of the room but found nothing else of value.
Grom returned to the room to the north of the foyer and explored the unoccupied residence. Grom noticed a mural on the wall that depicted a battle between Drow and light-skinned elves. Finding nothing else of value, Grom moved on to examine and chest and after checking for traps found that the chest contained a Belt Buckle of Persuasion, Drow +3 Mace, and 3 potions of Greater Healing.
Grom also discovered a vial beside the bed labelled “Lucid Mother”. Grom was unfamiliar with the term but took the vial along with the other items.
The party gathered by the stairway and made their way up to the fourth floor. Thick mist billowed out and spilled down the stairs, illuminated by a flickering purple light. The sound of chanting coming from the next level grew louder as they reached the landing.
As they looked into the room they saw two Drow priestesses before a red pool in the centre of the room.
The drow standing amidst the pool of blood let loose a laugh and the thick mist turned red, then parted to reveal she was surrounded by hundreds of skulls, each lit by a purple candle and spilling wax onto the floor into cracks in the stone tiles. Her hair seemed to float around her naked body, and two massive serpents twisted their way around a grotesque spider unlike any the party had ever seen before. She laughed and slit the throat of a dwarf which her serpents gripped tightly before her as his blood spilled into the pool at her feet. She released the dwarf, which vanished entirely beneath the placid surface, as if it were much deeper than it appeared.
The Drow priestess cackled at the party:
“You are the ones who have come to obliterate us. If you were meant to succeed, I would have foreseen it… you will try in vain to destroy our matron, our mother, but not before I take you”
She turns to the back of the room, calling:
“Join me! Join me in utter ecstasy as we enter the realm beyond. Your flesh will be feasted upon by our dark mother Naraneus!”
From the darkness scurries a line of night-black spiders with venom oozing from their fangs.
What would you like to do next?
Session 25 recap
The party moved forward to attack knowing that battle was unavoidable. Finn smartly incapacitated Malrorya Gullion and the party moved forward to attack the Giant Spiders, Viper Eels, Citadel Spider and the remaining Drow Priestess.
The Citadel Spider was unlike any spider the party had ever seen. It seemed to be a hideous combination of a Giant Spider, fiend, and a wolf. The Citadel Spider dealt serious damage to Butch but the party slowly turned the tide of the battle and was able to defeat all the enemies before turning their attention to the incapacitated Maltorya.
Once dealt a blow, Maltorya came to her senses and looked around to see the carnage about her. In her rage she gestured toward the pool of blood and summoned Phisarazu. Once again a hideous spider was summoned similar to the Citadel Spider.
Drogan thought quickly and was able to successfully banish Phisarazu while the party disposed of Maltorya. The party looted the bodies of Maltorya and Maroena and discovered many valuable items but none of the remaining three items that they sought.
The party decided to take a rest to recuperate before continuing up to the final floor.
After resting, the party climbed the stairs and came to a set of double doors. Silverstein took the lead and burst into the room finding Matron Maelora Gullion standing defiantly beside the Vidrefacte crystal. She was accompanied by Coranzan Gullion, Mathorn Gullion, Mol, and Pattaja – an ancient spider more ancient and horrific than the Citadel Spider.
Matron Maelora stepped forward and spoke:
“I have foreseen your coming and your death. You have listened to the ramblings of the old crone Makinnga and will now die for your foolishness.”
“You cannot stop my plans to join with Naraneas and rule this work and the next”
“You think this is the end but it is only the beginning…”
“Coranzan, Mathorn, Mol, Pettaja, destroy these upper world vermin….”
What would you like to do next?
Session 26 recap
Coranzan, Mathorn, Mol, Pettaja and moved forward to attack while Matron Maelora retreated to the the Vidrefacte. Matron Maelora further directed her brood:
“Bring them to me alive! My plan to join Naraneas requires but 5 more souls. Then Naraneas will join our world and envelope our world in darkness. Then nothing can stop the Drow!”
The battle was engaged and the party was able to paralyze Mol and deal successfully with Coranzan, Mathorn, and Pettaja. Pettaja was the first to fall and Grom was able to successfully cut out the heart from the Grandmother Spider.
Shortly after, the party saw a vision of Makinnga appear in front of them:
“Now my heroes! The hourglass is running out! Maelora has sent her forces to the crypt and are moving to destroy me. We have only but a minute until I am destroyed and can provide no assistance. Move quickly!”
The party moved quickly to attack Coranzan and Mathorn. Shortly after a red portal appeared besides the Vidrefacte and two vampires emerged, touched the Vidrefacte, and entered the crystal. The twower shuddered.
The battle continued and shortly after Ucecarne and Venthori stepped through the red portal and moved towards the Vidrefacte. They touched the Vidrefacte and entered the crystal. The crystal and the tower shook violently.
The party disposed of Coranzan and Mathorn and recovered the Venom Bow and Frostbrand Rapier. Grom placed all the items in the bag Makinnga provided. Suddenly the bag felt light and all of the items were gone leaving an empty bag.
The party moved their attacks to Matron Maelora and attacked viciously. Grom was able to restrain Maelora in a whirlwind but she showed her true power and teleported away.
The party again saw a vision of Makinnga appear again in front of them.
“I can wait no longer! They are attacking! I must send Tarankeerath now!”
Tarankeerath exited the portal and the portal slammed shut behind him.
Tarankeerath spoke:
“For one such as I, love ought to be unknown. But Makinnga has restored that to me, even without knowing. Wherever I end up, I will have her with me!”
Matron Maelora screamed in anguish and dealt deadly damage by unleashing the Fangs of Naraneas! But the party was able survive the deadly attack!
Tarankeerath touched the Vidrefacte and entered the crystal. Cracks appeared in the tower wall all about them! The walls all about them started to crumble and fall!
Matron Mealora screamed in rage and strangely smiled. Finally, she spoke:
“Five are required and five are given. life for death, directions are inverted.”
Then everything went silent and black.
–
The party awoke in a hexagon room awash in white. There were 5 open doors and one closed door. The room was empty except for a bier with a platinum tray that held 39 rubies. Grom moved forward and touched one of the rubies. A trap of poison gas was triggered as all were caught!
The party gathered themselves and Finn explored the closed door to the north. It was a darker room with another bier in the centre. Finn could see a large figure moving behind the bier but could not make out what it was. Finn closed the door and returned to the room.
Silverstein also listened at the closed door and thought that he could hear voices and a skittering sound.
Suddenly, five Spite Spitters emerged from the five open doors and attacked. Drogan was able to turn three of them and the party was able to defeat the Spite Spitters – eventually hunting down and killing the turned Spite Spitters that returned to hide in their lairs.
The party saw that each of room held biers like the one with the tray of rubies.
What would you like to do next?
Session 27 recap
The party took stock of their situation and decided to revisit the rooms and collect the gems on top of each bier. Grom seemed to be distracted and was unusually quiet. After checking all of the rooms, the party was able to collect the following gems on top of the biers without triggering any further traps:
- 39 Rubies – transparent crimson red in colour
- 14 Bloodstone gems – transparent blue in colour
- 19 Galaxite gems – transparent green in colour
- 34 Opal gems – transparent orange in colour
- 14 Violane Gems – transparent violet in colour
- 29 Yttrocerite gems – transparent yellow in colour
The party also found 16 venomous draughts of healing in two of the rooms. The venomous draughts of healing appeared to be vials of luminescent green liquid. The party drank three vials of the venomous draughts of healing and found that each caused a momentary madness that quickly passed. After the momentary madness passed, they found that the venomous draughts of healing took away all fatigue and injury and they all felt refreshed and vibrant.
The party continued north to the last closed door and heard sounds from within again. The party brazenly opened the door and found another bier flanked by three Venomwights and a Heritage Spider in the middle of some sort of ritual. The Venomwights attacked and the Heritage Spider appeared to be agitated and furious. After the Venomwights were attacked, the Heritage Spider also moved around the bier to attack.
The party was able to defeat the Venomwights and focused their attention to the Heritage Spider. After the initial attack from the Heritage Spider, the Heritage Spider unhinged her jaw and moved forward to attack. Drogran thought quickly and was able deploy flares that distracted the Heritage Spider attacks.
Drogan is awarded an Inspiration.
The party was able to defeat the Heritage Spider and gathered 11 Indicolite gems – transparent indigo in colour from the bier. The party also took a breastplate that was also on the bier.
The party then noticed that there was an opening to the north to an alcove with a mosaic on the far northern wall.
The party entered and saw that there was a mosaic that read:
“When all else fails, how is one able to progress?”
Beneath the questions, the following options were listed:
- “By Lying” with an image of a rogue and an assassin
- “By Dying” with an image of a cleric and a paladin
- “By Rigor” with an image of a monk and a ranger
- “By Vigor” with an image of a fighter and a barbarian
- “By Magic” with an image of a mage and a druid
- “By Music” with an image of a bard and a dancer
- “You Can’t!” with symbols representing the infinite Abyssal planes and the endless Ethereal plane
Below these options, there were 7 holes, evenly spaced. The party correctly deduced that the holes were the same size as the gems they collected on each of the biers. The party first tried to insert the gems in the order of the colours of the rainbow that was depicted in the mosaic with no success.
Butch and Drogan jointly understood that the first letter of each gem name spelled out “By Vigor”.
Butch and Drogan are awarded Inspirations.
Butch and Drogan inserted the gems in the order to spell out “By Vigor” and the room transformed around them and they found themselves in square chamber with an exit to the east. To the east they could see a Titan sitting on a stone reciting prose.
“Maelora, Maelora,
From the first time I saw the
The color of your hair,
I knew I could not share
Your heart, and so I swore a
Pact to always be there
For you.
Dearest Matron Mother,
There really is no other
That I could spend time with.
So unto you I give
My heart. But if you’d rather
Have all of me I’ll live
With you.
Cruel Queen of all the drow,
I stand here before you now.
Your ever true servant.
If you say, “No!” I can’t
See ways for me to kow-tow,
So I am not distant
From you.”
The Titan, Cursanier, looked up and cheerily greeted the party and asked them to come forward and listen to his sonnet. He held up his left hand as a gesture for silence, and then began his oration; a love poem to Maelora, with whom he is completely smitten.
The party all listened in respectful silence, except for Finn who giggled at the corny verses. Being an accomplished Bard, Finn correctly thought he could do far better.
This threw Cursanier into a rage as he felt he and his love for Maelora were being ridiculed. Cursanier moved forward to attack!
The party was able to easily defeat Cursanier in his impulsive rage. As the last blow was struck, Cursanier pointed at Finn and uttered his curse of sorrow and unrequited love to Finn. Finn was overcome with feelings of immeasurable sorrow.
The party was able to remove the curse from Finn. Finn felt relieved and back to normal, but he remembered the sorrow of Cursanier and understood the desire Cursanier had for Maelora.
In a far corner of his mind, Finn felt a small appreciation and longing for Maelora.
The party then decided to rest before examining the portal and deciding what to do next.
What would you like to do next?
Session 28 recap
The party rested after defeating Cursanier and decided to enter the portal. The party benefitted from the Venomous Draughts of healing and recovered before entering the portal.
Once through the portal the party found themselves in another square room with five columns. This clinically-white room has four stone-gray pillars positioned around a clear-glass column. Each pillar is adorned with a number of black-blue sapphires. Each gem is embedded in a channel groove that curves around the pillar. The central glass column forms a prism. Embedded into the central glass column at the eight main compass points, in a straight line from top to bottom, are an example of each kind of gemstone previously collected. The exception being that there is a line of black gems in the north compass point.
The party examined the four stone-gray pillars and tried to pry out the black-blue sapphires without any luck. Drogan moved to the central glass column and tried to touch the gems. Drogan found that the gem pushed in easily and a Prismatic Spray trap was triggered that caught Drogan and Butch.
After the Prismatic Spray trap was triggered, two of the stone-grey columns revealed themselves to be Columna and attacked! The Columna moved slowly but were able to restrain a couple of the party members and deliver devasting bite attacks. Eventually the party was able to reduce the two Columna to dust. Once the Columna were defeated, all four portals hummed to life.
The party paused and discussed which direction to go. They eventually chose north and entered the portal.
They found themselves back in the previous location with Cursanier again reciting his sonnet to Maelora. Cursanier bade them to approach so he could share with them his poetry. The party informed Cursanier that they had business with Maelora and tried to move past Cursanier but he stepped in front of the party and insisted that they first listen to his sonnet. Cursanier once again performed his sonnet:
“Maelora, Maelora,
From the first time I saw the
The color of your hair,
I knew I could not share
Your heart, and so I swore a
Pact to always be there
For you.
Dearest Matron Mother,
There really is no other
That I could spend time with.
So unto you I give
My heart. But if you’d rather
Have all of me I’ll live
With you.
Cruel Queen of all the drow,
I stand here before you now.
Your ever true servant.
If you say, “No!” I can’t
See ways for me to kow-tow,
So I am not distant
From you.”
The party listened and this time all party members listened respectfully. Cursanier let them depart through the portal and asked them to tell Maelora of his sonnet and his love for her if the party met her. The party agreed and departed.
The party found themselves back in the room with the defeated Columna. Finding the portals still active, the party decided to enter the south portal.
The party found themselves in a new square room. Misshapen stone plinths dominate the center of this room. Roughly conical in shape, the stone appears to sag, as if slowly melting over an eternity. As the party entered, floating lights fall from the ceiling and one hovered just over each character’s head, causing long shadows to be thrown in front of them. As much as they tried, the party could not grab or catch the orbs.
Eventually the party saw that the shadows cast from these orbs moved. Drogan cast light and this revealed the shadows to be Despairs. Each Despair was a mirror image of each party member. Without waiting to find out the intent of the Despairs, Butch attacked and the battle was engaged!
The Despairs dealt deadly damage with their Daggars of Despair and Finn’s Despair was able to defeat him. Once Finn fell, his Despair disappeared and Finn miraculously awoke. The rest of the Despairs were able to be defeated and the portals in this room activated.
The party rested after the battle and consumed more Venomous Draughts of Healing. The party had now consumed nine of the draughts.
After resting they proceeded through the portal to the east and were transported to another square room. This room is featureless except for a table and four exit portals. The party Immediately saw another now-familiar glowing green cross. But this one is on the table in the middle of the room, and holds five more Venomous Draughts of Healing.
The party gathered up the five Venomous Draughts of Healing and decided to exit through the eastern portal.
The party then found themselves in another square room entirely made of dark crystal. This chamber is composed of smooth, pristine onyx. It is 35 feet square and roughly 20 feet high.
Though opaque, the characters can make out a dimly lit portal deep beneath them, well below the glass floor. There are no other portals in this room.
What would you like to do next?
Session 29 recap
The party paused and examined the Onyx room to try and determine what to do next. Silverstein impulsively moved to the centre of the room and heard a click when he stepped on the block in the centre of the room. The party soon noticed that the floor was moving upwards at a rate of 5 feet per 10 second, except for a 2.5 foot wide ledge all around the room. Silverstein removed his foot from the centre square and hoped the upward movement would cease, but the floor continued upward at the same pace.
All of the party members stayed on the ledge and watched the majority of the floor move upward. Grom shape-changed into a Giant Wasp and stayed on the section of the floor moving upward. Grom looked below and saw that below the entire floor was Grey Ooze that was undulating and jiggling as it moved upward. After some investigation, Grom changed back from the Giant Wasp form and joined the rest of the party on the ledge.
Butch and Drogan struck at the Grey Ooze and were able to hit it but the Grey Ooze quickly closed up whatever gashes they had created. Undeterred, the party continued to strike at the Grey Ooze and soon the Grey Ooze seemed to lose whatever movement and undulation it previously had. It seemed to turn more grey and became more transparent.
Soon the floor completed its upward motion, and all the party could see was the Grey Ooze filling the room in front of them. The party could now see the portal in the centre of the Grey Ooze clearer. The party also saw that there were three skeletons trapped in the Grey Ooze around the glowing portal – these must have been other adventurers who became trapped in the Grey Ooze. Each one of the skeleton adventurers seemed to be holding a rod or sword in their bony hands.
Grom, Finn, and Silverstein walked around the ledge to try and get a closer look at the skeletons. It appeared that each of the skeletons held a legendary item:
- BlackRazor
- Greatsword Holy Avenger
- Rod of Lordly Might
As much as the party tried, it soon became apparent that they would be unable to reach in and grab the items – they would have to enter the Grey Ooze. Finn decided first to jump in and retrieved the item but became stuck! The party was able to reach in and free Finn. Drogan was also unable to resist the lure of the legendary items and became stuck as well. Thankfully, Butch was able to reach in and free Drogan as well. The party was also able to get the third item as well.
Now the party’s attention turned to how they could reach the portal. Butch devised a plan as to how he would jump right to the centre of the Grey Ooze where the portal was. Butch took a 10 foot run and leapt to the portal. Butch reached it and disappeared.
Butch is awarded an inspiration for his strategic thinking.
The rest of the party saw that Butch was successful and copied his plan to reach the central portal.
The party all transferred through the portal and found themselves in what looked to be a living room. The living room was occupied by a female Drow and a Cannon Golem. There were four active portals in each of the walls of the room.
The party was welcomed by Nicoaleta, who introduced herself as Matron Mealora’s daughter. Nicoaleta saw that the party was covered in Grey Ooze and offered her bathroom for them to clean up. As the party was cleaning up, she asked the party to play two Drow dice game with her: Walking the web and Spinning the Loom. She offered to tell the party the correct portal to exit through if they won the game.
Finn thought instead to propose a dagger throwing game and after Nicoaleta expertly hit the centre of the target, Finn cast a spell that allowed him to throw 4 daggers.
Nicoaleta was thrown in a rage due to the obvious cheating and she attacked with the Cannon Golem. A vicious battle ensued, but the party was able to be victorious after Grom was able to summon a whirlwind to first restrain Nicoaleta and then hurl her at the wall. Even after Nicoaleta imbibed Venomous Draughts of Healing, they were able to dispatch her.
After they defeated Nicoaleta the party instantly regretted not being able to ask which portal they should choose.
They went east, and the last thing they saw was a blinding flash of the colours of the rainbow.
Session 30 recap
After the dazzling display of rainbow lights diminished the party could see that they had been transported to what appeared to be a well crafted-underground dungeon.
Creeper vines and roots lined the slimy walls ahead of them. At the intersection, a multi-hued apparition of a female Drow elf appears. The Drow elf appears beaten and wavering, ready to collapse.
“Alas you made the wrong choice as I did. Mayhaps you can be successful where I failed in vanquishing the last gate, Ceatha. Be warned Ceatha, the multi-hued is vicious and devious. One who defeated death.”
Be warned! “Lessen the wrath by reversing your path”
The apparition disappeared and left the party alone. The party moved forward to examine the square room made out of yellow-tinged vines. Grom was able to surmise that these vines were typically found in swamps. The entry to the room crackled with lightning air. The party investigated the lightning air and unable to decipher its origin, decided to move on.
The party decided to split up to explore quicker. Finn and Butch took a southern route and came to a misty green room with a well connected to two chests with chains. Butch called for Finn to examine the chests, but before Finn could join Butch they heard the sounds of battle from the north. Silverstein had discovered a room with an elven wizard statue and six swords dripping acid on to pedestals. Silverstein reached for one of the swords and the room suddenly turned orange and the blades flew towards the elven wizard statue that transformed into a Marilith. Even worse, two of the pedestals transformed into possessed pillars. A battle ensued and Silverstein was able to reduce one of the possessed pillars to rubble before the party retreated.
The party returned to examine the first room with yellow-tinged vines and the lightning air entry. From behind them they were shocked to see the Marilith had transported right behind them and attacked. This time the party all joined the battle and defeated the Marilith.
Drogan separated from the party to examine rooms to the north and discovered a room that glowed blue but decided to move on. Drogan then discovered a room that glowed red with a headless elven skeleton in arcane robes resting on a pile of singed tomes, flanked by two columns of stacked elven skulls and spell books. Drogan commented that “Finn likes books” and decided to move on.
Drogan rejoined the rest of the party and they explored a southern passage and came upon a room that glowed indigo with three statues of Medusas and a stairway that led west to a metallic Bulls Head with sapphire eyes. There were petrified snake hairs that lay at the base of the stairs.
Silverstein moved into the centre of the room and Butch moved up the stairs. Once Butch moved past the Bull’s head, the three Medusas animated and attacked. The Medusas were able to use their gaze to restrain Drogan, but he was able to overcome the spell. Eventually the party was able to defeat the Medusas and move on up the stairs.
Butch led the party north through the passage to a chamber with three wooden statues that glowed violet. A wooden humanoid statue to the east had ruby-red eyes, and one to the west had sapphire blue eyes. The middle statue had no eyes: two violet amethysts lie on the ground before it. Carved into the statue is the message
“Restore in the mix that which is lost and walk half blind on each side to recall.”
Drogan moved forward to gather the Amethysts and tried to put them in the centre statue with no effect. Butch had the idea to take one ruby and one sapphire and place them into the centre statue. After this was done a door to the south opened.
Butch is awarded an inspiration for solving the riddle.
Drogan explored the room to the south and found that it contained two empty cabinets. As Drogan entered the room the previous apparition appeared again and intones, “Only the eighth is safe! ” It then fades away.
“Only the eighth is safe!” echoes in the chamber.
Drogan returned to the main chamber and as soon as he exited the room, six swarms of Fire Dancers appeared. The party was able to defeat the Fire Dancers after determining what they weren’t resistant to.
The party moved through the passage to the east to a room that contained a prone, robed figure on the ground. Behind the figure was a Prismatic Wall. Through the Prismatic wall, Rainbow light crackled over the prone form. Beyond the prismatic wall is a passage to a cavern beyond with light streaming in from above.
The prismatic wall contained the following colours : Orange, Green, Indigo, Violet.
The apparition again appeared and uttered : “Heed my first warning!”
The party discussed how to defeat the Prismatic Wall and interpret the warnings, but ultimately decided to return to the room with the misty green well.
The party stood at the entrance to the room with the misty green well.
What would you like to do next?
Session 31 Recap
The party cautiously entered the green room and explored the chests. Drogan explored the chests and found that they contained two scrolls of passwall. Drogan continued to explore the well and looked down but couldn’t see the bottom. Drogan dropped his torch and heard it hit the bottom a couple of seconds later. Drogan then tugged the chain attaching the chest to the well and poisonous gas was expelled from the walls of the well. The only party member that was affected was Drogan. The gas dispersed quickly and the party decided to move on.
The party decided to visit some of the rooms they hadn’t visited before in an attempt to nullify the Prismatic Wall. Finn and Grom returned to the yellow room with the electrified opening. Finn tried to convince Grom to allow him to Dimension Door Grom into the room, but Grom declined. Finn used Dimension Door to enter the room himself and found that the room seemed to be made from petrified vines. Finn placed the prism on the altar with no effect. Finn finally chopped off a piece on petrified vine and used Dimension Door to exit the room.
Meanwhile, Silverstein re-visited the orange room that contained the hanging swords with the Marilith, but he was disappointed to find it empty. The party then continued north to explore the blue and the red rooms. Drogan and Butch went east to the blue room while Grom and Silverstein went west to the red room. Finn was trying to catch up with the party from exploring the yellow room.
Drogan and Butch entered the blue room and found a vein of precious blue metal in the southern wall. There were five nodes of precious blue stone in the wall and the central node held a Mace of Disruption. Drogan moved forward to grab the mace and two Hezrou formed to his left and right and attacked.
Silverstein and Grom entered the red room to the west and found an elvish skeleton in a red robe surrounded by stacks of books. Grom moved forward to touch the robe and a Fire Giant appeared in the corner of the room and attacked!
Eventually Drogan and Butch were able to defeat the Hezrou and moved west to assist Silverstein and Grom. They passed Finn in the hallway and told him to follow them. They found Grom and Silverstein just after they defeated the Fire Giant. Grom gathered the robe and Silverstein examined the books. Silverstein noticed that the books contained the following valuable items:
- Manual of Golems
- Two scrolls of Daylight
- Two scrolls of Dispel Magic
- Tome of Clear Thought
The party gathered all the items and agreed to return to the Prismatic Wall with the prone form laying in from of the Prismatic Wall. Silverstein turned the prone form over and discovered the form was a female with a wooden crown that was long dead.
The party noticed that the Prismatic Wall now had extra colours. The Prismatic Wall now had the following colours:
- Orange
- Green
- Indigo
- Violet
- Yellow
- Blue
- Red
Butch asked the party to remain here while he returned to the violet room to see if it had any effect on the Prismatic Wall. The party informed Butch that the wall did not change and Butch returned.
Drogan also decided we wanted to revisit the green room and climb down into the well. Drogan was able to drop down but found nothing of note beyond the torch that he had dropped before. Drogan returned to the party and informed them that he has found nothing.
The party could still see the landscape beyond the Prismatic Wall that appeared to be in the sun and under the open air.
Butch decided to Misty Step past the Prismatic Wall and found that once he did the Prismatic Wall dispersed and the prone figure rose and introduced herself as Caetha. Shattered crystals reformed into a Shield Guardian and Caetha taunted Butch and the party for not solving the Prismatic Wall.
“You are not worthy to pass without my wrath!”
The party engaged Caetha and Drogan smartly banished the Shield Guardian. Although Caetha showed herself to be a Lich and a formidable adversary, the party was able to defeat her and then move out of the chamber toward the open air.
The party saw in front of them that two Tyrannosaurus Rexs were constantly devouring an Adult Black Dragon in front of a glowing portal.
What would you like to do next?
Session 32 Recap
The party decided to rest in Finn’s tiny mansion to rest up for what lies ahead.
After resting up they engaged the Dinosaurs and Black Dragon. They were able to eventually defeat the Dinosaurs after Drogan banished one of the Dinosaurs and the other was dealt with a combination attacks that first blinded him and then slaughtered him. That left the Black Dragon who attacked with a fearsome breath weapon of acid. Recovering quickly, the party was then able to focus on the dragon and slaughter him as well.
Finding nothing else of interest, they all moved forward and entered the eastern portal.
There they came face to face with Matron Maelora, now transformed into an Eclipse Angel with two Spider Dragons. Soon the party learned of the depth of Maelora’s plan that used them as pawns.
Beyond the entry was a green-granite altar, upon which was a raised coral platform that held a light-bladed weapon for each character. Behind the altar was a curved wall of mithral, adamantine, and cold iron.
“There is nothing left for me to do, other than welcome you to Naraneus’s heart. Her will alone has made possible this moment. For all your efforts, your agony, anger, and despair, you have never held true power, you have never been in control of your own fate. You lack the will. Your efforts merely fuel my goddess’s plans. Come, feed her your souls! “
“Ever since I became aware of you, I knew you would become my champions. These blades here have been crafted for you by Naraneus. All your trials and tribulations were to fatten you up with power and experience to become my Venom wight lieutenants to rule the underworld for me! “
“The Vidrefacte showed themselves useful but unable to evolve and grow. Naraneus has selected you as much better champions”
“You even amazed me with your simple minds. Voraciousaly downing Venom draughts that transferred you wounds to me to gain strangth and power. Did you not question why the draughts were provided?”
“Miah was the perfect underling to guide you along and bring you to me. All I had to do was to steal this insipid Moonshard and draw you to me. You even followed me into my Demiplane of Venom! Now you are ready to accept you ultimate gifts. Come forward and grasp your swords!”
The party did not consider her offer for a second and they moved forward to attack. Grom smartly used sunshine to blind Maelora and the Spider Dragons to gain an early advantage. The battle commenced with Spider Dragons issuing a fearsome Breath of Spiderlings attack on the players multiple times.
Maelora showed herself to be a worthy adversary with teleporting away and casting fearsome spells of Fire Storm and the Fangs of Naraneus. The Fangs of Naraneus was a spell unlike any they had seen before and Butch was down.
But Drogan had one last card to play and cast Mass Healing which healed all the party members. With this they were able to attack Maelora again with vigor and eventually destroyed her.
In a flash of blinding light they found themselves back outside Krelgar Keep, the entrance to the underworld. The Moonshard lay beside them and they found themselves weakened by the blast that expelled them from Maelora’s Demiplane of Venom. Their powers were the same as they were before they entered the Underworld.
Here is the end of the story of the Rise of the Drow. What the players decide to do next is a story for another time.





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