Out of the Abyss
A Game of Gnomes
A Little Background
This campaign is a continuation of a number of homebrew adventures in a campaign setting based on ancient Greece. Sadly
this was before Mythic Odysseys of Theros was released. That would have come in very helpful indeed.
I ran the campaign mostly as written, but transported the locations from the Forgotten Realms into my homebrew
pseudo-Greece. That was quite easy, as most of the campaign takes places in the Underdark. The demon princes were turned
into titans; locked away by the gods in primordial times.
I nicknamed the campaign A Game of Gnomes (after A Game of Thrones, of course) because of the large number of gnome
player characters, who were often the driving force behind the party's actions.
Every campaign needs a certain balance in the amount of real danger. Some players really, really hate having their character
die, while others absolutely need to feel the danger and actual consequences in order for events to be meaningful for them. The
DM for our previous campaign (we rotate a bit) leans more toward the former, so for this campaign I decided to lean more into
the latter. I rolled a lot of random encounters and really tried to convey how harsh and unforgiving the Underdark is. Though no
player character ended up dying (5E characters are easy to take down, but don't actually die very easily), there were several
times when the outcome of a single roll could have caused a death, and I never fudged a single roll.
This is probably the longest campaign I've ever run. (Or am likely to ever run again.) You certainly get a lot of value
with this book. I do think I prefer to DM somewhat shorter campaigns though. If I ever end up running the campaign again, I
would like to lean more into the weirdness. Really play up the Alice in Wonderland sort of feel. And dispense with the random
encounters altogether. (Except for a few really fun ones, which I'd just insert whenever I though they're appropriate.)
The logs before Eve/Vesperes joined were originally written in Dutch.
13 August 2016 (Session 1)
After the party's previous adventures and an unfortunate accident in his father's lab, Thorvild decides to better
his life. He ends his specialization in evocation and takes up the mantle of transmuter and sage. To make this clear
to the community (and perhaps to somewhat makes things up to his father) he throws a large birthday celebration in
one of Rogos' 2 inns. All prominents of the island attent, Ulfgar gives and amazing performance, and the booze flows
in great quantities. The party is a great success.
One of the guests who are lucky enough to just happen to be staying at the inn during this fantastic feat is a
gnome called Zook, who came to the isle of Rogos to start trade relations with Zookania; a neighboring empire that
nobody on Rogos seems to have ever heard of. During the party little attention is paid to this, but the next day
several of the islanders are alarmed by Zook's small, demonic looking servant, and he is escorted to the archon.
Meanwhile, Ulfgar and Thorvild are summoned by the priest of Apollo. He has a terrible hangover from the party,
but he has an emergency that cannot wait. Pilgrims to neighboring Delos have been attacked by harpies. After some
questioning it appears that the harpies mostly just did a lot of screeching and persued the boat with rocks in their
claws. Nonetheless, it is still somewhat alarming. They decide to take the issue to the archon.
In the archon's throne room, Thorvild's father attests that Zook's servant is indeed a demon (a quasit), but that
this type normally listens to its master. Despite protests by the priest, the archon decides not to make a big deal
of it as long as Zook keeps his servant out of sight.
After some questioning, Zookania is realized to be better known as Nykonos. This small and until recently
uninhabited island falls under a neighboring lord that the archont doesn't think very highly of. The seems to find
the situation rather amusing, but has no immediate interest in trade relations.
He is alarmed by the situation with the harpies, however. The pilgrimages to Delos are Rogos' main source of
income, so any disturbance of these is to be taken seriously. He asks Ulfgar, Thorvild, and the priest of Apollo
to investigate. Zook offers the use of the Zookanian fleet. His country is quite near the place where the pilgrims
were attacked, so he too is concerned about the situation. The archon accepts the offer, arranges for provisions,
and gives each of the adventurers 20 gp for their efforts.
The Zookanian flag ship turns out to be just large enough to transport the party. The wind is favorable, and the
party reaches the location of the incident just before nightfall. Quasi the quasit polymorphs into a bat and
discovers a few harpies on a rocky island.
The session ends with the party at sea considering their next move. The in game time is the end of the
20 August 2016 (Session 2)
After a lot of discussion about various relevant and irrelevant things the party goes ashore. Zook proclaims that
Zookania's flag ship counts as a flag, and the island will now be known as Zookania's eastern province. Fronto
laments that he didn't think of that first.
"East Zookania" is a very rocky island with a lower and higher part. The party has landed on the lower area and
carefully sneaks to the higher area where the harpies had previously been spotted. When they arrive there they see
3 nests with 6 sleeping harpies. When Thorvild, Zook, and Quasi sneak towards them, they suddenly fall 20 feet
through the rock. They land savely thanks to a Featherfall spell, but Thorvild immediately afterward falls into
a magical sleep. The party concludes that both the terrain and the harpies are illusionary. Tee spots a cave opening
at the same hight where Thorvild and Zook are now. He pushes Fronto down and then jumps after him.
Down below the party is caught in a crossfire of poisoned crossbow bolt, a web spell, some sleep spells, and a
pack of giant spiders. The party tries to flee, but after a few rounds everybody gets taken out.
The following days are a fever dream of incoherent images. When the party members finally get their mental
processes back on track, they realize that they are in a small case with around a dozen others. They wearing just
their underclothes and are cuffed in metal collars and short chains that connect their arms to a metal belt around
their waists. The guards are sadistic elves with dark skins and white hair. They make it very clear that the party
members have been enslaved and need to act servile. It quickly becomes apparent that no form of magic works in the
cave, which is closed off with a metal grate. Outside of the grate a large stalactite hangs. This must be hollowed
out, as there is a windows behind which there are always guards.
The party uses the rest of the evening to tabulate their resources (5 feet of silken rope, a rusty metal bar,
and two 10gp gems; all acquired and hidden during their imprisonment), gather and compare intelligence (the elves are
known as drow; they worship a sadistic spider-titan called Lolth; the party is likely deep below the surface) and
contact most of the other captives.
The other captives are:
- Eldeth Feldrun
- Speaks common. A female shield dwarf scout from an underground dwarven city called Gauntlgrym.
She shares some basic information about the Underdark and the species of the other captives. The party is in
a drow outpost called Velkynvelve. She expect that soon a heavily guarded caravan from the great drow city of
Menzoberranzan will come to collect the captives. It will be very hard to escape then.
- Male derro. Speaks dwarven. Eldeth claims that derro are crazy and cannot be trusted, however Buppido is
friendly, and seems quite sensible.
- Male svirfneblin. Speak gnomish. A rogue with a devil-may-care attitude. Helpful.
- Sarith Kzekarit
- Male drow. Speaks elven. Wants to be left alone.
- Topsy and Turvy
- Female and male svirfneblin. Speak gnomish. Don't trust the other captives, including the party.
- Male orc. Currently sleeping. Is reputed to be nasty fellow.
- Myconid sprout; a small waling toadstool. Is able to facilitate telepathic communication with his spores.
Is basically a child. Fronto manages to gain his trust. He advises the party to go to Neverlight Grove,
where the myconids can offer them protection.
- Male kuo-toa; a fish-man. Speaks undercommon. According to Eldeth and Jimjar kuo-toa are quite mad, but
otherwise not bad. Shuushar proclaims to be a dedicated pacifist. He can detect invisible people. (There are
none right now.)
- Male quaggoth; a big hairy monster with sharp claws and a reputation for fierce violence. Quaggoth
normally speak undercommon and are not terribly bright. Derendil however speaks flowery elvish. He proclaims
to be the prince of the elven realm of Nelrindenvane in the High Forest. The evil wizard Terrestor polymorphed
him into a quaggoth and usurped his realm. The party has never heard of Nelrindenvane, though Thorvild thinks
he may have read about it. Derendil is eager to escape and complains that he must constantly struggle to keep
his mind from denegerating into that of a quaggoth.
The party has not learned much about Velkynvelve, but it supposedly houses some 20 drow, including 2 elite
fighters and 2 priestesses of Lolth; about a dozen quaggoth; and an unknown number of giant spiders. There is
likely a mage present.
25 September 2016 (Session 3)
After talking to the other prisoners, the party gets a better picture of Velkynvelve. To the right of their cell is a
stairway that descends along the rock to a different cave. To the left is a waterfall that empties into a lake 100 feet
down. Straight ahead is a rope bridge that leads to a hollowed out stalactite. From this stalactite a different rope
bridge leads father to the left, to a narrow path along the rock that leads to a wide ledge with multiple caves and
hollowed out stalactites. Also on this ledge is a lift to the floor of the cave, some 100 feet down. This floor is
quite sizable, and has three caves entrances that lead to other parts of the Underdark. Velkynvelve is obscured by a large
number of webs created by giant spiders.
The party tries to come up with a plan to disable the anti-magic effect of their quarters, but without success. When
Skorr makes a not very subtle attempt to disable the runes using a metal bar, the guards are alarmed. Skorr is shot with
a number of small crossbow bolt and a bunch of quaggoths enter the shove the prisoners around. The bar gets confiscated.
When after some time Buppido and Thorvild get taken out of the cell to be put to work, Doctor Inferno reemerges:
Thorvild immediately burns a guard to a crisp. This causes a large fight to develop. The prisoners manage to take out 2
drow and 2 quaggoths (one of whom gets tossed in with the giant spiders), but when drow reinforcements arrive, the tables
turn dramatically. Tee is knocked out by a single blow from the drow priestess, and this causes the party to follows
Skorr's advice to jump down into the lake beneath Velkynvelve. Thanks to a number of Featherfall spells and a Fire Bolt
in the webs, this goes fairly well. Skorr does get caught in a Viscous Blob, and Ront is literally ripped apart by a
Down in the lake, Fronto receives a telepatic message that states "Flesh for the Faceless Lord", which causes
concern. The manacles also make swimming quite hard. Skorr is so stuck in the blob that he is unable to swim. Fortunately,
Eldeth, Jimjar, and Shuushar come to his aid. While the party is trying to swim to dry land, they get bombarded by Insect
Plague spells, and summoned giant spiders shoot webs at them. There is also an nearly invisible ooze in the water that
attacks swimmers. Although the ooze and te spiders are defeated, Eldeth, Topsy, and Turvy all die in an Insect Plague
before the party is able to flee into one of the corridors.
The session ends here. The party has a key from one of the guards that can be used to remove the manacles. Skorr is
still stuck in the Viscous Blob, but Thorvild has determined that it should dissolve within an hour or so. Derendil
should be able to carry/roll him in the meantime. Jimjar and Buppido have each managed to acquire a short sword and a
light crossbow with some bolts in the fight. The party also has a dozen shackles, a length of rope, 2 10 gp gems, and a
piece of flint. Velkynvelve is still (easily) within earshot, and it is obvious that the drow are not at all done with the
8 October 2016 (Session 4)
Lead by Sarith Kzekarit, who is fairly familiar with this part of the Underdark, the party races through various less
used caves. He points out that Ilvara, the priestess leading Velkynvelve, will not rest until the party is back into her
hands. He advises suicide if she comes close to her goal.
After some deliberaton a number of locations emerge where the party may find safety, or at least some equipment or
- Stool proposes to go to Neverlight Grove. He claims the sovereign of the myconids there is very powerful and wise.
Sarith thinks this is a good idea, but he doesn't now the exact route. He thinks he should be able to get the
necessary information in Gracklstugh, which is mostly on the route.
- Buppido proposes to go the Gracklstugh. This is a large duergar city that also houses a large number of derro. The
duergar are powerful enough to resist the drow, and they produce large amounts of weapons and armor. Jimjar and Sarith
think this is a decent enough plan, but the party will have to make it clear to the duergar that they are worth doing
- Shuushar would like to go to the kuo-toa settlement of Sloobludop. The kuo-toa are not particularly formidable,
but they do have supplies the party could usem and they trade with many other groups. He thinks he'll be able to
convince the fishmen to treat the party well. The rest of the group is unconvinced.
- Jimjar proposes going to Blingdenstone. The svirfneblin are more pacifist than the duergar or kuo-toa, but the
city is father away than Gracklstugh and in the wrong direction for Neverlight Grove. Additionally, it is quite near
the large drow city of Menzoberranzan.
The cave system the party fled into seems to run roughly in the direction of the Darklake. This is a large complex of
flooded caves, generally considered to be in the territory of Gracklstugh. If the party continues in their present heading,
they should arrive near Sloobludop on the Darklake in about 8 days. Gracklstugh is also on the lake, but quite a distance
to the west.
The first day of the escape is otherwise uneventful, but the foragers are having trouble finding sufficient food and
drink. Sleeping on the bare rock is about as comfortable as it sounds. Fronto has a very vivid nightmare full of torture
On the second day, the party runs into a huge chasm. The bottom is too deep to be seen, and only folks with 120'
darkvision are able to see across. Fortunately, prince Derendil proves to be an amazing climber, and Tee and Thorvild have
both memorized Featherfall. After Derendil discovers that the bottom is some 300' deep, the party jumps down. From there
there the weaker and lighter climbers get carried to the top by Derendil, while the better climbers do so by themselves.
When Fronto, Thorvild, and Buppido reach the top, and Derendil goes back down, Buppido suddenly attacks the others
without provocation. The wizard gets his by a poisoned bolt, but manages to make the derro fall into a magical sleep. The
derro is put in chains, but when Derendil returns, he explodes with rage and tears the betrayer apart.
Short afterward, Sarith, who was climbing up, gets attacked from out of a crack in the cliff face. An enormous brown
mass brutally smashes into him and corrodes his back. Tee and Jimjar attack the mass, which appears vulnerable to Tee's
Ray of Frost. The mass turns out to be an ooze that was hiding in a narrow crack.
Skorr takes Buppido's sword. The derro was also carrying a hand crossbow and some bolt. The latter go to Jimjar, who
now carries 3.
15 October 2016 (Session 5)
At the end of the third day after escaping, the party arrives at a cave with walls full of large quartz crystal that
shine with a soft light. The area appears to be covered in faerzress: a sort of background magic that is permeates many
areas in the Underdark, in which spells (particularly divination and teleportation) function poorly or unpredictably.
The crystals appear to have absorbed this magic to some extend. After some investigation the mages in the party concludes
that the crystal can function not just as a light source, but also as weapons. If they break, the magic will suddenly be
unleashed and blind anyone nearby.
Unfortunately, the crystals are solidly stuck in the wall, and the party has little energy and is in a great hurry.
Derendil makes an attempt at pulling the most promising crystal from the wall, but it unfortunately shatters. It does
indeed produce a very bright flash.
The party spends the night in the crystal cave, but sleeps poorly. Everybody suffers from terrible nightmares.
Mountains of skulls, endless plains of ice, voices speaking ominous sounding languages, etc. It is too much for Thorvild
and Tee too handle. After awakening, Thorvild sees ice-related delusions, and Tee cannot stop crying. Fortunately, after
10 minutes or so, both recover, but something has clearly snapped in both of the poor gnomes. The party thinks it is
very suspicious and wonder if perhaps Velkynvelve's priestess has cursed them somehow.
Little of interest happens in the next few days. Getting enough food and drink continues to be difficult. Thorvild
and Quasi nearly exterminate a rare species. Sarith doesn't want to share much about his past. The party encounters
various species of fungi, inclusing some very large ones. Fronto thinks Sarith doesn't always lead the party in exactly
the right direction, but that could just be because it is very hard terrain to navigate in.
When the party looks for a place to sleep at the end of the 6th day, they find a small side-cave. This turns out to
be full of bones from many different species; including humanoids. It is so full that the floor cannot be seen. After
some hesitation the gnomes from the group investigate. They discover two drow standing in the cave. The duo is standing
still and only observes, almost as though they are undead. Jimjar has no trouble taking one of they short swords
(and winning a bet with Fronto), and the party can just literally push them around. As if this wasn't strange enough,
Sarith also starts acting strangely when he enters the cave. Hij starts babbling and is clearly very confused. His
state improves a lot when he is escorted out of the cave.
The party is unsure what to make of this, but suspects the cave has some sort of anti-drow field. The party
discusses how to remove the chainmails from teh drow. Zook decides to just Eldritch Blast one of this. This finally
causes the duo to defend themselves. A fight ensues in which the drow prove to move slower and more awkwardly then is
usual. When one of the two follows Zook out of the cave, Stool (who was standing outside of the cave) orders him to
stop, which he promptly does. After Stool gives the same command to the other one, he explain thay these drow are a
sort of "helpers" of the myconids. When flesh-beings "lie down", a myconid sovereign can turn them into "helpers".
These helpers can then do chores for the myconid for a couple of weeks until they "lie down" again; this time
Now that the drow are out of the cave again, Sarith once again gets confused. Stool cannot explain this. The party
decides to undress the drow-helpers, and has Stool order them to wait in ambush for their pursuers. After this Sarith
feels a lot better.
The gnomes are now each wearing a few articles of clothing, and have made little hats from pieces of drow trousers
legs. Sarith and Skorr each wear chainmail. (Though it is a poor fit for Skorr.) The party has 2 extra short swords and
a wide selection of bones. (None of them long enough to use as a cane, but perfectly serviceable as clubs.) A thorough
investigation of the cave also yield a mechanical spider (walks away when nobody is looking at it) and a book in an
The party rests for the night(?). The Darklake should be about 2 days of travel away.
5 November 2016 (Session 6)
The party continues towards the Darklake. Though their foraging is mostly ineffective, the party nevertheless
has little trouble with supplies, as they happen to run into two small caves full of large fungi. Apart from a number
of exotic specimens, which for instance emit light and turn on and off when being touched, or that cause people who
consume them to conpulsively vocalize their thoughts, there are also some that are nutricious, and others that contain
potable water. The party finds enough to have a 1 day reserve of food, and they take a number of the
"compulsion"-toadstools. There is no reason to believe that Ulfgar's has ended up in Thorvild's rations.
Despite Sarith briefly getting lost, the party nonetheless heads in the right direction. After 2 days, Shuushar
recognizes the area, and the party reaches the Darklake early on the third day.
On the way to neary Sloobludop the party runs into a group of kuo-toa who excitedly run towards them. It is quickly
apparent that they mean to take the surface dwellers prisoner and sacrifice them to Leemooggoogoon the Deep Father.
They are not very successful in this: most of them fall in a magical sleep, and of their two leaders one is killed and
the other taken prisoner. Ulfgar turns out to have once learned a few things about kuo-toa religious practices. He
remembers that kuo-toa often receive "revelations" regarding previously unknown gods. These gods then seem to
become "real" purely due to the sincere kuo-toa faith. Unfortunately for them, few stay popular for long, and lacking
faithful followers they fade away. Blipdoolpoolp is one of few exceptions to this rule. Her cult was previously
strong in Sloobludop, but a discussion with the emprisoned leader makes it apparent that the cult of this recently
revealed Leemooggoogoon is now at least as popular.
Ulfgar is able to convince the kuo-toa leader that the party only doesn't believe in Leemooggoogoon because they
had never heard of him, and that isn't their fault. They believe to voluntarily accompany the kuo-toa to Sloobludop
to learn more about Leemooggoogoon from his high priestess. Considering their alternatives, the kuo-toa decide this
is excellent plan, and everyone sets off.
After only about 15 minutes, the company runs into another group of kuo-toa. This one proves to be led by the high
priest of Blipdoolpoolp, and both groups decide to attack the other. The high priest kills the opposing leader with a
few strong blows of his scepter, and this pretty much decides the fight. The only Leemooggoogoons who survive are a
small group who converted to Shuushar's pacifism. The party keeps out of the conflict.
After the fight the high priest addresses the party. He introduces himself as Ploopploopeen, and claims that his
prayers have been heard, for he needs the help of the surface dwellers. It was his own daughter Bloppblippodd to whom
Leemooggoogoon revealed himself. She is now his high priestess and her fanatic devotion has caused many of
Sloobludop's kuo-toa to convert. She has to die and to enable this Ploopploopeen will have to win her trust. He thinks
he'll be able to do so by offering the party as a sacrifice to her god. During the ceremony he'll be able to get close
to his daughter, and with the party's help he expects to be able to kill her. His assures the party that they'll be
The party agrees and the company enters Sloobludop. The settlement has been built on the edge of the Darklake, but
looks as though it was meant to be underwater. All buildings have multiple floors and rope bridges and nets
haphazardly connect the building. The "walls" around the settlement are just poles with netting between them. These
nets are full of sharp bone hooks. On the edge of the lake are many small piers with small boats. (Other Underdark
dwellers are unsure why the kuo-toa bother with boats, as they are excellent swimmers.) The entire settlement looks
decrepit, but has clearly existed for quite a while.
In the middle of the village stands a statue of Blipdoolpoolp the Sea Mother. Her image is that of a humanoid woman,
but with the head and claws of a lobster. She is a scavenger goddess and sacrifices of her often consist of found
goods. It is however also very respectful to vomit at her statue. Because of this the smell is awful and fishy. Next
to the statue is the modest home of the high priest. The party briefly stops here while is messenger is sent to the
high priestess. While waiting for a response the party receives two spell component pouches from the pile of offerings.
The high priestess accepts the proposal and the company walks a short distance to the water's edge where the altar
to Leemooggoogoon stands. This is a wide stone with above it a construction tied to two poles. This constuction is
made of leather, a dead manta ray, and two octopusses. It smells horribly and is caked with blood. At a little
distance from the altar a beaten up duergar. Almost the entire village has come to the occassion and the party is
surrounded by a circle of hundreds of kuo-toa. After the high priest ceremonially offers the sacrifice and this is
accepted by his daughter, the crowd starts moving in a circle around the party while chanting. This circle is so wide
that it partially goes through the water of the lake. The party is pushed forward at spear-point and the high
priestess is about to kill the first sacrifice. At that moment her father deals her two massive blows with his scepter
and a chaotic fight erupts.
With the party's help Ploopploopeen quickly dispatches his daughter and her most important followers, but before
the situation can calm down, the kuo-toa in the water panic. Many of them get pulled underwater and the water colors
blood red. Some party members spot glimpes of large manta rays swimming between the fish-men.
Bloppblippodd utters her final words: "Leemooggoogoon...!" At this the water starts bubbling and foaming, and two
enormous slimy tentacles appear that easily tear down some of the village's buildings. These tentacles are followed by
two gigantic baboon heads with enormous fangs and glowing red eyes. The heads and tentacles are attached to a body that
is at least 30 feet tall, which slowly rises from the water, roaring with rage and madness.
The shock of this spectacle is enormous. The kuo-toa can do little else than madly screem "Leemooggoogoon!" The
high priest is fully in shock. Derendil, Sarith, and Stool go crazy, but the rest of the party manage to control their
emotions. Some of them now realize that Leemooggoogoon is also known as the titan Demogorgon, Prince of Demons.
While Leemooggoogoon/Demogorgon tears down Sloobludop and many kuo-toa get slaughtered, the party flees. The
high priest follows them in shock after being spurred on by Shuushar. The "wall" of the city unable to resist fire and
an opening is quickly created for the party to leave though.
The party reaches a side-cave. The sounds of slaughter in Sloobludop are clearly audible. Ploopploopeen and Stool
regain their senses, but Sarith and Derendil do not. It is now the 9th day after the escape from Velkynvelve.
12 November 2016 (Session 7)
The party regroups. While Fronto uses Lesser Restoration spells to treat the madness of Sarith, Derendil, and Tee
(who also proves to have gone mad), Thorvild, Ploopploopeen, and Shuushar gather some 20 fleeing kuo-toa. (Thorvild
employs an improvised barrier, which more or less forces the kuo-toa to flee into the party's cave entrance.)
After having recovered from his madness Tee wants to invisibly fly into Sloobludop to try and grab some supplies.
The other party members think this is very unwise and eventually manage to dissuade Tee.
Skorr questions Ploopploopeen about the environment of Neverlight Grove. By pure coincidence the high priest
turns out to be quite familiar with that area, and he gives Skorr a description of the route there. The grove is
situated north of Gracklstugh. A reasonable way to get there is to take a boat across the Darklake to the duergar
city and walk the rest of the distance. The kuo-toa inform the party that the side-cave they are in ends near the
Darklake father away from Sloobludop and Demogorgon.
When after a while not new fleeing kuo-toa pass the cave entrance, the entire group travels deeper into the cave,
heading for Gracklstugh. Pretty quickly, this forces the group to enter the water, which the non-kuo-toa are not
keen to do. (Especially when they have to swim a distance underwater.) It is clear that the group will need a boat
of some kind. To this end the kuo-toa locate a giant zurkhwood. This is an enormous woodlike toadstool that is
often used as construction material in the Underdark. The group works a day to turn the hood into a vessel large
enough to contain all the non-kuo-toa. Now that the group should be able to effecively traverse the Darklake, they
head to Gracklstugh. This journey will take about 20 days.
The first two days are uneventful. The group has little trouble getting enough supplies thanks to Create Food
and Water spells and the survival skills of the kuo-toa. Monsters don't seem very interested in bothering such a
large group. Fronto meanwhile manages to use a Sending spell to contact the surface world. Thorvild's father is
very relieved to hear the group is still alive and promises to go to Naxos to learn the spell. He doesn't seem to
truly get the news about Demogorgon.
After these aforementioned first two days, Ploopploopeen anncounces that his people want to head north to start
a new village on the other side of the Darklake. Shuushar will accompany them, as his people clearly need him.
Thorvild briefly considers joining his new teacher (of pacifism), but decides to stick with the party. Tee requests
and receives an (un)holy symbol of Blipdoolpoolp. The kleptomaniacal gnome is drawn to the teachings of the
After saying goodbyes the party continues westward to Gracklstugh. After just half a day they get accosted by
a group of those same manta ray beings they encountered at Sloobludop. They have since learned from Ploopploopeen
and Zook that these being are called ixitxachitl, and that they think highly of Demogorgon. The party manages to
prevent them from overturning the boat by fleeing to a nearby islet. It initially seems that they'll be stuck there,
but Jimjar suggests that Thorvild casts a "Stinking Cloud" spell in the water to drive the ixitxachitl off. The
vapours caused by the spell turn out to be highly explosive (almost exactly like a Fireball spell), and the effect
is very loud and destructive. A number of mantas die and the rest withdraw.
It is now the 12th day since the escape from Velkynvelve.
19 November 2016 (Session 8)
The party continues on to Gracklstugh. Because Fronto's Create Food and Water spells take care of vital supplies,
the route is known thanks to Ploopploopeen's intel, and the boat makes it possible to sleep while traveling, the
partygenoten decides to divide into two shifts. This enables a much faster pace of travel.
The journey does not prove to be any less dangerous than before. Besides small dangers such as unexpectedly low
ceilings and schools of aggressive fish, the Darklake also holds great dangers in the form of monsters. One of them,
a squid-like flying monster, suddenly emerges from the ceiling and grabs Tee with barbed tentacles that apply a
paralysing toxin. The creature absconds with this tasty snack and is only just stopped by a Hypnotic Pattern spell
from Ulfgar. Afterward, the monster is identified as a grell; a dangerous ambush-predator that is not uncommon in
the Underdark. If the creature had managed to get away with Tee, things would have ended very poorly for the gnome.
A second encounter a few days later proves even more dangerous. The party discovers that they are about to sail
into a maelstrom. As everyone frantically tries everything they can to stop this from happening, 3 merrow appear.
These creatures are a sort of large, bestial merman and have great strength. (Some party members know that merrow
came to be when in the distant past a tribe of merfolk got corrupted by an idol of Demogorgon. They worship him to
this day.) With pull Tee and Ulfgar into the water with their harpoons, causing them to have to swim for their
lives. A third one first uses his claws and teeth to attack Thorvild, and then starts to destabilize the boat.
A harrowing fight develops in which the party is only barely able to stay out of the maelstrom. Thanks to,
among other things, a "Stinking Cloud"/"Fireball" spell that Thorvild detonates under the boat, the merrow are
killed, and the party manages to get away from the maelstrom. (The spell also causes the boat to rock wildly. Some
party members are tossed overboard, but they all manage to grab on to it.) A Fly spell from Tee and an
Hypnotic Pattern by Ulfgar also prove to be very useful.
The party manages to get back on course after a slight detour.
It is the 17th day after the escape from Velkynvelve. The party is now about halfway between Sloobludop and
10 December 2016 (Session 9)
The party continues traveling over the Darklake and encounters many small dangers, but no real threats.
Thorvild's Leomund's Tiny Hut spell makes nightly rests a lot safer. A keelboat with kuo-toa didn't even
notice the party sleeping peacefully under an oddly round "rock". (And the party barely considered mugging
When after a few days the party sails onto a sand bar and is busy freeing the boat, a keelboat manned by
duergar passes by. After some sort deliberation Jimjars calls them. They turn out to be headed to Gracklstugh
with a cargo of iron ore. On payment of one of the party's gems, they are willing to lead to party to the
city. With the duergar to guide them, the rest of the journey passes without further incidents.
While under way the party thinks about what to do in the city. Although the duergar are a very lawful
bunch (they punish crimes severely) it would still be good not to appear weak, as non-duergar are afforded
few rights. Based on what the ore-sellers tell them, the party plan to sell one of their hand crossbows in
the Blade Bazaar. This should get the party (just) enough money to get some decent clothes and some basic
equipment. After this, the party will pose as Jimjar's entourage, and hopefully get a job as, for instance,
caravan guards. They may be able to land such a job in Gholbrorn's Lair, the only tavern in the city where
non-duergar are tolerated.
It is the 17th day after the escape from Velkynvelve. The party has docked in a quiet corner of the
harbor. The air is warm and oppressive.
7 January 2017 (Session 10)
With Jimjar as their nominal leader, the party goes to Gracklstugh's Blade Bazaar. The city forms a
strong contrast to the surrounding Underdark. It is busy, warm, noisy, and the smog burns lungs and
eyes. Luckily, the market is easily found. The party manages to make all their planned purchases (plus
a nice collar for Detendil to wear, which makes him feel more civilized), although several merchants
are rather weird. One suddenly goes invisible (a normal power of the duergar; they can also
temporarily become as big as an ogre) but doesn't seem to realize so himself. Another starts to curse
terribly for no discernable reason. The party doesn't pay it much mind and quickly heads for
The inn proves to be a literal hole ion the ground. It is a clammy and cold network of underground
corridors with some meagure furniture. (Clearly easily defensible though.) The prices are out of
proportion with the poor quality of the services, but it is the only option for outsiders, so the
party takes what they can get.
The other guests (a diverse group of mostly outsiders) tell the party that there is a lot of unrest
in the fauna of the Underdark. Caravans get attacked more often than usual, and there are even rumours
that monsters and demons attack smaller settlements. The party still hopes to get hired as caravan
guards to make some money, and perhaps even reach the surface world. One Ylsa Henstak is mentioned as
someone who frequently sends out caravans. The party decides to visit her office.
Miss Henstak tells the party that she will not be sending out any caravans in the near future as it
is currently just too dangerous. She does have another job for the party. She shows an impressive stack
of coins and jewels, all from the surface world, and many even from the area that the party hails from.
All these goods have at some point passed through the hands of the derro, but she has been unable to
find out where they got them from. She want the party to discover this, because this is far from
normal. The derro are a lower class in Gracklstugh who normally have no contact with the surface
world. Generations ago they attacked the city, but they were beated and enslaved. Their slavery has
since been ended, but they are still at the bottom of the social hierarchy. Their movements in the
city are restricted and they live in unattractive ghettos in the two extremes of Laduguer's Furrow, a
canyon that bisects Gracklstugh. This entire canyon and everything on the other side is off limits for
outsiders. The derro are commonly considered to be sadistic delusional maniacs. The party will have to
get creative to get the requested information.
Ylsa offers (after informing after what sort of things interest the party) the details of a
commercially less interesting route to the surface world as well as to pay for their expenses. After
considering the party decides that the risk is too big, if only because of the efficient and draconian
"justice" practiced by the duergar. Sarith calls the enterprise madness and strongly pleads to stick
with the original plan to head to Neverlight Grove, where the sovereign should be able to offer help,
according to Stool. Jimjar is the only one willing to take the chance. This causes Ylsa to increase
her offer with a necklace worth some 250 gp from the stack of surface world goods, but the party
On the way to the inn, the party sees a group of guards beat up a merchant while shouting "Herecy!"
The party gets the impression that the city is going off the rails.
It is the 18th day after the escape from Velkynvelve.
14 January 2017 (Session 11)
The party leaves in the direction of Neverlight Grove. On the way to the east end of the city
they suddenly encounter a 2-stories tall, double-headed giant storming out of a side street. The
behemoth appears scared and confused, and wildly smashes everything near it. Duergar go flying
through the air, and the party decides that they should probably make themselves scarce. When it
becomes clear that they have drawn the giant's attention and they are unable to keep ahead of it,
they reluctantly face it. Most party members go for cover to sling spells, while Skorr, Derendil,
and Jimjar get into melee. A fierce fight develops in which the giant proves to be resistant to
Hypnotic Pattern and Sleep spells. With the aid of some duergar guards, including one clad in full
plate who wields a flame throwing lance, the giant is killed. (The party later learns that these
kinds of lances are powered by some sort of gas and are produced by one of the duergar clans.)
Shortly after the fight a second giant appears. This one has only one head, and is clearly
distressed about the situation. The duergar don't seem surprised. (The party will later learn
that Gracklstugh also houses a clan of stone giants.) The guards question the party. Neither
group has any idea what is going on. Eventually the party is ordered to accompany the guards to
Overlake Hold to talk to captain Errde Blackskull. The party is not at all eager to do this, but
does not protest.
When the group is about to leave, the guards are suddenly stopped by a duergar in red priestly
robes with patterns resembling flames. He introduces himself als Gartokkar Xundorn of the Keepers
of the Flame. He states that Themberchaud has an important task for the party and they need to
accompany him. The guards aren't happy with this, but they try not to show their discontent. They
have the party promise to come to the captain when they are able to.
Gartokkar takes the party to the southern tip of the city, on the other side of Laduguer's
Furrow. This area is normally forbidden for outsiders to enter, and the party is painfully
aware of this fact. When asked about this, Gartokkar nonchalantly answers that this will not be a
problem with him around. This proves to be correct, and the party reaches a large cave on the
edge of the city, which is marked with all kinds of red flame-symbols. Gartokkar is leading the
party into a nearby building when suddenly two enormous red glowing eyes beome visible in the
darkness of the cave. A booming voice laughes that he did not know that he would be eating
surface worlders today. Gartokkar introduces the voice as Themberchaud, Father of Flames, the
Everburning, Heart of the Forge, Wyrmsmith of Gracklstugh. The Wyrmsmith appears to be a
somewhat corpulent red dragon with a shoulder height of some 15 feet. He declares that the party
are to follow him and walks deeper into the cave. This makes Gartokkar rather nervous, but he is
urges the party to quickly do as the Wyrmsmith commands. In the cave the dragon nonchalantly
mentions that it would be very unwise for invisible creatures to be following him.
After a few hundred feet, Themberchaud lies down on an enormous pile of coins and jewels
(and it would seem also some potions). He asks the individual party members about their names,
where they are from, how they got here, etc. He is amused by Thorvild's flame spells and commands
him to Fireball a rothe carcass. To demonstrate his superiority he then unleashes his breath
weapon no the carcass. The gout of flames makes the stone glow red and would clearly be
more than capable of incinerating the entire party. He offers the party to become his agents.
Without waiting for an answer he gives them their first task: to do whatever the Keepers of the
Flame want them to do, but report to him directly. With a literally deafening roar, he shouts
that Gartokkar is to give the party badges. He then turns around to indicate that the audience
Back at Gartokkar the party is handed golden badges with a stylized flame. They also get one
holy symbol of Laduguer (god of duergar). These symbols should allow the party to move freely
throughout Gracklstugh, though Gartokkar warns that there are limits to what they can get away
with. He is very curious about what Themberchaud wanted of the party. Apparently it is unusual
for the dragon to get involved in these kinds of things. Ulfgar manages to give a satisfactory
answer that doesn't really tell him anything.
In the privacy of the Keepers' building, Gartokkar explains that his organization has been
robbed by the Grey Ghosts. This is an organization of despicable thieves and murderers, who
also appear able to cast some sort of spells, but not using normal magic. The Keepers want the
party to return the stolen item, a dragon's egg. He doesn't want to go into any more detail,
and urges the party not to speak to Themberchaud about any of this, for the Wyrmsmith is very
grumpy. In any case, it's very important that the matter be handled with the greatest
discretion. Gartokkar ensures the party that they will be rewarded handsomely as soon as the
egg has been returned to the Keepers.
Unfortunately, the Keepers doesn't know much about the Grey Ghosts and where they might be
keeping the egg. They suspect that the Ghosts are based in the docks, but the only lead they
have is a derro called Droki, whom they suspect of running errands for the Ghosts. This Droki
is often spotted in the Blade Bazaar, and can be recognized by his hat, which is decorated with
2 displacer beast tentacles.
The party is not very excited about this job, but nonetheless asks Gartokkar if he can at
least supply some equipment to make the job more likely to succeed. After some negotiating,
he promises to supply some armor, shields, spellbooks, and some other things. This will take
some time to gather, as the Keepers doesn't keep these kinds of things in supply. He thinks
he'll be able to get most of these things by the end of the day. The party decides to visit
captain Blackskull in the interim.
It is halfway through the 18th day since the escape from Velkynvelve. The party is still
at the Keepers and unsure what to tell Themberchaud (by Sending spell, most likely).
21 January 2017 (Session 12)
The party heads to Overlake Hold to talk with captain Errde Blackskull. The journey is uneventful,
but the party does spot a caravan with pony-sized tarantulas. These are called "steeders". The duergar
use the males as beasts of burden and the (larger) females as mounts. The party wonders if these
spiders originate with the drow, but they learn that this is not the case.
Overlake Hold proves to be an enormous hollowed out stalagmite. The exterior is full of chimneys
dicharing dirty smoke, as well as terraces where catapults are stationed. The party reports as the gate
and they are led deep inside. The "waiting room" can easily be mistaken for a cell, and it does not
appear that the captain is in any great hurry to meet with the party. Encouraged by Jimjar, the party
uses this time to come up with a message for Themberchaud. They use a Sending spell to tell the dragon
that the Keepers want the party to retrieve a stolen dragon egg from the Grey Ghosts. Themberchaud
calmly answers that the egg is to be brought directly to him and that he must be kept informed of all
After waiting more than an hour, the party is escored to the heavily armored captain. She announces
that outsiders like the party have essentially no rights and that most of her underlings would be
happy to sell the group into slavery. She however, has learned to make good use of adventurers... The
captain believes that there is a conspiracy to corrupt Gracklstugh, and she wants the party to help
expose this conspiracy. She is unsure who is involved, but is convinced that the conspiracy must
include the Council of Savants. This council consists of derro with an affinity for magic, and de
facto governs the derro in the city. A certain Droki who is often seen in the Blade Bazaar is believed
to be connected to them...
When this name is mentioned, Fronto is unable to hide his surprise, and he must admit that the
Keepers of the Flame are also interested in him (as well as the Grey Ghosts). Captain Blackskull
states that the Grey Ghosts are certainly also a corrupting influence that ought to be removed. She
knows them to be thieves, but has never thought of them as being much involved with magic. She does
know of another corrup organization called the Empty Scabbard Killers. They are assassins known for
using unusual magics. She does not know of any connections between this organization and Droki, but
does know that the derro, besides the Blade Bazaar, is often in the West Cleft of Laduguer's Furrow,
and that he often seems to know where the guard will be, even if they are invisibly waiting for him.
She wants the party to trail Droki and report to her. If possible, she wants him to be delivered to
her. Dead if necessary, as long as there is proof for his corrupting activities.
The party more of less accept the assignment and are handed badges of the Stone Guard. (The king's
guards; other guards exists, such as those of the various clans.) These will allow them to move about
the city from the Darklake up to and including Laduguer's Furrow. (So they are actually not as useful
as the badges from the Keepers.) The captain is very interested when told about the various strange
(corrupt?) behavior of some merchants in the bazaar. She promises to make sure that the party will be
able to leave the city unmolested when their assignment is completed, and will provide supplies from
the Stone Guard armory. This could include steeders and potions.
It is at the end of the afternoon on the 18th day since the escape from Velkynvelve.
28 January 2017 (Session 13)
The party goes to the Blade Bazaar in the hopes of running into Droki. Thorvild
indeed spota the derro in his remarkable outfit and casts a Hold Person spell on him.
Unfortunately, it doesn't take effect, and Droki notices that he is being hunted. He
clicks his heels together and takes off with amazing speed. The party is utterly unable
to keep up with him, but hopes to head him off in Laduguer's Furrow. Skorr, being the
fastest party member, goes ahead of the group. He descends into canyon and heads for the
West Cleft. There he hides near a cluster of abandoned guard stations. From his position
he is well able to see that the Cleft is closed off with a wall and gate, and that there
are duergar guards. He concludes that Droki likely has another way into the Cleft and
gives up the hunt for now.
After some deliberation the party heads to the Docks, hoping to learn something
about the Grey Ghosts. They see a large diversity of craft, including powered by great
paddle wheels. Some discussion arises about how these wheels are propelled, and
Thorvild loses a bet about this with Jimjar. (The wheels are sadly powered by slave
labour.) He tries to pay this debt of 2 silver pieces from the party funds, but Skorr
After some time Fronto spots how at some distance, on a quiet pier, a merchant gets
attacked by two duergar who suddenly appear and stab at him with glowing weapons. The
party intervenes and both attackers are captures. An unusual thing in the combat is
that one of the attackers did something magical and seemed to want to try to get away
through the water. The glowing weapons of both attackers disappeared after they were
incapacitated. Are they Empty Scabbard Killers?
The merchant is in bad shape, but Fronto heals him. He is called Werz Saltbaron and
after a brief thanks tells the party to meet him the next day in the Shattered Spire,
after which he runs away. The party searches the attackers and finds a charcoal drawing
of Werz on fish skin. Apart from this they carry surprisingly few items. Some guards
soon arrive and the party joins them to Overlake Hold to talk to captain Blackskull.
The party agrees with the party that they are likely Empty Scabbard Killers. She will
interrogate them and keep the party informed.
Because it is now the end of the afternoon, the party decides to return to the
Keepers of the Flame, to see if Gartokkar has managed to get their stuff, which is the
case. Afterward they return to Gholbrorn's Lair to spend the night.
The next day the party visits the Shattered Spire to meet with Werz. He tells them
all kinds of interesting things, like how the duergar know what time it is (bell
clocks), that the Grey Ghosts are duergar, that clanless duergar are called
Calassabrak, that he is a member of clan Saltbaron and trades in gems, etc. He has no
idea why killers are after him. He rewards each party member with a 10 gp obsidian
gem and a round of quality dwarven ale. When the party asks if he might have a job
for them, he tells them that he has some gems that need to be taken to Blingdenstone.
The party already planned to go there (via Neverlight Grove), so they agree.
When the party are about to leave the tavern, a fight suddenly breaks out. Two
very angry duergar attack each other without an obvious reason. Fronto tries to end
the fight with a Create Water spell, which has some effect. Some other spells and the
intervention of some of the guests end the fight. The party thinks the situation is
very strange and take off.
It is the end of the morning on the 19th day since the escape from Velkynvelve.
25 February 2017 (Session 14)
The party isn't expecting much, but nonetheless makes another round across the Blade Bazaar in the hopes
of running into Droki. Sadly, their expectations are met. This causes the gnomes to decide to head into the
West Cleft anyway. Sarith argues to instead leave the city for Neverlight Grove, but the rest of the group
fears that Themberchaud will not allow this.
Near the West Cleft, the party inspects what they assume to be abandoned houses. They consider occupying
one. Apart from saving money compared to staying in the inn, this would also be a good spot to keep tabs on
the entrance to the West Cleft. In the end it is decided that Droki probably isn't using the official entry
anyway, so it likely help the party to catch him. Seeing no alternative, the party heads to the gate. The
Stone Guard badges get them in without trouble. The guards find it odd for non-derro to want to enter.
Fronto asks about the "abandoned houses" and is told that these are actually guard posts that are sometimes
used to surrepticiously keep tabs on the derro.
Right behind the gate, Thorvild discovers an improvised stall with a banner stating that the derro behind
the counter is a tour guide. The party is elated and starts a conversation. The guide, who is called Ziinko,
is clearly quite mad. For a maniac he doesn't seem like a bad sort though, and after a little negotating,
the party pays him a gold piece for a short tour of the district.
The West Cleft proves to be a real slum. The multitude of buildings are small, unhygienic, poortly
constructed, and uncomfortable. The road map is a chaos of open sewers, ladder, rope bridges, etc. It is
swarming with derro. Most ignore the party, but whenever they don't, they always appear maniacal and
aggressive. Ziinko keeps a high pace and this gives the other derro little opportunity to harm the party.
On request he brings the party to a hatmaker. After kicking in the door and a brief fight with another
derro (presumably the hatmaker, who objected against his door being kicked in) Ziinko shows the hat
collection to the party. None of them are decorated with displacer beast tentacles, but Ziinko is willing
to sell some at very competitive prices. (4 for the price of 1!)
The next party of the tour is somewhat hurried, as the group appears to be followed by a group of
derro. During a short break to take a look at a wall painting of religious significance (a depiction of
Diirinka, the god of derro), the pursuers manage to catch up with the party. A fight breaks out in which
the derro prove to be no match for the party. After looting a few hooked shortspears and two repeating
shortbows from the fallen, the party lets Ziinko know that they think it's time to head back. This is
accomplished without further incidents.
It late in the afternoon on the 19th day since the escape from Velkynvelve. The party is just outside
the West Cleft.
4 March 2017 (Session 15)
The party heads back to the inn to spend the night. The group is once again quite aware of how
unreasonably high the prices in the inn are. Unfortunately, they have monopoly on housing for outsiders,
so the party sees no other choice but to stay here once again. To help pay for things some of the
captured derro-goods are sold.
The next day the party returns to the West Cleft. The tour guide cannot be found, but Fronto has a
Locate Object spell. He can use this to find the direction to Droki's hat, as long as he is within 1000
feet. The party goes to the center of the cleft to maximize the chance of Droki's hat being within
range of the spell. When Fronto casts his spell, the hat is detected to the north, in the direction of
The party follows the "signal", going around, through, and over derro dwellings. This causes some
small altercations, but the party has little trouble dealing with those. A bigger problem is that the
signal leads them all the way to the canyon walls. The hat is even father north, but there is no visible
way to get there.
Much arguing, discussion, and experimenting follows. Fronto uses Thorvild's alchemical supplies to
disguide himself as an exterminator which allows him entrance into a number of dwellings. Unfortunately,
he does not find an entry into the wall, though Thorvild does discover a number of gems hidden behind
a trap in one of the dwellings. (He decides to leave them where they are.)
Skorr and Fronto get into a fight. The half-orc angrily leaves the Cleft.
The rest of the party continues the search. After some time Fronto discovers that the signal moves
around; also in vertical direction. It seems that Droki might be moving through a corridor. After
searching for a long time (and after several home invasions) Tree notices a small horizontal crack in
the canyon wall. After following it for a while he finds that it ends at a door. The party once again
does their exterminator routine to gain entry. After knocking the inhabitant out (he objected to his
cockroaches getting exterminated) they quickly discover a tunnel going into the rock, hidden behind
a cabinet. After following this corridor for a bit, it quickly becomes apparent that the area is
flush with faerzress. The air smells and tasted metallic, sound is strangely dampened, dripping water
doesn't cause any echos, and the sort magical light dances in spiral shapes.
It is around noon on the 20th day after the escape from Velkynvelve.
17 March 2017 (Session 16)
Skorr returns to the party and the group goes deeper into the tunnel. It appears to be a cave of
some sort that goes on for hundreds of yards at the least. The width varies, but is usually about 25
feet, and the ceiling is on average about 45 feet high. The walls are often damp, and the rock has
many spiral patterns and shapes. The entire cave is full of faerzress. Tee puts some of the cave
water into his water bag in the hopes that it has magical properties.
After having gone a few hundred yards into the cave, the party spots a small side cave on the left.
When the group explores it, they quickly discover that it leads to a dead end at the small grove of
mushrooms. Two species can be found: a 4 inch tall one with a narrow stem and a purple hood, and a 1
inch tall one with a blunt blue hood with white dots. Stool has no idea what kind of mushrooms these
are; he suspects the faerzress has transformed them somehow. A Detect Magic spell does show that
they are magical. Thorvild thinks the small one has some sort of ice magic, but he is unsure of the
A perceptive party member (Fronto?) discovers a deep crevice in the rock behind the mushrooms. It
is too small to enter, even for the gnomes, and because the cave contains nothing else of interest,
the party decides to go back to the main cave.
Not much father into the main cave the group discovers another side cave, this time on the right.
This one smells unpleasant, but the party enters it anyway. After 10 yards or so, the cave includes
a large, roughly circular space, some 100 feet wide. The cave continues on after this space. On the
floor of this space are dozens of corpses of various races arranged into a spiral. Most have
decomposed quite far, and even the most recent ones have clearly been present for weeks. When the
party carefully explores the room they are surprised by a carrion crawler that was hidden amid the
corpses in the middle of the spiral. This creature looks like a more than man-sized fat maggot with
dozens of legs, a mouth full of sharp teeth, and a large number of whip-like tentacles. Fortunately,
the creature's head proves to be quite vulnerable to Skorr's maul, so the fight is quickly ended.
When the party continues to investigate the cavern, Skorr spots a ghostly svirfneblin-head
poking out of the floor and looking around. The party quickly runs away in the direction of the main
cavern. When they look back, they see that a ghostly svirfneblin has emerged from the ground and
is gesturing at them to come back. Thorvild enthusiastically gestures back, but the party decides
that it is likely a trap and possibly an illusion, and they return to the main cave to explore it
After some 300 yards, during which the corrodor descends slightly, the cave floor becomes
submerged for about 30 yards. This water is dark and murky and the party doesn't trust it. They
toss some stones with Light Spells into it and when the light quickly becomes obscured, they decide
to head back to the side cave with the apparition.
When the party appoaches, the ghost introduces himself as Pelek. He was originally from
Blingdenstone and came to Gracklstugh to trade gems. On the way he ran into a friendly derro called
Buppido. They decides to travel together. Unfortunately, Buppido turned out to be a psychopath. He
used an excuse to lure Pelek to this cave and murdered him. All the corpses in the cave are victims
of Buppido. When Pelek is told that the party killed Buppido, he is very relieved. Unfortunately it
is not enough to put the ghost to rest. He thinks he will not be at peace until his remains get a
proper burial with his people. The party promises to deliver all remains that they can identify as
belonging to him to Blingdenstone. They find most of his corpse in the cave, but Pelek tells them
that one of his hands was animated by the faerzress and took off. If the party should run into a
crawling hand with an obsidian ring, then it is likely Pelek's.
When the party asks if Pelek has ever seen a derro with an unusual hat, he answers that he has
seen a tiny man with a weird little hat run from the small side cave towards the exit. The hat is
described as being very similar to Droki's. The party suspects that he has some sort of magic to
shrink himself and travel through the narrow crevice. Going by Pelek's description, it would have
to be a double-strength Reduce spell, but that spell cannot be supercharged.
The party searches the cave. The corpses have been relieved of any valuables. Tee does find
some interesting belt buckles and some other trinkets. Another party member (Thorvild?) finds a
stash with some coins, as well as a piece of fish skin with dwarven runes spelling "Worship
Buppido". The party burns the fish skin.
The group heads back to the water and Derendil climbs across. There he finds another sizable
grove of the magic mushrooms, and after some searching he also discovers a crevice behind them.
Thorvild decides to take a chance and eats one of the small mushrooms. This causes him to shrink
to about a quarter of his normal size; small enough to go through the crevice. The gnomes
immediately harvest about half the mushrooms and enter the crevice. Skorr, for whom the crevice
will likely be quite tight even when reduced, uses a rope to get across the water. The crevice
proves to connect to the grove on the other side of the water. Sarith also climbs across, and
in this way the enter party gets to the other side of the water.
The party follows Droki's tiny tracks deeper into the cave. After a few hundred yard the
tracks go right into a side cave and the party follows. It is quickly apparent that this cave
is densily overgrown with all kinds of mushrooms. After a few hundred yards it is practically
a forest (though only about 5 feet high). Droki's tiny tracks are almost impossible to follow.
There is a weird hissing sound, almost as though dozens of creatures are whispering in a
cacophony of unknown languages. The sounds appears to be caused by wind blowing through oddly
It is the afternoon of the 20th day since the escape from Velkynvelve.
25 March 2017 (Session 17)
Skorr takes point into the mushroom forest, carrying Thorvild on his shoulder. The rest of
the party follows. The area proves to have a rich variety of mushrooms, including torchstalks,
which burn very well and are often used as torches. The party has little need for torches,
so decides to leave them be.
After some 100 yards a side cave to the right becomes visible. Before the party can decide
which direction to go into, Skorr gets swarmed by centipedes. As it is quickly apparent that
there are far too many of the creatures to fight with conventional means, Thorvild tosses a
Fireball spell right on himself and Skorr. This Fireball proves to be highly effective, but
produces a terrible noise and ignites much of the forest. One of the torchstalks even explodes
into a fiery cloud of spores.
After the party's ears have recovered a little, the group decides to continue following the
corridor they're in. After a few hundred yards it turns sharply to the left. After about a
hundred yards another side entrance appears, this time to the right. This side cave is clearly
quite deep, but because Droki's trail continues in the original corridor, the party continues
on their original course.
After another few hundred yards the corridor makes another sharp turn to the left. Just
behind this turn the group arrives at a large space with a big mesa in the middle. Faerzress
floats through the room as though blown by an invisible wind. From the mesa murmurs and
whispers can be heard. A slope leads to the top.
The party sends an invisible Jimjar up to investigate. He doesn't see anyone, but he has
a strange experience in which he hears sounds from all over Gracklstugh. It causes him a
nasty headache, but he has the distinct impression of having heard Droki. After the party is
apprised of this more of them go to the top. Most only get a migraine, but Thorvild is able
to focus on Droki. The derro appears to mumble to himself about scrolls.
Tee meanwhile discovers another crevice and grove of magic mushrooms to the right of the
entrance. This time there are just a few of the mushrooms. Droki's trail appears to lead
into the crevice, so the party follows. At the other end (some 200 yards; but it feels 4
times as far) is another corridor. This one leads left and right. The party is unable to
find a trail of Droki. Because the corridor to the right seems to ascend, they decide to go
in that direction.
After another few hundred yards there is a corridor to the left. The corridor straight
ahead has been closed off by a double zurkhwooden door with rough steel cladding. The doors
are locked and there is a piece of metal blocking sight through the lock. With the aid of
Thorvild's alchemists tools, Jimjar manages to get rid of the bit of metal and take a look
at the other side. The corridor continues for a bit and then turns to the right. Just before
this bend is a side corridor to the left. The party doesn't really know what to do with this
situation. They eventually decide to take the unblocked corridor to the left.
After a hundred yards or so this corridors bends to the right. After another few hundred
yard (in which the party picks up Droki's trail) it connects to a large space with a very
high ceiling. Most of the space is taken up by a large pool of dark water. On the left of
of the room is a ramp that ascends adjacent to the pool. On the right is a path along the
water's edge to a corridor that leaves the room to the left.
The party investigates the pool. They toss a stone affected by a Light spell in the water
and the light quickly becomes obscured. Before the party is able to draw any conclusions the
water attacks Thorvild! A massive wave hit the gnome and tries to pull him into the pool. A
dynamic fight ensues in which the party tries to slip past the pool via the path along the
water's edge. The water mainly attacks Thorvild, who is severely wounded. Weapons prove to
be (unsurprisingly) ineffective against the water, but spells do have an effect. (Though
Thorvild did not beneit much from his Invisibility spell.) With a lot of trouble the party
manages to reach the other side of the room. Thorvild then uses one of his last spells to
break the water apart.
It is far into the afternoon on the 20th day since the escape from Velkynvelve. The party
currently seems to be fairly safe, and thanks to Fronto in good health. They are running out
1 April 2017 (Session 18)
The party wants to continue into the lower corridor, but at the urging of Skorr they first
explore the path up. Quasi is sent to explore and upon returning he reports that the slope
continues into a corridor. After some deliberation the party nonetheless continues into the
lower corridor. After a bit they pick up Droki's trail, so they appear to have made the right
The corridor bends to the left and then continues for hundreds of yards until a side cave
emerges to the left. This side cave is closed off with an iron fence. The fence is hinged, but
is closed with a quality lock. The floor on the other side shows a spiral pattern made up of
smaller spirals. Other than that little can be seen, except that the space expands to the left.
When the party sends an illusion inside it is greeted with a hail of crossbow bolts, and the
party thinks this warrants further investigation. After a little while the party shouts a
nonsense story about them being a delivery service. On the other side a dwarf-like voice
(could be a duergar or a derro) that they will open the door, which is done by a floating key.
The party suspects that the key is held by an invisible duergar.
As soon as the party enters the room, they get attack by a trio of angry albino bears, and
shot at with crossbows. (The party cannot tell from where.) A fierce fight breaks out. The
party slowly fights their way back to the fence to give the bears less space, but gets
harangued by invisible quasits. (Quasi is adamant he is not involved.) Derendil, Tee, and
Thorvild are in mortal peril, but the party triumphs. When things calm down, the party takes
off deeper into the corridor they were in. When after a few hundred yards they find a side
entrance to the right that is closed by a surdy door, they set up camp. Thorvild remembers
his father teaching him to recall spell slots, and uses this to cast a Leomund's Tiny Hut,
which the party uses to rest for the next 8 hours.
The entire party party sleeps restlessly, and Sarith even loses all ability to speak. The
drow is deeply panicked. The party concludes that the heavy faerzress must be to blame. When
Sarith's troubles don't pass on their own, Fronto casts a Remove Curse. This proves
With the party back at fullstrength, they return to the room where they had their big
fight the previous day. On the way there, they run into a quasit and three creatures that
look like a strange cross between a monkey and a bat. The party manages to take out the three
after a short fight, but the quasit gets away. The being were able to produce an awful stench
and were likely demonic (or perhaps devilish), because their corpses disappear in gouts of
At their destination the party finds it to be abandoned. There are metal poles in between
the spiral shapes. The purpose of the entire this is unclear. At the edge of the cave are big,
sloppily constructed metal caves that were clearly used to keep the bears. There are signs of
an encampment. At one of the wall the party discovers on of the familiar groves of magic
mushrooms, along with another crevice and tracks left by Droki.
The party enters the crevice. After a few hundred yards it forks to the left and right.
The party heads right and after another few hunderd yards arrives at a larger space. This room
reeks of sulphur and vile chemicals. The light of a few campfires shows how five derro stand on
a natural platform. They are singing in a strange cacophony. A two-headed dog sits in a cave
and is being watched by a derro armed with a crossbow. Suddenly a green glow is emitted by a
magic circle on the platform. A small humanoid statue in the middle of the circle starts
growing a lump on its neck in the "rhythm" of the singing. It slowly grows into a second head.
The derro notice the party and a fight is likely to ensue.
It is early in the 21th day since the escape from Velkynvelve.
15 April 2017 (Session 19)
A fight breaks out. From the platform the derro shoot at the party with their repeating
crossbows. The two-headed dog is let loose and attacks Fronto and Jimjar. One of the derro
goes invisible. And from a corner a two-headed female giant appears, who swings a club in
one hand and an axe in the other. Ulfgar employs a Hypnotic Pattern, but the enemies are
not impressed. Fireballs and other direct damage spells prove to be more effective. The
giant goes down in a hail of fire, and later the same fate befalls the dog and most of the
derro. The derro who initially went invisible casts a few other spells until it is clear
that the battle has turned against his side. After this he goes invisible again. The party
does everything they can to stop him from getting away and with a lot of effort manage to
capture him. He is shackled and interrogated.
The derro is called Narrak and despite his rough interrogation (especially by Fronto,
who is in an uncharacteristically violent mood) is not very cooperative. He states that he
was just quietly practicing his religion (worshiping Demogorgon) when the party stormed
into his place of worship and slaughtered his friends. The party sees things differently
and eventually gets the following information out of him. (The party also catches him
telling various lies.)
- He regularly buys various things from Droki, who visited yesterday. He will
likely return in a few days.
- The tunnel system the party is in is called the Whorlstone Tunnels. The derro
discovered it just a few years ago. He only knows some parts of the system.
- If you leave the current space (not though the crevice) and go left, right, and
across the water, dan you get back to the West Cleft.
- He doesn't know a direct route from the tunnels to Gracklstugh.
- He does not know where the Empty Scabbard Killers or the Grey Ghosts are. If he
has to choose, then he would sooner call the first group psychomancers.
- The statue that grew a second head was a depiction of Dorhun. (This name is also
written on the statue.) This is a saint of the faith. The ceremony is part of the
worship of Demogorgon. (The party finds some remains of a second statue, bearing the
name of Rihuud.)
- The stack of books that are neatly organized in a corner are about the worship
of. (When leafing though them, Thorvild can't make much sense of them. They are full
of symbolism and arcane and divine references. You could clearly spend a lot of time
- A scroll in one of the books contains a list of eight names. These are saints of
the faith. Most are martyrs. One swam across a river, which was apparently quite a
feat, and another miraculously fed a crowd.
- Narrak is a junior member of the Council of Savants.
- The Council resides in the Halls of the Sacred Scrolls. These are in a stalagmite
in the west of the Northfurrow district.
The party also finds a second scroll amid the books, which turns out to be a sort of
letter from Droki. It is very confused, but it refers to scrolls and Stonespeaker Hgraam,
among other things. Thorvild remembers hearing Droki talk about scrolls when he was
standing on the "listening mesa".
When Fronto starts setting a books on fire, Narrak becomes furious. He manages to
escape from his shackles and cast a spell on the priest before being overpowered.
Thorvild wants to take the books for their obvious great academic value. The rest of the
party wants to destroy them. It is eventually decided that Thorvild is allowed to take
them, but only if he carries them himself. (The entire collection weighs quite a lot.
Thorvild is only just able to carry it.)
The party also finds a pouch containing 45 gp and 15 sp in an iron chest. The same
chest also contains a potion containing some sort of salve. After magical identification
this proves to be a Keoghtom's Ointment, with enough salve for 3 applications. This is
a kind of "cleric in a bottle". Powerful stuff.
The party resolves to take Narrak to the Stone Guard. Narrak states that this is
effectively a death sentence and refuses to cooperate unless he is granted his freedom.
Only Thorvild is inclined to give Narrak what he wants. He thinks the derro is quite
The interrogation is frustrating to all involved. In the heated discussion, Derendil
complains that he is still a quaggoth. Fronto remembers that he is now able to cast
Dispel Magic and promises to cast this on Derendil tomorrow. He tries a Remove Curse
first, but this is ineffective.
The party takes a long rest.
It is the 21th day since the escape from Velkynvelve.
22 April 2017 (Session 20)
Refreshed from their rest, Fronto casts a Detect Magic spell on Derendil. The
prince is very disappointed when this does not have the desired result. The party
knows that success is not guaranteed if the targeted spell has a level higher than
3, so Fronto promises to try again. He won't be able to do so today, however, as
he needs his other level 3 spell to create macaroni for the party.
Tee searches the cave and discovers a shrieker near the exit. This is a large
toadstool that makes a terrible noise when you get near it. Of course he can't
refrain from testing this. (Fortunately only after warning the rest of the party.)
He also discovers a hole covered with a camouflaged plank. The plank is able to
bear his weight, so he himself is in no danger. Beneath the plank is a hole of
some 10 feet deep, with green slime at the bottom. Fronto recognizes the stuff and
warns that it is horrible corrosive. If you see it on a ceiling you should
definitely not walk underneath it, as it is pseudo-conscious and will fall down on
you. Tee wonders how it could possibly get on a ceiling, as according to Fronto
it is immobile.
The party asks Narrak if there are more surprises like this pit trap. He says
there aren't, and the party is indeed unable to find any. There is another
discussion about what to do with the derro. Jimjar confirms that the duergar will
likely subject the derro to a show trial. Captain Erde Blackskull will certainly
see Demogorgon worshipers as a corrupting influence, so the derro is right in
saying that handing him over to the duergar is a death sentence. This causes
Fronto to get second thoughts and there is another discussion in which Narrak
learns that the party is mainly interested in Droki. (Because he is also a lead
to the dragon egg, but Narrak is unaware of that fact.) The derro offers to give
up Droki in return for his freedom. Thorvild likes this idea, but Fonto doesn't,
because he doesn't trust Narrak at all.
After much more discussion the party decides to surrender Narrak to the Stone
Guard anyway. Thorvild disagrees and makes an attempt to weaken Narrak's shackles,
but Fronto notices and stops him.
The party leaves the cave and (in accordance with Narrak's information) takes
a left. After a few hundred yards a strange monster breaks through the wall and
enters the cave the party is in. It is a weird kind or organic globe with 3 legs,
3 arms, 3 eyes, and a big mouth full of harp teeth on its top. Thorvild recognizes
it as a Xorn, which is a kind of earth elemental. The party decides to not
immediately attack it, but to first make an attempt at communication with the aid
of Stool's spores.
The creature is very confused and extremely hungry. It can only digest precious
metals and gems. Fronto feeds it some silver pieces and Thorvild uses alchemy to
temporarily turn a rock into gold. Once the creature has eaten this lump of
"gold" it feels a lot better and the group strikes up a conversation. The xorn is
called Xartorgorrakr and is a native of the elemental plane of earth. Some 10.000
heartbeats ago it felt a very strange sensation and he suddenly found himself in
a place where everything is terribly polluted and where there is hardly any food.
Ever since he has sought for a way back to his home, but he has been unable to
find any. He is very sad and concerned.
The party feels for Xartorgorrakr. They explain that he is on the prime material
plane and that precious metals and gems are very rare in this place, and tend to get
hoarded. The only substantial supply they know in the area is Themberchaud's hoard,
and they strongly discorage Xartorgorrakr from getting anywhere near that. The fact
that it is surrounded by a large dwarven city doesn't help. It is very likely that
all gems and precious metals in the area have been mined by them. They suspect that
the xorn was brought here by a portal or a summoner. Because Xartorgorrakr has
already spent a lot of time searching and hasn't found anything, and the party
doesn't know of any other way to help him, they dejectedly advise that he dig
straight down in the hopes that there is more food (or at least less competition)
in the deepest recesses of the Underdark. The sad xorn thanks them and follows
It is the 21th day since the escape from Velkynvelve.
29 April 2017 (Session 21)
Another discussion is held about what to do with Narrak. Three options are
- Handing Narrak over to the Stone Guard.
- Capture Droki with Narrak's help and then let Narrak go.
- Leave the city with Narrak's help, with or without the Council of
Derendil and Sarith don't want to spend another night in the faerzress.
They sleep very poorly in those areas. This precludes option 2, because
Narrak's plan involves waiting for Droki in the Whorlstone Tunnels. The group
eventually settles on option 3, because everyone is tired of the duergar.
Narrak does stay shackled. Jimjar bets Thorvild a gold piece that Narrak will
betray the group.
The group continues on to the exist via the route described by Narrak. This
does take them back to the entrance of the complex. Close to the exit Pelek
once again waves to them. Thorvild has a chat. Pelek kept close watch on the
area and spotted a tiny Droki leaving the tunnels. The ectoplasmatic gnome
is sad that his hand hasn't been found, but is happy to hear Thorvild give the
party's assurance that the group will go to Blingdenstone to bury most of his
Not far from the exit, Zook casts a Detect Thoughts spell on Narrak and asks
him about the names on Droki's letter. From his surface thoughts it is clear
that he doesn't want the party to learn more about this. The warlock tries to
pry deeply into the derro's mind, but Narrak is able to resist. The derro, now
aware of what is going on, get extremely angry and has to be controlled with
a Hold Person spell. Jimjar claims to have won the bet, but the rest of the
It is the 21th day since the escape from Velkynvelve.
6 May 2017 (Session 22)
The party tries get more information from Narrak, but to little success. The
derro is more and more convinced that it will do him no good. After some time
the party gives up and continues on to the Stone Guard.
Just before the exit the party runs into a strange creature. It looks like a
human-sized flying jellyfish with eyes on stalks and a big mouth on top of its
body. The creature goes by the name Floomfazoom and is a flumph. He recognizes
Narrak as a cultist of Demogorgon and strongly advises the party to kill him.
The party indicates that they are planning to do so (indirectly through
releasing him to the Stone Guard) and starts questioning the flumph.
Floomfazoom and some others of his kind have wound up in the complex, but the
other has since died. They were looking for though energy; their source of
sustenance. The party is somewhat concerned about this, but the flumph tells
them that he needs far stronger thoughts than they normally produce, and in
any case the process is harmless to the thinker. This manner of feeding also
enables his kind to listen into telepathic communication. His kind can only
communicate telepathically. Their mouths are purely for breathing. He would
like to leave the complex, but he sees no way to do so safely by himself. When
he entered the complex he was made invisible by one of his companions. He does
not know how to cast that spell (or any others) himself. The party invites him
to join the group, which is he happy to accept.
The party manages to get out of the complex and the West Cleft without too
much trouble. They have barely passed through the gate when Gartokkar of the
Keepers of the Flame becomes visible. He is very disappointed to hear that the
party hasn't gotten hold of the dragon egg. He wants to discuss the situation,
but the party wants to go to the Stone Guard first. He is clearly displeased
with the situation and loudly wonders what Themberchaud will think of this.
The party persists, but does promise to go to the Keepers directly after
having visited the Stone Guard.
At the Guard, the party is once again put into the "waiting room" for some
time. This time it does not take long before the captain summons the group.
She is happy to have Narrak in custody. He is clearly a corrupting influence
and a link to the Council of Savants. This will greatly strengthen her case.
She tells the party that the names on Droki's list all belong to stone giants,
and that Stonespeaker Hgraam is the leader of the local clan. They have long
had an alliance with the royal family of the Duergar. If they are corrupted
this would certainly have grave consequences for the city.
The captain is true to her word and promises to help the party out of the
city when their business in there is done. The party can select equipment
with the Guard's quartermaster. They enthusiastically use this opportunity and
spend hours selecting equipment from the Guard's armory and trading in armor,
shortspears, repeating crossbows, potions, scrolls, steeders, barding, exotic
saddles, foodstuffs, etc. at the Blade Bazaar.
It is late on the 21th day since the escape from Velkynvelve.
20 May 2017 (Session 23)
Despite it being quite late the party somewhat reluctantly heads to the
Keepers of the Flame to update Gartokkar before he gets even more annoyed.
The tell him that Droki has ties to all kinds of criminal types, including
cultists of Demogorgon. This last thing takes Gartokkar aback. The party
indicates that they are still looking for the derro and have a few leads.
The Keeper had clearly hoped for more, but has little choice but to accept
the facts. Skorr and Fronto ask him various questions. He refuses to discuss
the relation between Themberchaud and the egg. This is private information.
The egg is not about to hatch. You have to heat it before that will happen.
If it isn't heated, then this won't cause any immediate problems. The
Keepers kept the egg in a secure room when it was stolen. The party can't
get access to this toom. The Keepers didn't see the burglary take place.
They did magically see an image of the thief: a duergar in grey clothes,
including a cowl that obscured their face. Gartokkar is convinced the thief
is a Grey Ghost, but Skorr and Fronto consider the evidence to be flimsy.
Thorvild asks if they are psychomancers and Gartokkar indicates that they
have psionic powers beyond those of the average duergar. The party thinks
they get very minimal information and head back to the inn, where they spend
The next day the group heads to the stone giants. They live in their own
cave system called Cairngorm Cavern, which connected to the city through
an entrance in the south west of the city. Non-giants are not generally
allowed inside, but the party manages to convince the guard that they have
important news for Stonespeaker Hgraam; the leader of the giants. The party
warns the Stonespeaker that his tribe is being spied on by Droki, and that
the derro passes the names of tribesmen to cultists of Demogorgon. After
some discussion, it is realized that all of the names on the list belong to
giants of the tribe, and that the statues in the cave of the cultists may
have been used to corrupt the giants. The giants for some time have been
suffering from nightmares. Rihuud, who had grown a second head, and Dorhun,
whose name was on the statue that had grown a second head, were especially
strongly affected. Dorhun was the giant who arrived on the scene shortly
after Rihuud was killed. He is the Stonespeaker's apprentice.
The Stonespeaker is very worried by this development, and this worry
grows when the party tells of how Demogorgon has recently destroyed
Sloobludop. He tells the party that he has felt for some time how the
rock cries out in pain, and that there is a madness going around. He wants
to take the party to the king to report this terrible danger. Before the
group leaves he gives the party the Stonespeaker Crystal. This polished
crystal with the length of a human arm has long been heldby his tribe, but
he has always known that it was meant for someone else. He is convinced
that it was meant to be held by the party, and tells them that it can
help them in the future. When someone attunes to the crystal it confers
several benefits. First of all, it grants advantage to Investigation
checks. Furthermore, it can be used to cast Speak With Animals (2 charges),
Speak With Dead (4 charges), Speak With Plants (3 charges). If the
bearer casts a divination spell, they can spend a charge per level of the
spell instead of consumed material components. The crystal has 10 charges.
Each day at dawn 1d6+4 charges renew up to the maximum of 10. The
Stonespeaker warns that if you use all charges, you run the risk of
permanently depleting the crystal.
The Stonespeaker and the party go to the hold of the Deepking. This is
a dark and foreboding building between two enormous columns that reach all
the way into the thick clouds of smoke at the ceiling of top of the
cave. The massive stone walls are full of iron defensive works and are
lighted by great bowls of basalt full of lava. Surrounding the structure
is an enormous open area that seems entirely abandoned. Skorr, however,
gets the distinct impression that it is actually full of invisible duergar
The guards ar the gate of the Hold let the Stonespeaker and his
entourage through without delay. Inside the Hold is as impressive as it is
on the outside, and just as seemingly abandoned. At the end of a long
corridor is a second gate and behind this an enormous throne room. Lava
flows through channels in the floor and walls. The heat is oppressive and
there is a strong smell of sulphur in the air. Massive black pillars
support the ceiling. On the other side of the enormous room is an iron
throne of a platform of obsidian. Seated on this throne is a crowned
duergar in heavy armor. Beside him stands a consort in a suggestive
garment made of golden coins. (Tee estimates that it weighs some 75 pounds
and the coins alone should be worth 750 gp.)
The Stonespeaker ceremonially addresses Deepking Horgar Steelshadow V,
and explains that Gracklstugh is severely threatened by Demogorgon, who is
now in person in the Darklake, and whose cultists are actively corrupting
the Cairngorm giants. Oddly, the king seems incredibly bored by this news.
Only his consort (named Shal; a duergar who, despite her beard, has an
incredibly sensuous appearance) listens intently. The king promises to
sending some guards to the giants and clearly considers the matter settled.
Hgraam is perplexed. He is not used to this kind of behaviour from the
king. The party wonders if the king might somehow be involved in the
Back in the cave of the giants the Stonespeaker proposes to personally
take a look in the cave of the cultists. He wants to take a dozen of his
tribesmen along. The party warns against spending the night there, but is
otherwise fine with this idea. Fronto asks if the party might be allowed
to spend the night in the giants' cave. Hgraam is happy to allow this, and
will have a side cave prepared for the party. He will also try to catch
Droki, though so far the giants' trap have proved to be ineffective.
It is the afternoon of the 22th day since the escape from
27 May 2017 (Session 24)
The party and the giants go to the tunnels to investigate the cultists'
encampment. The group draws (by duergar standards; who are quite laconical)
quite a lot of attention, but reaches the gates to the West Cleft without
problems. The guards there are surprised, but let the group pass. The derro
are as maniacal as ever, but the giants do seem to keep them at more of a
distance than usual. At the entrance, the giants prove able to getting
through by getting on their hands and knees. Fortunately, the tunnel soon
widens and this allows everyone to move about easily.
After saying "hi" to Pelek's ghost the group arrives at the dark waters.
The giants are far to big to go through the crevice (presumably even after
consuming the magic mushrooms). They'd rather not get into the dirty water,
but Thorvild and Ulfgar explain that there is no alternative. Reluctantly
they wade across. Fortunately, the water is not very deep (if you're a
The party turns right after the water and crosses the half-burned forest
of mushrooms. They then head to the mesa with the weird mind-reading effect.
Thorvild cautions that only the strong-willed should go onto the mesa.
Ulfgar notices that the road ahead is through a small crevice that the
giants will be unable to pass. The party had not counted on this and decides
to backtrack and find another route. The party soon gets lost and wanders
all over the tunnel system. On that journey they encounter a small cave
system full of enormous spiderwebs, they rediscover the room of the water
monster (this time via the entrance at the top), and eventually find the
cultist encampment via the side with the pit trap and the shrieker.
The giants thoroughly investigate the room. The remains of the second
statue probably bear the name of Rihuud. (It is hard to read; the statue
falls apart upon being touched.) Thorvild uses the Stonespeaker Crystal to
talk to the corpse of the ettin. He asks various questions regarding the
worship of Demogorgon, but the corpse is not very cooperative. The general
tone is that the cultists are everywhere and Demogorgon is unstoppable.
Ulfgar uses a Shatter spell to break the arcane pattern. Magic erupts
from it in a great gout of green flame. The giants are relieved that it
has been destroyed, but a few of them literally feel sick. Fortunately,
Thorvild is a trained medic. He diagnoses the giants with cackle fever.
This is a sickness that causes fever, fatigue, and disorientation; and
which causes the sick to erupt in maniacal laughter when they are
stressed. The patient will be unable to do anything else for a minute,
will suffer from a terrible migraine, and will be extremly contagious.
(Oddly, gnomes are immune.) The situation is serious, because the party
cannot think of a way to get the giants out of the complex in a
stress-free way. Fortunately, the party still has the Keoghtom's
Ointment. There are too few applications for normal use, but with his
medical, arcane, and alchemical knowledge, Thorvild is able to stretch
the doses and apply jusr enough to each of the sick giants to cure them.
The group has what they came for, but the giants are hesitant to once
again enter the dirty water. Cackle fever is caused by unsanitary
circumstances and the incubation time matches with the time they waded
through the dark water. The party expects there to be another exit to
Gracklstugh somewhere in the complex. The giants propose to go find it
and that is what the group does. After a lot of searching and wandering
they find the door where the party rested a few days ago in a Leomund's
Tiny Hut. The giants knock it out of its frame. Behind it is a winding
corridor that slowly ascends.
After a few hundred yards the group comes to a pit-like cave full of
misty faerzress that smells of decaying flesh. Shapes shamble around in
the mist. At the top of the pit (where the corridor ends) a derro stands
watching. The party captures him with little trouble. He is a cultist
called Gortor. After the party promises to let him live if he cooperates,
he starts blabbing. The pit is full of remains of victims of experiments
by Narrak. (The leader of the cultists.) After some time the faerzress
causes the remains to "animate". Gortor is tasked with keeping an eye on
the pit and has been waiting for some time for his shift to end. He
knows no other cultists than those whom the party already took out. The
ritual and the statues were indeed meant to corrupt the giants. He thinks
Narrak is an asshole, but respects his power. He joined the cult because
Demogorgon is incredibly powerful and he hopes to also become powerful.
The party tells him that Apollo is even more powerful and sends plagues
and searing light at his enemies. They propose that Gortor become an
apprentice of Fronto. The derro is sincerely excited.
Before the party leaves the cave, Thorvild gives the corpses a final
rest by means of a Fireball spell. He then checks the area in the hopes
of finding Pelek's hand. This proves to be the case. Though it is
scorched, the obsidian ring is still easily recognized.
The party leaves the cave through a wide corridor. The eventually
terminates in a forrest of magic mushrooms. (The corridor continues
beyond the forest.) The party picks a large number of them to enable the
giants to later crawl over a rope across the dirty water. While picking
mushrooms, Thorvild discovers a hidden set of doors made of Zurkhwood.
The giants bash these down and the group enters the corridor behind them.
After a wide ascending turn to the righ it ends in a large, well lit
cavern. Beams of white light shine through the faerzress and
bioluminescence. In the middle of the cavern is a multi-layered mesa.
Crude slopes connect the tiers and a the double top is corrected with a
sturdy bridge. On one of these tops stands a large red egg. On the other
stands a 50 foot high obelisk of a shiny dark metal with a few noticeable
imperfections. (As though someone knocked some chips off of it.) A female
derro is rubbing its surface. The obelisk emits a flash of light, causing
the faerzress in the room to glow in unison. The derro bursts into
laughter, grabs something off the ground, and starts writing into a
It is late on the 22th day since the escape from Velkynvelve.
10 June 2017 (Session 25)
The party's extensive discussion draws the attention of the derro and
a big fight erupts. The derro immediately disables Thorvild and Floomfazoom
with a Lightning Bolt spell and also wounds many others. (If the Flumph
hadn't partially moved out of the way it would have died of massive damage.)
Fronto orders his new acolyte to get to safety. The acolyte is very surprised,
but enthousiastically follows the order. Ulfgar, Jimjar, Derendil, a bunch of
giants, and - after healing the wounded - Fronto storm into the cave. Before
the rest of the party can join then, the air just behind the priest seems to
solidify. It takes the party a while to figure out what is going on, but they
eventually determine that the effect is a Wall of Force spell. Floomfazoom
warns that he hears "thinkspeak" in the cave, but he cannot pinpoint the
From behind the force field Thorvild, Sarith, Floomfazoom, Stool, and six
of the giants have to watch how the giants on the other side get bombarded by
rays coming from the direction of the cave's ceiling. Two of the rays come
from the eyes of a ball-shaped flying monster with sharp teeth, a central eye,
a four eyes on stalks. The rays paralyze one of the giants, and other gets a
severe headache. The monster is identified as a type of behorder; a monster
from the underworld (but not specifically connected to the titans).
The third ray is green and shoots a hole straight through the shoulder of
a very unhappy giant. The ray is recognized as a Disintegrate; a very
powerful destructive spell. The party now spots a flying humanoid figure
near the ceiling. This creature has a head reminiscent of a rotting octopus.
Someone recognizes it as a mindflayer, but it is unclear what the rot means.
Right in the middle of the salvo of rays, Ulfgar manages to catch the
beholderkin in a Hypnotic Pattern spell in which it stays stuck for the rest
of the fight. After this one of the giants helps him onto the first level of
the mesa. Derendil quickly climbs up to rend the derro savant (she is clearly
a spellcaster) with his claws. Thorvild manages to get into the cave with a
Misty Step spell, but the mindflayer counters all his offensive spells. The
giants throw enormous rocks at the monster, but these are surprisingly
ineffective. Jimjar shoots arrows at the derro. Fronto the Teletrooper is
semi-voluntarily thrown at the derro by one of the giants and lands safely
thanks to a Featherfall spell from Thorvild.
The mindflayer emits a burst of overwhelming psionic energy over the mesa,
but those present weather it remarkably well. After that, the many rocks
being thrown by the giants start wearing the creature down. The Wal of Force
falls apart, and this causes the creature to psionically hiss "this is not
over" and disappear. Thorvild thinks it left via a Planeshift spell.
After this the savant is taken down by a few good hits with a giant club.
Fronto shouts that she needs to be interrogated, but it is likely too late.
In any case, Derendil's bloodlust cannot be stopped, and the savant is
reduced to a bloody mess. This leaves no direct dangers, and the party
quickly takes care of te beholderkin, definitively deciding the battle int
The group discovers a coin from Sparta on the corpse of the savant, as
well as a journal containing a list of various objects. Most of these are
coins and juwelry, but the list also mentions all kinds of other objects.
The list is written in dwarven and in multiple handwritings. The party
suspects that the derro somehow used the obelisk to summon the coin, and
investigates the thing. Thorvild discovers that it leaks magic from its
imperfections, and posits that might be activated if fed magical energy.
After experimenting a bit with cantrips he determines that it requires
more magic as well as physical contact. He touches the monument and feeds
it a level 1 slot. (A Feather Fall spell, I think.) This causes the
obelisk and the surrounding faerzress to flash, and makes everyone on the
Thorvild, Fronto, Ulfgar, and a giant discover that they are in the
"open" Underdark, along with the dragon eff. Gracklstugh is nowhere to be
seen an the surface worlders are unable to communicate with the giant
without Stool's spores. The surface worlders have no idea where they are,
but the giant eventually starts to walk to the south east. The gates of
Gracklstugh fortunately proof to be pretty close, and thanks to the Stone
Guard badges, the group can enter without any problems. The dragon egg,
which is over a yard in length and weighs some 200 pounds, is hidden in
the giant's bag.
The tired group returns to the West Cleft. (By now it is deep into the
night.) The guard is quite surprised to see them arriving from the other
direction. Ulfgar and Fronto say they discovered a route out of the city,
but are unable to convey that it is (likely) one-way only. The guards are
very concerned and demand that the party accompany them to captain
Blackskull. The party eventually relents.
This time Erde Blackskull receives the party without much delay. She
is very interested. This time the party does manage to clarify the
situation. The captain sends an escort of invisible guard along with the
party in order to secure the site and retrieve the corpse of the savant.
The party does not mention the notebook or the coin. They do request that
someone with knowledge of metals accompany them to inspect the obelisk,
which is arranged.
The party walks all the way back to the West Cleft and goes back into
the tunnels. This time Fronto finally decides to draw a map.
The ghost is visited again. He is happy that his hand has been found
and that the party reaffirms their commitment to bring his remains to
Blingdenstone. He notices that his ring looks different. As a ghost he
can see things he couldn't see as a gnome. He can't explain this exactly;
it is as though describing a new color. Ulfgar decides to wear the ring.
This causes it to disappear without any other apparent effect, though
Pelek thinks the dwarf looks different now. After some experiments it is
discovered that the dwarf is now under the effect of a Stoneskin spell.
(It will remain for another hour; after that the magic has been spent.)
After some discusion regarding the route and the dirty water, the
group decides to enter the as of yet unexplored corridor leaving the
room with the ghost. After a few hundred yards this opens into a larger
space, after which it continues. In this room a number of mushroom-men
dance while two moldy quaggoths stand near the wall. They don't appear to
pay the party any mind, and the party decides that they are fine with
that. They continue to follow the corridor and eventually arrive in the
mushroom forest which Thorvild partially burned down. From here they
eventualy, after some wandering and with the aid of the giant, find
their way back to the obelisk. The non-teleported members of the group
were just about to leave. They investigated the room and the obelisk,
but could find no traces of the teleported folk.
The guard secures the room and collects the remains of the derro. The
metallurgist does not recognize the metal of the obelisk. It is very
exotic. The consensus is that the monument no longer does what it was
originally intended to do. (Whatever that might have been.) It now
interacts with the faerzress somehow. The behavior is likely to change
over time. It is quite possible that it will do something completely
different in as little as a week's time.
The party, the giants, and a guard carrying the remains of the derro
head back to the city. The other guards remain to guard the site. The
party cautions them to not sleep in the faerzress under any
circumstances and the guards seem to take that to heart. On the way
back the group passes the mushroom-men again. Stool is very surprised
at the sight. These are his people, but they don't normally dance.
Their spores are also strange; the party notices that they seem to
have a slightly inebriating effect on them. Sarith meanwhile goes
unhinged. His speech is slurred and he seems to simultaneously want to
stay and leave. The party has the giants pull him away. Stool discovers
that he knows one of the mushroom-men. It is a spout (young one) called
Rumpadump. He is about the size and age of Stool, though he walks on
two rather than four legs. He is the only one of the group who doesn't
dance. When he is addressed, he tells that he was journeying with the
others, and that he has no idea why they behave the way they do.
Ulfgar addresses one of the mushroom-men. He is called Voosbur and
is the leader of the group. He is friendly and explains that his group
dances because they are happy to be loved by The Lady. She is powerful
and loving and guards over the myconids (the mushroom-men). He has
learned of her through visions. She too is a kind of mushroom-person.
His troupe has come here by travelling through her dream. (Thorvild
expects some sort of Tree Stride spell.) Fronto asks how he feels
about gnomes, and Voosbur indicates that he is fine with them. In fact,
he would be happy to share the Lady's Gift with the party. This would
enable them to also travel through her dream. Ulfgar politely, but
strongly declines and urges the party to get away. Stool is worried
about the strange behavior and asks that Rumpadump can come with them,
which the party allows. The mushroom-men don't really care and go back
to their dance. If the party reconsiders about receiving the Gift,
they shouldn't wait too long, as the troupe will likely soon move on.
When the party resumes their journey, Sarith quickly feels much
better. The party suspects that the myconids have some sort of
drow-defense. They saw the same sort of behavior when they ran into
some myconids between Velkynvelve and Sloobludop.
The party leaves the tunnel complex and the West Cleft and heads to
the dwelling of the giants where they spend the night in a Leomund's
Tiny Hut. (Because of Droki, who is still at large.) They consuly with
the Stonespeaker about what to do with the dragon egg. The group
would like to arrange it so that the Keepers and Themberchaud get
their hands on the egg at the same time, and let them sort it.
It the 24th day since the escape from Velkynvelve.
17 June 2017 (Session 26)
- Goos (as prince Derendil)
Fronto makes another unsuccessful attempt to turn Derendil back into an elf.
The party is still very unsure how to handle the situation with the Keepers and
the dragon. After much discussion they decide to at least get the riding spiders
ready, so they can take off quickly. After a reminder by Jimjar, the group also
visits Werz Saltbaron to accept his job to bring uncut gems to Blingdenstone.
The merchant promises that the party will be paid 50 gold on delivery. Prince
Derendil manages to negotiate for an additional 5 gold paid in advance.
The group eventually uses a Sending spell to contact Themberchaud in which
they state that they will leave the egg at the entrance to his lair. In this way
the party hopes to leave the egg between the Keepers and the dragon, so neither
party can blame them for leaving it with the other. Unfortunately, the Wyrmsmith
uses the spell to reply that they are to bring the egg directly into his lair.
The party does not dare to defy the dragon and sets off. Thorvild does leave a
letter with the giants, which they will deliver to captain Blackskull after the
party has left the city. In this letter he warns her of the strange behavior of
the king and his courtisane. Enclosed is the savant's notebook.
Upon arriving at the lair of Themberchaud and the nearby temple of the
Keepers, Fronto loudly proclaims that the party is going to visit the dragon.
The Keeper on duty at the entrance feels slighted and loudly proclaims that you
can't just do that without going through the proper channels, causing a
shouting match to arise, which in turn attracts the attention of both the dragon
and a whole bunch of Keepers. Themberchaud makes it perfectly clear that the
party is to enter his lair, and the Keepers have little choice but to accept
When the dragon is back on top of his hoard, he takes custody of the egg, and
immediately crushes it beneath one of his massive claws. The party is quite
shocked, but the dragon feels no need to address the matter further. Derendil
asks some questions about how he might return to his elven form. The dragon
answers that that would require a powerful mage or (of course) a dragon, but
that he is better off in his current form than in that of a puny elf. As a
reward for capturing the egg, Doctor Inferno is allowed to pull another potion
from a gourd. After that the audience with the Wyrmsmith is over. The portion
proves to be a potion of Longevity. This is a rare potion that rejuvenates the
body of the imbiber.
Back at the entrance to the lair, the party runs into just about every Keeper
in the city. They give the party dirty looks and halfheartedly block the entrace.
The party uncomfortably makes their way through and speeds towards their mounts,
leaving the city towards Neverlight Grove.
The party is once again back into the "open" Underdark! This time much better
equiped. Perhaps this is the reason that the first two days pass without
incident. On the third day, though, the party is ambushed by six broad-shouldered
and heavily armored orc-like creatures. (Later identified as orogs.) Besides being
very strong and tough, they fight with coordination, and are remarkably quick for
their size. After unleasing a salvo of javelins, the heavily armored brutes
quickly advance and start attacking the party with their axes. The party is in a
bad spot. Floomfazoom gets downed twice, nearly everyone is wounded badly, and
after the cleric gets brutalized by two cooperating orogs, one of them is about to
separate the head from the helpless gnome's body. Only because of Derendil's
superhuman toughness and many Hold Person spells cast by Thorvild and Zook
(followed by devastating attacks by Jimjar and Tee on the now helpless orogs) does
the party manage to turn the tide and barely defeat the orogs. Had there been any
more, the party would never have made it out of the Underdark...
It is late on the 26th day since the escape from Velkynvelve. The party is
somewhere between Gracklstugh and Neverlight Grove. The party is starting to become
aware of the complications around feeding their riding spiders, which are obligate
carnivores. The males eat 1 ration a day, and the females twice that.
24 June 2017 (Session 27)
The party heads toward Neverlight Grove. Skorr's recently bonded totem, the elk,
enables the party to effortlessly travel at high tempo. The steeders also makes
travel much more comfortable and the terrain less daunting. Not much happens on
the journey that the party hasn't had to deal with previously. Fronto makes a
daily attempt to turn Derendil back into an elf, but still without success.
During one of the nightly encampments a caravan of 5 sfirvneblin and 2 giant
lizards passes by. They are traveling from the dwarven city of Gauntlgrym to
Blingdenstone. The party and the gnomes exchange information about the
surroundings. Gauntlgrym is about twice as far as Blingdenstone and also deeper
down into the Underdark. The gnomes have no interest in the orog gear and don't
carry any goods that would be of use to the party. The groups part ways pretty
At one point a tunnel te party intended to travel through proves to be full
of enormous spider webs. A trio of orcs also intended to pass through this tunnel.
Skorr addresses them in the orc language. They are raiders from the surface world
who got lost in the Underdark. They wish to return to the surface world, but have
no idea how to accomplish this. The party uses an illusion to make it seem that
you can easily pass through the webs, which causes one of the orcs to get stuck.
The trio is killed in a short skirmish. They carried no useful loot. Fronto and
Thorvild then use magic to burn a path through the webs. They go on for
hundreds of yards, but no spiders show themselves. Thanks to the bountiful
application of magic, the delay is not too bad.
After a few days the party hears a weak telepathic voice. It begs the party
for help and idicates a rough direction. The party debates what to do with this.
The majority believes it to be a trap. Tee bets Jimjar a gold piece that it isn't
and the two explore. (The rest of the party think it is incredibly unwise, but
allows them to explore a little bit ahead.) Just before they have to call it quits
the duo discovers a dirty marble wall with an impressive stone door clad in bronze.
The construction is obviously ancient and doesn't match the surrounding stone.
With great effort Derendil is able to open the door. Behind it is a room of
about 30 by 30 feet. Along the right wall is an impressive stone diorama with an
important looking woman (with the posture of a human) and all kinds of servants,
bowls, candelabras, treasures, etc. The wall to the left has an impressive
illustration of what seem to be flying cities. Across the room is a flight of
stone steps. The party doesn't recognize the style in which the room is
constructed and decorated. It is clearly very old, and very well put together.
The diorama could be dwarven craftsmanship. The flying cities are very
intriguing, but the party doesn't know what they represent.
The party eventually ascends the stairs. After about 20 feet connect to a
platform from which a similar flight of stairs leads further up in the opposite
direction. On the wall here is a giant stone plaque full of unknown sigils.
Thorvild makes a careful drawing of these while most of the rest of the party
ascends the second flight of stairs.
After three more platforms (and up some 60 more feet of stairs) they arrive
at a room of about 30 by 40 feet. To the right and across the room are large
bronze doors. To the left is a broken altar of grey marble. On the floor are
the dusty remains of carpets. The walls are decorated with freezes, but these
are full of deep gouges that appear to be relatively recent. The party stays
away of the altar, but does try to open the doors. This proves to be no easy
feat, but the group is eventually able to rotate the doors along a central
The group first opens the door across the room. Behind this ia a room with
fout sarcophagi in the corners. The lids of these are decorated with images of
lying figures dressed in robes. Ulfgar and Fronto feel the party should
definitely stay away from these, but Tee and Zook are unable to contain their
curiosity. When one of them touches one of the sarcophagi 4 spirits appear and
attack the party. With magic and divine energy these are all defeated or driven
off. Ulfgar and Fronto are now done with the situation and want to get out, but
Zook and Tee are mesmerized by a golden thurible with platinum decorations
which they discovered in one of the sarcophagi. The rest of the party
eventually forces them to put it back.
Meanwhile Derendil is busy opening the other door. Behind this is a small
space with another, similar door. Behind that one is a large room with a large
white sarcophagus on a black marble dais. The lid of this sarcophagus is
decorated with mosaics that depict more flying cities. Along two of the wall
are stone blocks full of niches filled with jars. The room is investigated,
but the group stays clear of the sarcophagus.
Tee and Jimjar want to conclude their bet and investigate the three rooms
for secret passages. They eventually discover that one of the four sarcophagi
that the spirits emerged from is on rollers. Before anyone can stop him, Tee
rolls the sarcophagus aside and this uncovers a passage down. At the end of
this a room is visible which is richly decorated with expensive pigments and
semi-precious stones. A gilded sarcophagus rests on a dais along one of the
walls. To the horror of Fronto an Ulfgar, Tee immediately jumps down. (Though
Fronto is relieved that this time Tee didn't first push him down.)
As soon as Tee hits the ground a terrible ghost-like shade with female
features floats out of the sarcophagus. She addresses the party in an unknown
language and then starts to drain their life energy. Tee uses a Misty Step to
get away and pushes the sarcophagus on rollers back, but the shade simply
floats right through the floor and pursues the party. In the fight that
follows it proves difficult to harm the shade. Fortunately, the party has
access to a great deal of magic and uses it to defeat the shade. Tee assumes
he as lost the bet and tosses a gold piece to Jimjar.
During the fight the party once again hears the telepathic voice. "In the
sarcophagus! I can help you!" After having beaten the shade, Tee opens the
sarcophagus and discovers a mummy and the handle of a sword. The voice proves
to belong to this handle. It indicates that it is hard to talk and asks the
party to please pick her up. Tee is very sceptical and only touches it with a
Mage Hand spell. Fronto is willing to take a chance and after picking up the
handle, it introduces itself as Dawnbringer. She (it is a female sword) is a
magical weapon dedicates to Helios, titan of the sun. Her goal is to bring
light to the darkness and destroy creatures opposed to light. The priest of
Apollo is unsure what to do with this, particularly after the sword refers to
Apollo as an upstart wannabe sun god.
The party will eventually discover that Dawnbringer has been trapped in the
tomb for many centuries. Over time Apollo has mostly absorbed Helios' divine
portfolio, but due to her long confinement Dawnbringer is unaware of this.
Apollo and Helios are actually allies and often cooperate.
It is the 32nd day since the escape from Velkynvelve. The party is a few
days away from Neverlight Grove.
1 July 2017 (Session 28)
After some discussion about the wisdom of doing so, the group plunders the
tomb. Zook removes around 100 gems from the wall, while Thorvild tries to scrape
and burn the gold off the sarcophagus. Removing the gold proves to be a lot of
work for not a lot of gain (leaf gold is incredibly thin), so the gnome eventually
gives up. The interior or the sarcophagus is investigated, but apart from a mummy
nothing of interest is found.
When the gnomes are done plundering they investigate the room with the white
sarcophagus on the black dais. Thorvild expects it to be a trap or decoy. They
nonetheless open the sarcophagus. As soon as the lid is moved, a powerful voice
booms (in understandable words, though it is unclear in which language) that the
intruders in the tomb of Brysis of Kaem are cursed. The voice is obviously
magical, but there are no immediate signs of being cursed. Inside the sarcophagus
is a very nice painted life-sized statue of a human woman. The party feels
uncomfortable and decides to leave the tomb. On the way out Thorvild finishes his
drawing of the stone with glyphs. The group then continues their journey to
The journey is mostly uneventful, and thanks to the elk totem once again very
rapid. While foraging the party manages to increase their food supply in a
mushroom grove. The second night however does not go as desired. During Jimjar's
watch the party is suddenly attacked by a large humanoid with a vulture's head and
large feathery wings. It emits a piercing screech stunning part of the party.
Skorr tries to block it, but it passes him and shakes its feathers, which releases
a cloud of spores on the party. After this it fights with claws and beak. The
creature is a tough opponent, but the party manages to drive it off.
After some deliberation, the creature is identified as a brock demon. Such
creatures are very violent and not known for their intelligence. Thorvild wonders
what happend to his Leomund's Tiny Hut spell. He nevertheless casts a new one and
the party tries to catch some sleep. Skorr is worried that the demon is still
lurking around, but the party's rest is not again interrupted.
The next day Stool recognizes the surroundings; the party is close to
Neverlight Grove! He leads the group into a narrow tunnel. After some time this
opens into a large cave with plentiful water. All kinds of mushrooms grow all over
the place, from tiny to enormous. The air has a thick scent that is both sweet and
reeks of rot, and the bioluminescence shows a sort of mist of spores. In the far
distance through the fog the outline of a truly gigantic mushroom can just be seen.
The party enters the cave, led by Stool. The ground is mushy, but not particularly
hard to traverse.
The party passes a row of large zurkhwoods. Though they are a dozen yards apart,
Stool is adamant that they form a fence and keep out threats. He doesn't know how
to explain how this works.
Shortly afterward an enormous mushroom-person approaches the party. (The size of
a horse if a horse could stand on two legs.) They introduce themselves as Sovereign
Basidia, one of the leaders of Neverlight Grove. They are very surprised to see
Stool and Rumpadump accompany the party and asks how this is possible. The party
tells the big outlines of how they escaped the drow and their journey to Neverlight
Grove. The greatful sovereign thanks the party and offers them a meal, which is
gladly accepted. Basidia leads the group to the Circle of Hunters. On the walk
there they continue to exchange information. Basidia is very concerned when they
hear about the arrival of Demogorgon, but also about The Lady.
Myconids live in small colonies. The members are divides into a number of circles
with specific tasks, like growing certain mushrooms. After a day of work they get
together to spend the rest of the day in telepathic communion. The colony is led and
protected by a sovereign, but it is not a strict hierarchy, rather a society based
on mutual understanding and respect, which is possible due to the members spending
a lot of time in telepathic contact.
Years ago, Basidia's colony was forced to move, and by coincidence they arrived
at Neverlight Grove. The cave already housed a colony led by sovereign Phylo.
Although this is highly unusual, the sovereigns decided that given their
circumstances it would be best to merge their colonies and share leadership until
one of them passed on. This arrangement has worked well for many years, but
recently Phylo has started acting stangely. The sovereign is making all kinds of
changes for the sake of efficiency, which has led to the myconids no longer
sharing telepathic communion outside of their own circles. Additionally, a "Circle
of Masters" has been introduced to lead the other circles. Phylo claims that he
was inspired to make these changes by visions of the Great Seeder, who is
supposedly a wise and benevolent figure, but who is totally unknown to Basidia.
More and more myconids have started acting like Phylo. The party doesn't like this
and this the Great Seeder sounds an awful lot like the Lady that the myconids in
Gracklstugh talked about.
Upon arrival at the Circle of Hunters the party discusses similar matters with
this circle's leader, one Loobamum. (No relation to the kuo-toa.) Thorvild
describes the party as a kind of consultants and asks if they might be able the
myconid with something. Loobamub indicates that a nast grick lives at the edge of
the cave. It would help the "normal" myconids quite a bit if the party could kill
it, so Loobamub and Basidia can turn it into a "helper". Basidia is clearly torn,
but eventually asks the party to investigate what Phylo is up to in what he calls
the "Garden of Welcome". A short while ago a group of "softers" (the myconid term
for animals and humans) who looked a lot like Sarith arrived. Phylo greeted them
enthousiastically and invited them into the Garden of Welcome. Basidia has not
seen them since, and Phylo avoids the topic. Basidia does not dare enter the
garden themselves, because they are afraid that Phylo and their followers are
under the influence of some kind of disease or strange spores, and their don't
want to get affected themselves. The sovereign would help the party with a scroll
It is the 34rd day after the escape from Velkynvelve. The party is inclined to
help the myconids with the grick as well as the garden.
8 July 2017 (Session 29)
Sovereign Basidia gives all party members a gourd-like mushroom containing a
potion of Greater Healing. Thus equiped the party heads to the edge of Neverlight
Grove, on the hun for the problematic grick.
Upon arrival at the cave's edge, the creature proves to be excellent at hiding
itself. Thorvild makes a great effort to attract the attention of the undiscovered
monster and after a while succeeds in this. He receives a terrible blow from the
monster's tail and flies several yards through the air. Skorr positions himself
between the gnome and the grick. (Which might make for a good name for a tavern:
The Gnome and the Grick.) Unfortunately, the creature has a wide reach and it is
fixated on the transmuter. It strikes hard with its tentacles and nearly kills
the gnome. A bite afterwards causes the gnome to be bleeding the death.
Fortunately Fronto is specialized in healng and the party manages to get Thorvild
to safety. Though the monster is a tough opponent, the party manages to take it
out fairly quickly.
The party drags the corpse of the grick back to the Circle of Explorers. It is
rather burned, but Basidia is still able to turn it into a helper. They start the
ritual to accomplish it, which mainly involves implanting a bunch of special
spores in the corpse. It will take 24 hours to complete, but the sovereign doesn't
need to be present, so they return to the other myconids so as to not arouse
suspicion. The party will follow after a little time so they can meet sovereign
When they do so, they receive a warm welcome. Phylo is very happy to see Stool
and Rumpadump return. The party will be safe in Neverlight Grove and can stay as
long as they want. They are in luck, for this is a momentous and joyful time for
the myconids. The day of rejoicing is at hand! The party is free to explore the
many joys of Neverlight Grove, but the Phylo does politely ask the party not go to
the north east, as a surprise is being prepared there. If they want, then the
sovereign would be happy to give the party a peek at this surprise tomorrow. Skorr
asks if the north east is where the enormous mushroom is, which is the case. Phylo
urges Skorr not to tell anyone about the giant mushroom, as it is part of the
surprise. The party pretends to be on board with everything. Phylo talks some more
about the Great Seeder who is utterly amazing and great and will do all kinds of
wonderful things for the myconids.
When after some time Phylo gets losts in praising the Great Seeder, Basidia
proposes to give the party a tour of Neverlight Grove. Phylo approves and the
party goes along. Basidia shows how all kinds of remarkable mushrooms are grown
along the northern slopen, including several magical varieties who thrive there
due to the area's natural faerzress. The party indicates having had rather bad
experiences with faerzress and would prefer to skip that part of the tour.
Thorvild tells about the mushrooms in the tunnels under Gracklstugh. Basidia is
very happy with the spores that Thorvild saved. They tell that sovereigns are
able to make all kinds of potions from special mushrooms. Unfortunately this
involves using their own spores, so they cannot teach this to the gnome.
Before the party continues, the sovereign mentions that the northern slopes
are inhabited by the Circle of Builder and the Circle of Growers. The normal road
to the northeastern cave (containing the Garden of Welcome) goes through these
slopes, but is now guarded by Chuul helpers. These are a kind of enormous
land-shrimp with nasty claws.
The tour continues toward the southern slopes. The central flat area between
the slopes is used as a common area, and also by the Circle of Sporers to grow the
new generation of myconids. Fronto wonders if he could get some young sprouts, but
this is not something the myconids would ever allow. The myconids are quite
particular about their new growth. They are very aware of their ecological impact
and never grow more new myconids than the ecosystem will support.
The southern slopes are relatively inferile. Only one circle is based here:
the Explorers. Basidia introduces the party to their leader, called Rasharoo.
The sovereign says that he can be trusted. The Garden of Welcome can be reached
via these slopes. The sovereign proposes that the party take a look there when the
myconids start their communions, which will be in about two hours.
It is still the 34rd day since the escape from Velkynvelve.
15 July 2017 (Session 30)
The party discovers a human woman hidden in a zurkhwood. This is Anne, a bard from
a far northern land where they do not speak greek. She took part in an expedition
into the Underdark. This expedition went sour and she is the only one left alive.
After long wanderings through the dark, she stumbled upon Neverlight Grove. She is
so desperate and hungy that to her the Apollo-macaroni is as ambrosia. He hopes to
return to the surface world and would like to join the party. Skorr doesn't trust her
and wonders if she's not a demon in disguise. Basidia thinks this unlikely, though
not impossible. They eventually decide to give her the benefit of the doubt.
Basidia returns to the central gathering place and the party wait two hours for
the myconids to start their communion. They then climb the southern slopes towards
the Garden of Welcome, which is on a higher plateau. When they get to the edge of
this plateau they hear a kind of mumbling, but the view is obscured by a thick
growth of zurkhwood. Anne offers to scout ahead, but she is not great at climbing.
In any case, Skorr would prefer for someone to accompany her; possibly because he
doesn't quite trust her. Derendil, who is in an elvenprincely mood, volunteers. He
is great at climbing and with an Invisibility spell from Thorvild he should be
The duo climbs through the thicket and is now able to look at the plateau. The
view is horrific. The mumbling is now a cacophony of moaning, sighing, soft cries.
Sight is limited due to there being few luminescent fungi here, but the source of
the sounds is unmistakable: everywhere heads of various Underdark-peoples stick
out of the ground, surrounded by, and overgrown with mushrooms and fungi. A few
yards away the half-rotten head of a female drow laboriously speaks: "Please...
for the sake of your gods of light... kill me!" Her hand is swollen and deformed,
but she manages to slightly move it toward Anne and Derendil. Half grown into the
flesh of her hand is a spider medallion. "The Great Seeder... trap... she is here...
the Lady of Decay... Zuggtmoy..."
The shocked duo is unsure what to do. Eventually Anne decides to quickly move
forward and grab the amulet. When he has it and is about to run back the voices
suddenly grow fearful. Before the bard an enormous larva-like creature rises from
the ground. It is as large as a horse and has some vaguely myconid features.
"Welcome, travellers" it says with both a gargling voice and telepathically into
the minds of Anne and Derendil. "Are you here for the dress rehearsal of the
wedding? Friends of the bride or groom? No matter! Let the love of the Great
Seeder surround you as you become one with her chosen, The Greay Body!" The voices
now cry out loudly. Two drow "helpers" and two myconids emerge from the ground,
and the large creature moves to attack.
The rest of the party hears the cries and starts to climb up. Sarith screams
maniacally. When Fronto tries to calm him the poor drow's head literally explodes.
Blood, flesh, brain matter, and spores cover the shocked priest. Something inside
of the gnome's mind snaps. He is dumbstruck and looks around in dazed confusion.
Meanwhile a fierce fight has started on the plateau. Derendil has charge the
larva-being. Skorr soon joins him and Thorvild flies behind the zurkhwoods and
bombards the enemies with spells. The myconid spit paralyzing spores on Anne and
Derendil, the helpers attack with swords, and the larva-creature spouts entire
clouds of spores. Derendil gets into a similar kind of confusion as Fronto.
Skorr is able to resist the spores well and cleaves into the helpers and
mushroom-men. The larva-creature seems to rely mostly on its spores and is not
very effective in hand-to-hand combat. He does not last long after being targeted
by the entire party.
A little down the slope Jimjar and Floomfazoom have had to defend Fronto
against the corpse of Sarith, which acted like a helper and attacked the gnome
with his sword.
After defeating the larva-being the party quickly retreats. Fronto tries to
cure himself with a Lesser Restoration (focused on poison), but this is
ineffective. Skorr grabs Dawnbringer and tries to communicate with the sword to
find out what is happening, but sword can only communicate after a bond has been
formed, which takes quite some time. The group grabs Fronto and Derendil and
returns to the Circle of Explorers.
Rasharoo is very shocked by the news from the party. He immediately calls on
Basidia and the Circle of Hunters. He has no idea what is ailing Fronto and
Derendil, but Dawnbringer does. As soon as she is able to communicate with Skorr
she tells him to touch her to the priest. She casts a Lesser Restoration (focused
on disease) on him, which makes Fronto feel much better. He casts the same spell
on Derendil, with the same result.
Meanwhile Basidia has arrived. After some discussion it is realized that
Zuggtmoy is another titan, specifically the titan of rot and decay. This causes
the sovereign to panic. They declare Neverlight Grove to be lost and call upon
the Circles of Hunters and Explorers to follow her out of the cave to find a
new place to live. Skorr finds this a surprisingly wise decision, but Fronto
calls it premature and proposes to fight the titan. Thorvild investigates a way
to collapse the entire cave, but concludes that the surrounding rock is too
It is late on the 34rd day since the escape from Velkynvelve.
22 July 2017 (Session 31)
There is more discussion about whether or not to fight the titan, but except
for Fronto nobody thinks it's viable. Thorvild looks for more options to collapse
the ceiling, but is unsuccessful. Ulfgar and his dwarven stonecunning also sees
no practical way to accomplish this. Fronto eventually relents and the party and
Basidia's myconids leave Neverlight Grove. Sovereign Phylo appears to be too
ecstatic to care...
Basidia doesn't have a concrete desitnation, only a few places where the
myconids could stay for a little while. The party proposes to stick together for
safety in numbers. A number of Basidia's locations are roughly in the direction
of Blingdenstone, so the sovereign happily agrees.
The speed of travel is lower than the party is used to. The myconids are slower
than the "softers" and the Elk totem cannot improve the speed of such a large
group. Fortunately, with so many myconids present few things can escape the
notice of the group, so the party doesn't need to do much guarding and can focus
on foraging for meat for their steeders. This is very necessary, because the
supplies from Gracklstugh are nearly depleted and Fronto can only conjure so
The group is just over a day's travel from Neverlight Grove when the night
watch discovers a suspicious shape on a ridge. This turns out to be a vrock demon.
When it notices that it has been discovered, it flies over the camp and cries a
horrendous screech which stunnes nearly everyone. After this is lands on a ridge
at the other side of the camp. Fortunately, Ulfgar is one of the few who are not
stunned. He casts a Hypnotic Pattern spell that mesmerizes the vrock. When the
rest of the group regains their senses, they attack the demon from all sides and
quickly dispatch it.
The party wonders if this is the same vrock that attacked them previously, but
when you've only ever previously seen one vrock in your life, it's hard to
distinguish them. What is clear, though, is that the myconids wouldn't stand a
chance against a demon like a vrock. At short range their spores are very
effecive, but without helpers the slow mushroom-men are very vulnerable to
After a day the group's route is blocker by a high cliff. Four unknown
myconids are already staring at it. They are scouts from another colony and just
happen to be here. Their colony hasn't yet heard of the Great Seeder. Basidia
warns them explicitly and extensively, but is unsure whether they truly grasp
the severity of the situation. It is considered if Basidia's group might join
this colony, but both party's are sceptical. Neverlight Grove was an exceptional
situation, with an unusual abundance of fertile soil.
The party doubts that the myconids will be able to survive under the current
circumstances. Someone (Skorr?) proposes that Basidia join the sfirvneblin of
Blingdenstone. Basidia had not considered this. The sovereign wonders if the
gnomes would be open to the idea. The myconids are normally rather private, but
with the present dangers in the Underdark, they would be up for it. Jimjar, who
is a native of Blingdenstone, can't say whether or not the town would agree. The
Deep Gnomes are still rebuilding after a terrible war with the drow of
Menzoberranzan. They might want to keep non-gnomes away. Floomfazoom the flumph
indicates that he would like to stay with the myconids regardless. He needs
though-speak to survive. Without Stool and Rumpadump there will be none of that
in the group, but there is plenty among the myconids. Basidia is fine with this.
After much consideration, the sovereign decides to take a chance on
Blingdenstone. At the very least, there should be plenty of manure there, and
the gnomes and myconids could both really use some help.
After this the cliff is climbed without much trouble. At the top a rope
ladder is found and the journey is continued.
On the 5th day the group encounters an gigantic cave full of spider webs.
There are webs as far as anyone can see and the cave is deeper than can be
determined. The group magically asks the steeds for advice. Some webs are be
traversed, but others are sticky. The spiders who made these webs must have
been very large. The webs in this area are not freshly made, but not
particularly old either.
The party is still unsure how to proceed when they spot two small humanoids
a ways off in the webs. When Thorvild addresses them in the goblin language
they respond. They are called Yuk Yuk and Spiderbait and they "surf" the web
using greases feet. They tell the party that the cave goes on for miles, that
it is completely filled with webs, and home to giant spiders. For a small
compensation they can guide the party through the cave. Skorr doesn't like it.
He doesn't trust the goblins. Going around the cave would cause a delay of at
least two days though, and the group is already going rather slow. Eventually
the group negotiates with the goblins. For 3 gold pieces the goblins will lead
the party through the webs.
There are only a few small incidents in the journey through the webs.
Thorvild dares to surf a bit and doesn't even fall into the depths. At one
point a few aggressive spiders have to be chased off, but the party has little
trouble doing so. At that point, they find a cocoon of sorts containing a
halfling that seems to (barely) be alive. When the group gets out of the webs,
they carefully open the cocoon. The halfling is indeed alive, and after being
cured of the spider venom tells the group that he is called Fargas. He was
hunting for treasure with a group of adventurers until things went terribly
sideways. After passing the orphanage test he is allowed to join the group.
He is expressly warned to stay away from Skorr's belongings.
It is the 39th day after the escape from Velkynvelve. The group is slowly
12 August 2017 (Session 32)
Not much out of the ordinary happens in the next couple of days. The halfling
Fargas isn't a fan of the Apollo-food. Skorr thinks he is annoying. Fronto makes
another couple of attempts to turn Derendil back, but again without success. He
is pretty sure that without bardic inspiration, he won't be able to do better
than he's already done.
On the 5th day since the spider webs a very unfortunate thing happens. The
party, as usual, has wandered away from the main caravan to forage for meat to
feed the steeders. Suddenly the corridor they are in starts collapsing. The
floor cracks and starts falling down, and large irregular blocks of stone fall
from the ceiling. The air fills with dust and debris, and the stonefall causes a
When the dust settles it is clear that the party has become trapped. The
corridor ahead and behind is blocked with debris. It appears that there was a
corridor underneath the one the party traveled through. The rock separating
the two was unstable and has collapsed. The violent tremors this caused must
have dislodged other less stable parts of the surrounding rock. It is a small
miracle that nobody got seriously hurt. Without the agile steeders carrying the
party there would doubtless have been more serious injuries.
The party is in a difficult situation. There appears to be so much debris in
the corridor that it is unlikely that the group will be able to clear a passage
in a reasonable amount of time. Fortunately, after some time, Skorr discovers a
narrow hole in one of the walls. Behind this is a small cave with a deep but
narrow crack that leads to a t-junction. The hole easily accomodates the gnomes,
and with some effort also the half-orc and the male spiders. Fronto's female
steeder can't possibly get through though. The rock is still unstable and when
Skorr tries to enlarge the hole a bit using his maul, this causes an ominous
rumble and groan. The half-orc considers it settled: the spider has to be
considered lost. The gnomes however are not prepared to abandon her. Besides
Fronto being attached to his steed, the party is short on female spiders, so
abandoning her will jeopardize the breeding program they intend to start. The
spider itself is in a blind panic, which doesn't help the situation. Eventually
the group makes another attempt at widening the hole. Though it causes a very
ominous rumbling, the group manages to make the hole just barely large enough
for the spider to pass through. It takes a lot of persuasion to get her to
squeeze through the hole, but with a Speak With Animals spell it is eventually
accomplished. The party quickly moves away from the rumbling.
The corridor at the junction descends to the right and ascends to the left.
A small stream of water flows from the left to the right. Skorr is sure that
it wasn't there when he first looked there. Tee uses a cup to measure the
flow of the water, which is substantial.
Because the way back to the caravan is in roughly the same direction as the
corridor to the right, the group heads in that direction. They make a pretty
steep descend and then arrive at a cave with no exists and a large pool of
water. When the group investigates the pool Skorr gets attacked by a slimy
creature that feels corrosive. The party immediately retreats. Back at the
junction they see that the creature left a nasty corroded spot low on the
armor. Had it attacked higher, it could have seriously damaged the armor.
Fronto uses a Mending spell to fix the damage somewhat.
Having no other option, the group heads into the ascending corridor.
After a steep climb, they arrive at what is clearly an artifical room. It is
almost entirely square with neatly carved walls. There is quite a bit of
water here, so the group quickly moves on. The air, which tends to be
somewhat stale in most places in the Underdark, seems to get staler still.
There may not be any source of fresh air anymore. Doctor Inferno is forbidden
from casting any fire spells.
At the other end of this room is a corridor of similar construction. It
gradually widens and opens into a bigger room. In this room a skeleton, a
mace, and some small objects float in the air. Before the party is able to
form an opinion about this, they are telepathically address. The skeleton and
other items are floating in a sort of cube of living transparent jelly. This
creature calls itself Glabbagool and is curious about what the party is doing
here, where they came from, etc. There is a quick chat in which the party
learns that Glabbagool has not been sentient for very long. The complex in
which they are now is not very big and is not connected to the outside.
Glabbagool doesn't know how he came to contain the skeleton. After being
requested to do so by Tee, it spits out the skeleton, the mace, and some
electrum coins. Become the mace has not been corroded, Tee suspects it to be
magical. The group gathers the stuff and says goodbye to the slimy creature.
Skorr is glad that the gnomes did not invite it to join the party.
In the next room the group is accosted by another slimy creature. They
are very hard to spot in the water. This time the group fights it, and
manages to kill it. Skorr's maul does get badly damaged by the corrosive
slime. On Tee's advice he switches to using the mace.
After another corridor the group enters a rectangular room decorated with
swirling patterns. They are somewhat wave-like. To the right are four
corridors and to the left a part of the room has collapsed, exposing a cave.
This cave goes on for a while, and the water seems to flow out of this cave.
As the party wants to get away from the water, they decide to try one of the
corridors. They pick "number D" (their words). Tee notices that some of the
floor here is instable. Hoping to find an exit, Skorr smashes the floor with
his maul, causing the floor to break into pieces. Underneath is a hole a
few yards deep, which quickly fills with water. The rising water brings with
it a sort of thick black cloud of slime. A fight ensues in which this black
slime creature proves to be much tougher than the slimes encountered before.
The group defeats it with great difficulty. The mace proves to indeed by
resistant to corrosion.
After this fight the group continues. Corridor D arrives at a point where
corridor C and likely also A and/or B meet. At this point is a large, sturdy
door. Behind it only the sound of running water can be heard, so the group
decides to opemn it. This is not easy due to all the water, but together the
group manages to open it. Behind it is an octagonal room. In the middle is a
large basin with a broken statue on a column. It looks a look like a
fountain. Little is left of the statue except for a pair of claws. The wall
contains nooks. Four of these hold stange abstract statues. In the fifth is
a large crack out of which pours quite a lot of water. Fronto uses a Mending
spell to reduce the size of the crack, but the damage is too extensive for
the spell to close it entirely.
Thorvild investigates one of the statues. When he touches it (using an
implement) it liquifies, pours off of its shelf, and attacks the group. The
defeats it, and repeats the procedure with the other three statues.
Fronto investigates the basin by poking around in the water with
Dawnbringer. (The water is very murky.) He breaks a bottle (a potion?) and
retrieves a dagger of drow manufacture. Thorvild retrieves a number of
silver pieces. After this the group decides they have seen enough. Because
their investigation hasn't turned up anything useful and the water keeps
rising, they return to the room with the four corridors.
It is the 44th day since the escape from Velkynvelve.
19 August 2017 (Session 33)
The party again investigates the room with the fountain. Nothing new is discovered
until the basin closely investigated. Skorr tries to make the water more transparent
by capturing the sediment with a bag, but this doesn't help much. Random poking with
Dawnbringer doesn't help much either. Eventually Fronto dares to put his hand into the
water. This doesn't lead to any problems, and after this the group dares to make a
hole into the edge of the basin. After the water inside and outside mixes, this
greatly improves visibility. With the help of Glabbagool, who can effortlessly pick up
item, a large number of coins, a trio of bracelets made of gold and jade, the remains
of some vials, and a drain are discovered. Glabbagool can feel that the drain is
completely blocked. It's not a very big drain, so it probably wouldn't have made much
of a different in any case.
As the room with the fountain doesn't offer a road to salvation, the group returns
to the room with the corridors. Skorr investigates if corridors A and B indeed meet at
the expected point, and this proves to be so. During the investigation another hole
similar to the one in corridor D is discovered, and this too contains a black blob.
Skorr flees via corridor C, which the gnomes passed through before. To his horror the
floor breaks under his weight. He just barely manages to keep from falling down, but
his escape rout is now blocked by another hole containing a black blob. In the fight
that ensures Skorr has to ensure heavy blows by the blobs, and their acid gravely
damages his armor. A barrage of spells from the gnomes takes down one of the blobs.
At that point Glabbagool arrives and interposes himself between the half-orc and the
blob. The blob pushes against the cube, but with little effect, allowing the group to
Seeing little alternative the group now investigates the cave where most of the
water seems to come from. It is several dozen yards long and opens into a larger
space. The ceiling in this room is clearly unstable, and from the many cracks in it
large amounts of water pour down. It is immediately obvious that Mending will not be
able to repair all these cracks. In any case, it is likely only a matter of time
before the entire roof will come down. Thorvild looks for fishes and finds a tiny
transparent eel. He uses the Stonespeaker Crystal to talk with it and learns that an
underground river flows over the roof. To the tiny eel this is the entire world, so it
is unclear how big this river is. The fish does know that there is air somewhere
fairly near. Thorvild thanks it with some Apollo-macaroni (of which he has a remarkably
large supply), which the fish is excited to eat.
The party has found an exit of sorts, but no way to use it. After taking a breather
they return to dispose of the blob being blocked by Glabbagool. The cube drops into
the hole and the gnomes unleash a barrage of magic. Skorr, who has removed his armor
and borrows Fronto's shield, bashes the creature with the mace. The creature is very
tough, but eventually dies.
On request of the party Glabbagool explores the caves the party passed before they
entered the complex. These are now completely submerged and have no exits.
By now the water has gotten so high that it reaches the shoulders of the gnomes.
The spiders hang on te ceiling and are panicking. The group tries all kinds of things
to calm them down, but to no avail. A desperate situation requires drastic solutions,
so the group comes up with a daring plan. Thorvild will cast a Leomund's Tiny Hut
underneath the unstable ceiling for the party to take refuge in. With his wand he
will then shoor a Fireball at the ceiling to get it to collapse. After this the group
will tie themselves together and swim for air. Skorr invites Glabbagool to hunker
down with the party, which the cube is happy to do. The group tries to get the
spiders in the Tiny Hut too, but the creatures cannot be handled. A Speak With Animals
spell is used to at least warn them for what is about to happen, hopefully allowing
them to get to safety by themselves.
The group assumes their positions. Thorvild casts a Leomund's Tiny Hut, and then
uses his wand to shoot a Fireball into the ceiling, which is just a few yards above
the group. From the Tiny Hut the party sees a storm of fire all around them, nearly
immediately followed by an avalanche of enormous rocks and a flood of water. The
ground shakes noticeably and water spills inside from underneath the edges of the
Tiny Hut. The spell fortunately holds, and once the ground stops shaking the leaks
stop. All around the party are enormous blocks of stone which just moment ago were
part of the ceiling. Only water full of airbubbles and dust can be seen in all
directions but down.
The group decides to calm their nerves with a long rest. This will give the dust
and other sediment in the water time to sink to the bottom. The journey will be
hazardous enough, even with good visibility.
When the magic of the Tiny Hut is nearly depleted, the group gets ready to leave.
Glabbagool offers to scout ahead. He has no problem functioning underwater, so the
situation is not terribly dangerous to them. They are however unsure if they'll be
able to return, as they don't float well and have little ability to swim. The party
gladly accepts the offer and says goodbyes in case they are unable to find each
other again. The cube leave and when they don't return after some time, the party
decides to take their chances. They enter the water and swim for their lives. The
group first swims a bit upstream, but only find a small bubble of air. Hoping for the
best they then swim downstream. Here they find a small hole in the side of the
ceiling that opens into air!
When the group catches their breath they see that they are in a dry corridor.
They decide to wait at the hole for some time in the hope that their spiders will
find their own way here. As they are doing so, Glabbagool eventually emerges from the
other end of the corridor. The cube (which is not at all aquadynamically shaped) had
a lot of trouble not getting swept away with the current. They have explored the
corridor for a bit and informs the group that it leads to other tunnels. It would
seem likely that the group will be able to return to the caravan.
The group waits for a long time, and against expectations the very stressed out
spider belonging to Thorvild emerges. Tee and Fronto's sadly do not. Fronto is
heartbroken, but Skorr persuades him that there is no point in waiting any longer.
The half-orc offers Glabbagool to travel together, which the cube gladly accepts.
The group sets off and eventually finds a myconid of the Circle of Explorers. The
caravan turned around when the party didn't return and has sent scouts in all
directions. The scout leads the party back to the caravan and the journey to
Blingdenstone is resumed.
Little of interest happens during the following days. After one of the rests it
appears that the myconids took out a small caravan of drow traders. They carried
quite a bit of food, and led a large pack lizard. Fronto decides to train it as
a steed, which works surprisingly well. Apart from this incident the group twice
encounters the same kuo-toa caravan. They are going to Blingdenstone to sell fish.
The group buys some, but each group then travels on their own. (The kuo-toa prefer
this as well.)
Eventually Jimjar recognizes the area. The group is near Blingdenstone. The
deep gnomes have several mines in this area as well as fields where mushrooms are
grown. After a while the group also encounters a party of svirfneblin heading
towards the city with a few carts of ore. Jimjar explains that their group can be
trusted and together they go towards Blingdenstone.
The entrance to Blingdenstone starts with impressive stairs with steps that are
convenient to gnomes, but very inconvenient to half-orcs. Alongside these stairs runs
a contraption that pulls carts up along rails. (The gnomes have to restrain themselves
to not jump onto this.) At the top of the stairs is a small uneven platform. (Very
inconvenient for battering rams) on which a whole bunch of guards are blocking the
way to a large gate of steel and mithral. After talking to Jimjar the group is allowed
to continue, but except for Basidia the myconids have to stay outside. The guard don't
dare to let such a large group inside. Their superiors will have to rule on the matter.
The guards open the gates and send a small escort along. The defenses of
Blingdenstone prove to be extensive. Behind the gate is a maze of open corridors. The
walls here are full of sharp spides, making them almost impossible to climb. On top of
the walls are battlement from which guards can shoot down. These corridors continue
for quite a distance and go up and down. The lower parts have grates from which water
or gas can be led into the corridor. On the other side of the maze is another
impressive gate. This one is flanked by "towers" full of arrow slits. After this gate
comes a high corridor with gems in the ceiling. Jimjar tells that the svirfneblin can
activate these to unleash spells. After this corridor there is another gatehouse.
When the party emerges through the final gate, a different world opens up. The cave
system here is warmly lit. The walls are decorated with carpets and colorful paintings.
The smell of delicious warm food is in the air. Deep gnomes walk and sit everywhere.
Though they look at the party with suspicion, they clearly mean them no harm. For the
first time in nearly two months, the party is somewhere that feels like a true home...
It is the 52nd day since the escape from Velkynvelve.
26 August 2017 (Session 34)
The group is led to Dorbo and Senni Diggermattock. This couple are the informal
leaders of the settlement. The party tells about the arrival of the titans in the Underdark, which
greatly concerns the couple. They had already noticed an increased demonic influence in the
Underdark lately, but this is much worse than they had expected. They are relieved that Jimjar has
been rescued from the drow, however. They are not fans of the drow in any case. About a century
ago Blingdenstone was attacked by them. Before that time it was a prosperous settlement with over
1000 svirfneblin residents, but after the attack all gnomes that were unable to flee were killed
or enslaved. About a decade ago the Diggermattocks returned with every svirfneblin they could
find to chase the monsters from the ruins. Some 300 gnomes now live in the town. Large parts of
the old cities have not yet been reclaimed. The gnomes have primarily settled the south-west of
A few gnomes managed to stay hidden in the ruins after the attack by the drow. At some point
they came into contact with wererats. The gnomish wererats call themselves Clan Goldwhisker. They
occupy the north-west of the ruins. Dorbo wants to fight them, but Sunni prefers a diplomatic
solution. Skorr quickly changes the subject.
The gnomes have recently been plagued by slimes. They seem to come mostly from the north-east.
The Diggermattocks are intrigued by what they are told about Glabbagool. The gelatinous cube is
still at the gate with the myconids. The Diggermattocks ask the party to discreetly bring him to
them so they can question him.
Basidia proposes that the myconids and svirfneblin to enter a cooperation agreement, even
though this is against the custom of both of their peoples. The Diggermattocks promise to
consider the proposal seriously.
The gnomes know a route to the surface world, but can't miss any gnomes right now to guide the
party. No caravans are planned to go for a while. The party is welcome to stay in the town until
this changes. A guard will lead them to the Foaming Mug. This is the only inn in town.
Fortunately, it is a very comfortable place that specifically caters to visitors of roughly human
size. The staff is friendly, there is dwarven ale and good food (partially even from the surface
world), soft beds, and two warm springs to bathe in. In the evening it becomes evident that the
locals also like to visit the place and have a few drinks. The party enjoys a festive evening and
a calm night's rest.
The next day the party visits the market. This is one of the many connected caves that make up
the town. The floor is full of petrified mushrooms. The party brings Werz Saltbaron to Kazook
Pickshine, who runs a stall with alchemical goods. He pays the party with a 50 gp gem, but urges
them to be more discreet. The party then sells the enormous pile of stuff they have been dragging
along and uses the proceeds to buy new stuff. Many orders are placed at the local armor smith.
The group also visits the Stoneheart Enclave. After the disaster of a century ago the clergy of
Segojan Earthcaller and Callarduran Smoothhands united with some surviving gnomish mages to form
this organization. They represent all the town's casters and specialize in earth magic. Among
other things, they summon earth elementals, who are employed in all kinds of jobs. Thorvild hopes
to buy spells and magical inks from them. The group finds Turnik Tapfinger, a priest of
Callarduran, near some impressive menhits. He can arrange the various supplies for the mages in
the party, but he would also like their assistance. In a party of the city that is now called
Rockblight stands the old temple of his god. He would like the group to place a spellgem there
and defend is for a little while. The gem will reconsecrate the temple and summon guardians to
protect it. Placing the gem will be dangerous, though. There is a sort of magical cloud called
Ogrémoch's Bane in Rockblight. This cloud predates the drow invasion and is somehow linked to
Ogrémoch, a mighty and evil earth spirit. Ogrémoch's Bane has power over creatures of earth, like
the earth elementals employed by the Stoneheart Enclave. This is of course very inconvenient for
the gnomes. If the party is able to reconsecrate the temple, the priest will be able to grant
them a powerful and permanent blessing. Skorr asks why the Stoneheart Enclave don't do the job
themselves. Turnik explains that the leader of his group has been out of Blingdenstone for a while,
and he himself is not as mighty as the blessing perhaps suggests. The party think on it for a
Thorvild smuggles Glabbagool to the Diggermattocks. He lets them chat while he does other
The group suddenly remembers that they are still carrying the remains of Pelek the svirfneblin.
They deliver these to the rather young and inexperienced seeming priest of Segojan. He leads the
group to the gnomes' enormous catacombs. When Pelek's remains are interred a ghost appears. This
is not the ghost of Pelek, though, but of Burrow Warden Jadger. He is glad to see Pelek's remains
be given their final resting place, and he tells the party that he senses that Pelek has found
his final rest. He himself was one of the Burrow Wardens, the defenders of the city, during the
drow attack that killed all of them. Jadger was unable to move on and helps Blingdenstone's
residents to get things back to normal. He explains that there are quite a lot of ghosts haunting
the town. This is increasingly problematic for the current inhabitants, and he could sure use the
party's help to help them move on.
It is the 53rd day since the escape from Velkynvelve.
9 September 2017 (Session 35)
Since they have to wait for their armors to be finished anyway, the party somewhat reluctantly
decides to try and get one of Jadger's problem ghosts to move on. This one is called Vazuk. He
haunts his old home and want everyone to stay away from his stuff. Jadger thinks it may force the
ghost to let go of his earthly ties if his stuff is removed. The party is very sceptical, but
eventually decides to give it a go. Thorvild first buys a kind of weck jar from Kazook Pickshine
to store his spellbook in and protect it from water damage.
The ghost busting operating is comically troublesome. The party makes several attempts to remove
items from the home, but the invisible ghost is nearly every time able to retrieve the item. At
several times it throws party members through rooms, out of windows, into ceilings, etc. All the
while loudly complaining.
At some point Fronto mentions a fireball and this causes Thorvild (whose player may have consumed
to much limoncello) to cast a Fireball spell at the front door of the dwelling. As the house is on
a main thoroughfare in a residential area this causes a lot of consternation. Thorvild is arrested
by a svirfneblin caster who is accompanied by a large earth elemental. The rest of the party thinks
this is quite justified, so they return to their efforts to lay the ghost to rest. After some more
unsuccessful attempted burglaries Zook enters (magical) Gaseous Form to search for unusual
possessions. He discovers a chest full of gems onderneath a floorboard in the kitchen. The party
hopes this is the focus of the ghost's obsession, but sees no viable way to get the chest past the
ghost and out of the dwelling. They therefore decide to take a break and check up on Thorvild.
The transmuter has been brought before the Diggermattock, where he undergoes a short trial. The
Diggermattocks initially plan to banish him, but after a plea by the party, in which they promise
to try and solve the situation with the oozes, Thorvild is merely banned from casting. From now on
he will need to surrender his spellbook and component pouch at the gate. (This is now the second
city in which the gnome is banned from casting. He was already sentenced to this in Naxos.)
Entirely against his wishes Fronto is named Thorvild's legal guardian. At least he can now
officially make decisions on behalf of the mage... Thorvild's books about Demogorgon get
confiscated. Upon suggestion by Thorvild, they will be studied by the Stoneheart Enclave. (Zook
had suggested the same earlier, but was so undiplomatic about it that Dorbo ignored everything he
said.) Skorr asks about Jadger and the Diggermattocks say that they trust him.
The group returns to the ghost. With the aid of an Invisibility spell and a relay race the chest
is eventually removed from the dwelling, and this seems to cause Vazuk to reconsider his earthly
existence. The chest is brought to the Diggermattocks. They give half of its contents to the party
(three rubies of about 250 gp each) and will use the rest to pay for the damage caused by the
Fireball spell. Jadger is pleased with the party's success and answers some questions about the
area and his own motivation (helping the svirfneblin to rebuild after the disastrous drow attack).
The party rests for the night, after which they start the 54th day since the escape from
16 September 2017 (Session 36)
After a refreshing night's rest the party decides to investigate the ooze problem. Glabbagool
is smuggled into town to assist with this. The investigation is started at the edge of the Traders
Grotto. This area is on the edge of the settled part of town and oozes are spotted relatively
The party is havinga conversation with a bunch of guards at a large stone door which blocks
an entrance to an uninhabited part of the city, when suddenly two gelatinous cubes appear and of
these engulfs Fronto. Glabbagool can't do much against other members of his species (and vice
versa) and Thorvild abides by his casting ban. With much effort and thanks to the assistance of the
guards (and Jimjar, Fargas, and Derendil) the cubes are eventually defeated. After investigation
Glabbagool thinks the cubes squeezed through the debris of a collapsed tunnel, likely collapsing
that entrance behind them. The stone door is investigated to be sure, but it proves to close very
The group decides the situation is very inconvenient. They make all kinds of plans to make the
nearly invisible Glabbagool more noticeable, in a non-threatening way, so they can more easily
transport him through the city. It ends with them coloring the cube purple and putting a sombrero
on top of him (on a plate of rough glass, so it doesn't get corroded). It proves to be too costly
to arrange for a big glass warning sign which the cube can float inside itself.
After this the group heads to the Diggermattocks to try and partially lift Thorvild's casting
ban. After much pleading prince Derendil is allowed to carry the gnome's magical equipment and
(temporarily) hand it to him when he needs to cast to further the town's needs. Fronto is very
releaved that for once he isn't given additional gnome-related responsibilities.
Thorvild spends quite a lot of time copying (non-offensive) spells from the Stoneheart Enclave
and Fronto uses Detect Magic to conclude that there is no active magical effect on Derendil.
Whether this is because the prince has been instantaneously and permanently turned into a
quaggoth, or something else is going on, is currently unknown. It seems that Dispel Magic can't
It is late on the 54th day since the escape from Velkynvelve.
23 September 2017 (Session 37)
Once again, after a good night's rest the party investigates the ooze problem. After a short
stop to trade some more stuff, the party finds another passage to the area where the oozes seem
to originate from. A bit to the south of the previously visited entrance the group finds
another closed-off tunnel. The party will have to take a detour, but this entrance should enable
fairly convenient passage to the ooze-area. After some persuasion the guards let the group pass.
The door is closed behind them.
The party has only traveled a short distance when the ground suddenly gives way beneath Tee.
The unfortunate gnome falls on a collection of sharpened stakes that seem to be poisoned too.
Derendil is working on getting the gnome out then the group is attacked by 4 rat-gnomes who emerge
from behind cover. The creatures fight fiercely with short swords, but are taken out fairly
quickly. One changes shape into a large rat and flees but Tee pursues with a Misty Step spell and
kills the creature with a Kinetic Turnip spell.
Thorvild disabled one of the creatures with a Sleep spell. The party ties it up securely and
interrogates it. The creature is very offended that the group entered clan Goldwhisker territory
unannounced. Fronto see things differently, and thinks it is very unreasonable that the group
got attacked without warning. Much recrimination follows, but Thorvild manages to calm everyone
down. It is eventually decided that the group will accompany the wererat and speak to their
A cave some distance away holds some 40 people. Some of them look like ordinary svirfneblin
and other look like rat-like creatures. A rotund rat-gnome introduces himself as Chipgrin, leader
of clan Goldwhisker. He wishes peace upon the group and proposes they have a calm talk. He
explains that he thought the group had been sent by the Diggermattocks to fight his people. He
is glad to hear that this isn't so. His clan is in a bad spot, as they have to fight a constantly
battle with the oozes. Chipgrin claims that without his clan Blingdenstone would have been
overrun by the oozes long ago. He believes he know why there are so many oozes. It is because of
a figure he calls the Pudding King. He can lead the group to this figure, but he will only do so
after an audience with the Diggermattocks. The party promises to arrange this.
It is the 55th day after the escape from Velkynvelve.
30 September 2017 (Session 38)
As promised the party arranges a meeting between Chipgrin and the Diggermattocks. After
some negotiation both groups take a small number of their followers to the border between
their territories. The Goldwhiskers manage to persuade the Diggermattocks to try and live
side by side, and together face the threat of the oozes.
Now that there is an agreement, Chipgrin reveals that the Pudding King is a svirfneblin
who, many years ago, was part of the Diggermattock expedition to reclaim the town. He settled
in the south-east of the ruins and is occasionally spotted while talking to oozes. He refers
to himself as the Pudding King and he sometimes calls the oozes he speaks to prince or
princess. He seems quite mad, but does appear to hold influence over the oozes. At the very
least they seem to leave him unmolested, which is weird enough.
Chipgrin relates where the Pudding King is most often spotted and where his clan has put
traps. Armed with this knowledge, the party sets out to explore.
The chosen route takes the group through an old residential area. It is full of debris
and some half-rotted gnomish corpses. The party can't agree on a cause of death. Perhaps it
was simply the oozes.
The group eventually arrives at an enormous cave. The wall are completely covered in
dripping green slime. In the middle is a huge spherical structure held up by four pillars.
The surface of the sphere is crawling with dozens of oozes in all kinds of colors. It is
an almost hypnotical sight. The party has barely taken in the sight when a loud voice of
unknown origin fills the air: "What's this, what's this? Visitors? Now? Not yet! We're not
ready! Go away, pests! I will call upon thee and all of Blingdenstone to announce our glad
tidings of the Faceless Lord to come at the proper time! Begone!"
It is the 55th day since the escape from Velkynvelve.
21 October 2017 (Session 39)
The group tries to make an estimate count of the number of oozes, but has to settle on
"hundreds". Glabbagool proposes for him to try to communicate with the oozes. The party
thinks it unwise, especially when they notice that the Glabbagool feels an strong
attraction to the sphere. Concerned about to effect on the gelatinous cube they decide to
go back to the svirfneblin and report. On the way back they inform the Goldwhiskers of
what they've seen. As the group moves father away from the sphere Glabbagool clearly
feels the attraction lessen, but the effect does not fully go away.
he Diggermattocks are greatly alarmed. They thought the situation with the oozes was a
vermin problem that had gotten out of hand, but this is an immediate and premeditated
threat to the city's survival. They therefore decide to convene a council. This will take
place early in the morning, because it is too late to get all necessary participants
together before that time. The party asks the Stoneheart Enclave to investigate Juiblex,
the titan of slimes and oozes, and then heads to bed.
When the party early next morning arrives at Diggermattock Hall they see that a
conderable number of people are gathering there. Chipgrin represents the Goldwhiskers.
The most prominent members of the Stoneheart Enclave are present, including their so far
unseen leader. (She gives no clear answer to the question of whether she has teleported
to Blingdenstone.) The alchemist Kazook Pickshine represents the Miners Guild. Sovereign
Basidia has joined in, and even the ghost of Burrow Warden Jadger is present.
After the party has related their experiences, it is clear to all present how serious
the situation is. Dorbo Diggermattock argues that the gnomes need to attack before the
number of oozes grows any larger. He would prefer to do this from Rockblight, hoping
that the Pudding King will be surprised by this route of attack. The Stoneheart Enclave
would gladly support this attack with earth elementals, but Ogrémoch's Bane would make
it infeasible to do from Rockblight unless the temple of Callarduran could be
reconsecrated and serve as a safe haven. Their leader, Yantha Coaxrock, remarks that it
would also be very helpful if Entémoch's Boon could be found. Entémoch is another
elemental prince, but unlike Ogrémoch, he is quite friendly. Long ago the svirfneblin
summoned him and the cave in which they did so still contains strong elemental magics.
Yantha believes the cave would allow the Stoneheart Enclave to summon stronger
elementals. The cave is somewhere outside of Blingdenstone. The location has always only
been known to a small number of svirfneblin and none of them survived the drow invasion.
The party already intended to reconsecrate the temple of Callarduran, but they are
unsure what to do about Entémoch's Boon.
Kazook indicates that he could make an alchemical substance that could quickly create
an opening between Rockblight and the oozes. He thinks he could also produce an oil to
protect weapons and armors from the caustic effects of the oozes, but that will require
ingredients that he doesn't have in supply. Normally he would import these from
Neverlight Grove, but that is currently infeasible. Basidia will be able to arrange for
some of these ingredients and will also help prepare the oil. Other ingredients require
mushrooms from the northern slopes of Neverlight Grove. They need specific faerzress to
survive, which makes them hard to supply. Jimjar suggests that the market in Gracklstugh
might have an alternative. If the party could place an order with a Sending spell, then
the gnomes will send a shipment of salt from their mines to pay the duergar.
Basidia offers to have the myconids join the fight against the oozes. So far the
Diggermattocks had been quite sceptical about a long term mutual settlement of gnomes
and myconids, but they now promise that if the mushroommen help to defeat the oozes,
they will be allowed to settle permanently in Blingdenstone's territory.
There is much work to be done, so the council is adjourned.
Fronto contacts Stonespeaker Hgraam. The stone giant promises to try and arrange a
caravan of alchemical supplies, but is unsure whether he'll be able to pull it off. He
asks the priest to contact him again later that day. When the gnome does so Hgraam tells
that he was only able to get some of the ingredients. He offers to instead send a
shipment of weapons and armor. The duergar produce large quantities of these, so this
will be easy to arrange. Skorr in particular likes the idea.
It is the 56th day since the escape from Velkynvelve.
28 October 2017 (Session 40)
After consulting with the svirfneblin Stonespeaker Hgraam is asked to specify which
alchemical components are going to be sent, and to use the rest of the budget to get as
many weaponry as possible. The party has no other preparations to make so they head to
Rockblight to reconsecrate the temple of Callarduran. The Diggermattocks arrange for
some reinforcement: a svirfneblin scout called Zanna.
The gnomes closed the entrance to Rockblight with a double gate of heavy stone doors.
They are guarded by a handful of guards and cave badgers. (The proximity to Ogrémoch's
Bane makes it unwise to use earth elementals.) The leader of these guards tells the
group how to get back. (There is a kind of steam whistle doorbell.) He relates what he
knows about the situation on the other side of the gates, but this isn't a lot. He does
mention that there are some very lifelike statues. Perhaps there is or used to be a
monster there that is able to petrify people, but nobody has ever seen that happen.
The group continues anyway. They have only just passed the gates when they hear
sounds of combat in the distance. The source is unclear and before the group can
investigate the ghost of a gnome appears. The creature is very frightful, but the group
disperses it. Just before it is defeated it seems to want to flee en calls out "They
are coming! Everyone hide!" The party is unsure what to make of this. Perhaps this is
the ghost of Udhask, whose corpse should be somewhere around here according to Burrow
Warden Jadger. The party performs a quick search, but is unable to locate it. They don't
want to stay here for a more thorough search, so they send out Zanna to scout and
continue on their way. Thorvild does have his familiar continue the search, and by dumb
luck it almost immediately finds a gnomish corpse. It is next to a bed and appears to
reach underneath it. A Speak with Dead spell teaches the group that this is indeed the
corpse of Udhask. He died due to a heart attack during the drow attack. He meant to
hide under his bed, where he had also hidden his life savings. (Some gems and a potion.)
The group takes it all with them and moves on.
The residential area in which Udhask's corpse is found proves to continue for quite
a distance to the east. At the end is a pool of water that is fed by a waterfall. Stairs
lead up, but the party decides not to explore these as they lead to the wrong direction.
They instead go north. There they eventually arrive at a large cave filled with many
beautiful crystals that are impressively illuminated by bioluminescent mushrooms. There
is also a lifelike statue of a gnome holding a piece of crystal in fron of their head;
almost as though they are blocking something. The party is intrigued and studies the
scene for a while, but eventually decides that they don't really know what to think
about the situation. They decide to continue to the temple. Thorvild first breaks off
a similar piece of crystal and takes this along.
By way of two in the rock carved sets of stairs the group arrives at a space that
must be a temple. It is a fairly large, almost round cave. The walls in places give the
vague impression of humanoid shapes. To the north is a passage, but this is collapsed.
Presumably it would lead to the cave system where the oozes are. In the middle of the
space is a large menhir-like rock full of niches. The priest of Callarduran instructed
the party to put the spell gem into one of these niches. Before the group does so they
cast a Magic Circle around the rock. This proves to be a wise precaution, for as soon
as they place the gem a bright light spreads out of it and an earth elemental detaches
from the wall. It clearly intends to flatten the party, but it is unable to enter the
Magic Circle. Unfortunately, it can still drop stones from the ceiling onto the party
and it clearly does not intend to leave the group be. Thorvild casts a Leomund's Tiny
Hut to give the party cover against the stone, but it doesn't completely fit inside the
Magic Circle, allowing the elemental to attack part of the party through the floor.
Nonetheless the group has a considerable advantage over their opponent and they defeat
Almost directly after the elemental goes down, another rock-like creature appears.
This has a more boulder-like appearance (it is later identified as a Galeb-Duhr) and
ignores the party. He takes up position near the menhir as if to defend is, but then
stands perfectly still. At that moment a second elemental appears and attacks the party.
After the party defeats it another Galeb-Duhr appears, followed by the third elemental.
After this one too falls, a third Galeb-Duhr takes up position near the menhir. The
trio now nod to the party and the gem stops glowing. The space now feels peaceful and
sanctified. The consecration must have been completed.
On the way back the party decides to take a look into the other two corridors
leaving the crystal cave. Zanna, being a professional scouts, leads the way.
At the end of the first corridor, which leads up, Zanna encounters a room full of
ancient furniture and clothing. It looks as though these were once very valuable, but
they are now in bad shape. At the end of this room is a female drow who sits perfectly
motionless on a throne. Zanna is unsure what to do with this and returns to confer
with the rest of the party. It doesn't make sense for a drow to be here and sit
motionless on a throne, so the group suspects that she is an illusion. If so, it
likely conceals a trap of some kind, so they decide to leave the room be.
The other corridor, which leads down, leads to a cave containing dozens of life-like
statues of drow warriors. When the group looks at them from up close six of them
animate and attacl the party. The statues are tough, but the group manages to defeat
them. As soon as the last hits the ground, however, six others animate. There are another
24, so this looks to become a battle of endurance. Fortunately, the group has quite a lot
of powerful magic available and they use it destroy most statues before they get a chance
When the last statue falls ,a large cloud of shimmering stone debris comes pouring out
of it. This cloud is clearly magical and soon fills the entire cave. (The party stays away
from it.) This must be Ogrémoch's Bane. The group doesn't know what to do. They are unable
to communicate with it and it does not respond to Dancing Light spells or salvo's from
Fronto's confetti cannon. The group therefore retreats towards Blingdenstone. The cloud
does not follow them.
It is the 56th day since the escape from Velkynvelve.
11 November 2017 (Session 41)
The group returns to Blingdenstone, carrying with them the petrified gnome with the crystal.
The svirfneblin are elated with the re-consecration of the temple, but are concerned about
Ogrémoch's Bane being so near the route to the temple. After all, they intend to take earth
elementals along to fight the oozes. They have no means of reversing the petrification of the
gnome, but they do locate a family member of the victim. He had not been seen since the drow
invasion, so it is likely that the petrification happened a very long time ago.
Gurnik Tapfinger, the priest of Callarduran, makes good on his promise and blesses the
party. While doing so, his eyes shine with a divine light. This is clearly not a regular
blessing. Every recipient can choose between a Blessing of Protection (improved armor class
and saves) or Blessing of Weapon Enhancement (one non-magical weapon in your hands functions
as though magical). Thorvild, Fronto, Skorr, and Derendil choose Protection. Zanna and
Jimjar choose Weapon Enhancement.
Skorr delivers the remains of Udhask to the Burrow Warden, who is very pleased to receive
them. Skorr asks the ghost about the petrified beings in rockblight. Perhaps they were drow
doing something magical during the invasion? Jadger doesn't know of any such thing, apart from
the fact that during the invasion there were no reports of such magics or beings.
The party would like to find Entémoch's Boon. They had hoped to learn something about it in
the temple of Callarduran, but they couldn't find anything. They therefore intend to return to
Rockblight and explore the remaining areas. After a good night's rest they head out.
The first place the groups heads to is the cave over the waterfall in the east of the cave
where they encountered the ghost. When they arrive there they find beautiful crystal
formations and a very nice view. There are also stairs to a platform higher up. When Zanna
climbs them she is attacked by two gargoyles who posed as normal statues. They are tough
opponents who are not much bothered by non-magical weapons. (So the Blessing of Weapon
Enhancement already proves most useful.) Nonetheless they cannot stand up to the entire
group and are eventually defeated. When this happens a furious earth elemental arises from
the ground. It deals some hard punches, but it too is defeated. The party thinks the situation
is rather weird. The platforms are examined in detail, but don't seem to be anything more than
(excellent) viewpoints. They do find a yellow diamond among the remains of the earth elemental
and someone remembers that gargoyles have some sort of connection to Ogrémoch. This raises
more questions than are answered, so the group just continues on. They decide to head to the
go to the room with the drow woman.
The group decides the woman is most likely an illusion and probably part of a trap. Pursuant
to the GNOME-54001 safety protocol Fronto therefore tosses a rock at the woman. The woman who
until now sat motionless on her throne now rises and opens her eyes. Her hair starts moving
too; it is a mass of snakes. The creature is a medusa, someone who made a pact with a
powerful being for a long youth and good health, but who now pays the price with a monstrous
The horrendous sight of this being can petrify people and this immediately happens to poor
Zanna. Thorvild and Jimjar too are affected, though to a lesser degree. Thorvild eventually
overcomes the effect, but Jimjar succumbs to it and is also petrified. The rest of the group
averts their eyes and fights the medusa. The creature proves to be a dangerous swordswoman
whose hair also bites anyone near. It is a terrible chaos and panic. Blindly cast Rays of
Fire set half the room aflame, but the creature eventually bites the dust.
The group immediately searches the cave in the hopes of finding an antidote to the
petrification. Except for some expensive spider silk dresses that are still in pretty good
shape nothing of note is found. Fronto contacts the high priest of Apollo in Naxos through a
Sending spell. He explains that a Greater Restoration spell is the only reliable remedy.
Unfortunately this spell is beyond Fronto's ability and the group has already learned that
the Stoneguard Enclave does not have access to this spell either.
It is the 57th day since the escape from Velkynvelve.
18 November 2017 (Session 42)
The group returns to the inhabited part of Blingdenstone and asks around about medudas, ways of reversing
petrification, and whatever drow might still be doing in Stoneblight.
The alchemist Kazook can't do anything against the petrification. It is caused by a curse rather than an
alchemical process. He is however quite interested in the medusa's venom.
Chipgrin knows nothing about medusas. He has never heard of one being involved in the drow invasion. He
doesn't think the xenophobic drow would tolerate one of their kind turning into one. He does sort of know
the petrified gome with the crystal from before the invasion. His name is Vort and Chipgrin saw him a few
times in the months after the invasion. Clan Goldwhisker doesn't have any mages or priests, so they can't
help to reverse the petrification.
Burrow Warden Jadger agrees with Chipgrin's assesment of the drow. After some deep thinking, he thinks he
mag recognize the medusa. She looks an awful lot like one Neheedra Duskryn, who was involved in the invasion
as a regular drow. This would mean that she became a medusa some time afterward. There is some speculation
about how the petrified drow warriors fit in the picture, but no hard conclusions can be drawn. The Burrow
Warden has no remedy for the petrification.
Gurnik Tapfinger needs some time to dig into writings and to consult his colleagues in the Stoneheart
Enclave, but he eventually offers two potential solutions. The first is to find Entémoch's Boon. Earth magic
there is much stronger than elsewhere. The Stoneguard Enclave, who are specialized in earth magic, may be
able to use the magic in that place to reverse petrification. The second option is, to put it bluntly, to
use the party's credits with Callarduran to ask for this particular favor. This would mean the end of the
blessing which the god bestowed.
The group considers the proposals. They already want to go to Entémoch's Boon, but they still haven't any
leads for that. They therefore decide to sacrifice the blessing. Gurnik thinks it best to do this in the
temple, so the group heads back into Stoneblight.
On the way there nothing of note happens. Gurnik is concerned about the proximity of Ogrémoch's Bane to
the route to the temple. The attack will require earth elementals to travel this route and the last thing
they need is for those to fall under the sway of Ogrémoch's Bane.
At the temple Gurnik places all kinds of religous objects. The party members have various parts to play
in the ritual. Some get to wave incense around, another gets to ring a bell, etc. Gurnik calls on Callarduran
and requests the god's assistance. Callarduran is pleased and breaks the curse. Jimjar and Zanna are made
flesh and bone again. They do pay a price, for the two no longer carry Callarduran's Blessing. Nonetheless
all are agreed that it is a good deal.
Before the group leaves the temple they again look for clues to Entémoch's Boon, but don't find any.
Thorvild does find the lower part of a candelabra which once belonged to the temple. It is not what he hoped
to find, but it does make Gurnik happy.
Back in Blingdenstone the party takes a well deserved rest.
It is the 58th day since the escape from Velkynvelve.
25 November 2017 (Session 43)
The group decides to search the surroundings of Blingdenstone for Entémoch's Boon. They are assisted by
a scout called Joppo, whose services were arranged through the Diggermattocks.
After searching for a few days the group finds an unassuming pile of stone that form a subtle sign to a
tunnel leading west. This tunnel doesn't immediately lead to something interesting, but the group returns with
a large supply a provisions to explore it more extensively. After traveling for a full day they encounter a
side tunnel of which the entrance is decorated with a carved gnomish face on each side. The group takes a look
and is almost immediately attack by a group of demonic spiders of worrisome size. Fortunately the creatures
are no match for the party. It remains unclear what the spiders were doing here.
The area the side tunnel leads to proves to be a maze of tunnels. The group wanders through them for some
time. While doing so they encounter a strange kind of brown mold which spreads freezing cold. Thorvild and Tee
carry some samples with them, though Skorr thinks it a dumb idea. The group later encounters a trio of
mephits. With the aid of magic the group is able to communicate with them somewhat. They are clearly not
terribly nice creatures, but they are not directly inclined to fight and are somewhat comical. After bribing
them with a few gold pieces the party is quite certain that they have no idea where Entémoch's Boon is and
both groups go their separate ways.
The party decides to return the Blingdenstone and report on what they've found. The svirfneblin are
overjoyed. This has to be the route to Entémoch's Boon. The Stoneheart Enclave wants to investigate the area
It is the 69th day since the escape from Velkynvelve.
9 December 2017 (Session 44)
Encouraged by the enthousiasm of the Stoneheart Enclave the party returns to search for Entémoch's Boon. This
time they are accompanied by a PhD student to aid them in their search. (And with whatever other random nonsense
they want done. After all, that is what PhD students are used for.)
After a few days of searching they have a breakthrough. The group finds a large cave in which various
stalagmites have been carved in arcane shapes and which has a large summoning circle on its floor. Detect Magic
shows residual conjuration magic. The PhDer is convinced that this is indeed Entémoch's Boon. The party had hoped
that it would have been a more interesting place and starts searching for hidden things.
When Thorvild investigates a section of wall, it bursts apart. An enormous insectile create (an umber hulk)
bursts through the wall and attacks the gnome. The rest of the party moves in to help and a chaotic fight erupts.
The creature is heavily armored, has sharp claws and enormous jaws, and has a strange hypnotic gaze. Party members
get mezmerised several times, causing them to walk away in confusion, looks around groggily, or even attack an
ally. With great effort the creature is finally defeated. The party decides that they have done more than enough
exploring and returns to Blingdenstone. Thorvild first chops the creature's antennae off and uses them to decorate
Back in town the news is received with great excitement. The Stoneheart Enclave immediately moves all their
summoning activities to Entémoch's Boon.
The group spends the next couple of days searching for alchemically interesting mushrooms. Zanna knows of a
few places with a lot of faerzress. The mushrooms that grow there might be useful for the alchemical concoction
that Kazook and Basidia are brewing to protect the party's equipment from the oozes' corrosive attacks.
When finally the caravan arrives from Gracklstugh arrives (accompanied by two stone giants) it has become
about to bring the fight to the Pudding King!
It is the 79th day since the escape from Velkynvelve.
16 December 2017 (Session 45)
The day is used to distribute the duergar equipment (mostly crossbows and armor) and prepare the alchemical
ooze protection. Skorr asks the stone giants and duergar if they'd be willing to fight the oozes. The giants are
very concerned about the activities of the titans in the Underdark and will help their friends from the surface
world. The duergar are not interested.
Early in the morning of the next day the troops assemble. The alchemists use a concoction and earth elemental
labor to clear the passage between the temple and the area where the oozes are. (Thankfully, Ogrémoch's Bane did
not show itself.) The army marches to the cave with the large stone sphere to fight the oozes there. However, the
oozes seem aware of what is going on and attack the army in the tunnels between the temple and the cave with the
The earth elementals and the wererats of clan Goldwhisker form the vanguard while the svirfneblin led by Dorbo
Diggermattock fire crossbows from a distance. The myconids under Basidia take up position in the middle to take
care of any oozes that make it past the frontlines, before they can attack crossbowmen. Jadger and some of the
friendlier ghosts meanwhile attack the oozes from the rocks, which the ghosts can pass through freely. The giants
take up position with the gnomes and throw enormous rocks. The oozes have the weight of numbers, but the allies
are well prepared and should hold for a while.
The party uses the least busy side-tunnel to slip behind the lines. They have fought only a few oozes when
they hear the voice of the Pudding King. Their target is encouraging his troups and is not far the the party.
The group attacks and before the gnome can get away he gets caught in a Hold Person spell of Zook. The Pudding
King and his bodyguards (a large black pudding and a grey ooze with psychic powers; both much more intelligent
than normal oozes) are quite dispatched. When he dies the Puddin King transforms into a pool of slime. He calls
out that they will rize from their children. That they will be reborn from the Faceless Lord. That Juiblex will
devour the banquet of the Queen of Fungi, and they will all grow.
Having achieved their objective, the party quickly moves back to their troops. As they are leaving, Thorvild
spots two undamaged books floating in the remains of the black pudding. This is most unusual, so they take the
books with them.
Back at the frontlines it is apparent that the oozes now fight without any coordination. Their numbers still
make them a deadly threat though. But with the Pudding King defeated so quickly, the fight still hasn't led to
any casualties on the allied side. With the main goal of the attack achieved, they make a fighting retreat to
the temple. Here the guardian galeb duhr have awakened and they close the passage to the oozes once the army
has passed through.
Back in town the victory is celebrated with great enthousiasm. The books discovered in the black pudding
turn out to be spellbooks from the svirfneblin archmage Lesla Carrowil, who dies in the drow attack. The books
are bound in troglodyte skin and the pages are made of trillimac. Both the covers and the pages have been
treated with a magical varnish that protects against moisture and acid. The books are titled "Underland Magick"
and "Magick from Beyond the Mirror". Both are chock full of spells, all the way up to 8th level.
Many oozes try to enter town in the days that follow, but the gnomes are well prepared and take them out
before they can cause much trouble. It will likely take a long time before all the oozes have been cleared, but
without the coordination by the Pudding King, the oozes are much less of a threat. The gnomes can now afford to
spare the manpower for an expedition to the surface world!
The party first makes another run into the ooze caves. The Pudding King didn't carry any valuables and the
party hopes to find some in the direction in which he tried to retreat.
The cave with the large sphere is still full of oozes, but they are now all over the place. The sphere, which
once housed the royal chambers is explored by Zook in Gaseous Form. Everything inside that isn't made of stone
has been dissolved by the oozes.
Via another cave, in which the svirfneblin once kept cattle, the party arrives in a cave full of green slime.
The ground is full of pools of the highly corrosive stuff, and great curtains of it hang from the high ceiling
nearly to the ground. In the middle of the room is a large stone throne decorated with many carved eyes and
mouths. The room has the feel of an alien cathedral.
The party cautiously approaches the throne and investigates it. Skorr quickly discovers that the top of the
ottoman (a petrified mushroom) can be lifted. This reveals 55 gp, 20 ep, a gourd containing what is later
discoverd to be a Potion of Poison, 2 spell scrolls (Conjure Minor Elementals and Speak with Plants), and a
varnished green eye the size of a grapefruit. The party feels uncomfortable about the eye, but eventually
decide to take it anyway. They later discover that it is magical and can be used as a Crystal Ball of True
Seeing, but works only once.
It is the 82nd day since the escape from Velkynvelve.
30 December 2017 (Session 46)
After preparing for a few days, the moment has finally arrived to head back to the surface world. The
svirfneblin thank the party for all their help and give various gifts. Thorvild receives (also from Basidia)
a collection of rare and alchemically interesting mushrooms. Fronto gets a large bag of glitter for his
confetti cannon. Skorr receives a duergar maul with an inlaid bloodstone. (A "bloodmaul".) Tee is gifted
a bag of unusual objects. (5 random trinkets.) Ulfgar a zurkhwood cither; Zook a flag with his name
embroidered on it; Zanna, Derendil, and Jimjar glasses of cut obsidian to protect their sensitive eyes from
the sun. The party also receives a Stone of Earth Elemental Control with which an earth elemental can be
summoned once a day.
Basidia and the myconids stay behind to settle in Blingdenstone. Floomfazoom, who needs psychic
communication for sustenance, stays with them. Glabbagool is curious about the surface world, but he really
doesn't like sunlight, so he reluctantly stays behind. Derendil and Jimjar do join the expedition. Derendil
seeks to return to his elven kingdom, and Jimjar will help him to achieve his goal. Fargas the halfling
(who has proven to be a good cook) is completely done with the Underdark and also joins the expedition. And
of course Gortor the acolyte of Apollo will accompany his master, Fronto. (Who would have prefered to leave
him behind, but doesn't have a good excuse to do so.)
Thanks to the svirfneblin guides, the week long journey has few incidents. But when the group has nearly
reached the surface, they get ambushed by drow. It is a group from Velkynvelve, which must have pursued the
party in their trek through the Underdark. The drow will clearly not rest until they have enacted vengeance
upon the party.
The fight is fierce and arduous. Spells fly every which way. Giant spiders shoot webs. Invisible mages
throw fire and lightning around. Warriors duel. Magical darkness appears and disappears. At the end, when
the party finally gains the upper hand, a shadow demon is summoned by the drow in an attempt to turn the
tide. The senior drow priestess calls upon Lolth, but the Spider Queen seems displeased with her. All drow
The loot includes a Tentacle Rod which was wielded by the senior priestess. There are many armors, daggers,
swords, etc. of excellent drow craftsmanship, but the group is aware that they will degrade under influence
of the sun. A spellbook is recovered containing spells up to 5th level.
It is the 91th day since the escape from Velkynvelve. A few hours after the fight the party finally
6 January 2018 (Session 47)
After spending three months in the Underdark, the sunlight is painful to the eyes of the party. The group
therefore camps a night near the cave entrance. This way there eyes can slowly get used to the light.
Before they head back to Blingdenstone, their guides give the party some information about their
surroundings. Not far from the cave opening is a road that leads east and west. If the road is followed to
the west, the party will eventually reach the city of Sparta. The gnomes however always go east, where at
about 3 miles distance is the prosperous city of Corinth. The guards at the gate there are familiar with giant
riding lizards and allow the gnomes inside when they arrive to trade. The svirfneblin never go deep into the
city, however, (and never come during the day), so the party's mounts and beast of burden could cause a
commotion in the rest of the city.
The party (or at least the gnomes in the party) do want to take their beasts home. A Speak with Animals
spell teaches the group that the animals are not very happy about going into the sun, but will do so as long
as they are fed. The group eventually decides to leave them in the cave, guarded by Zook, while the rest of
the group visits the city.
Corinth is a particularly large city, surrounded by rich fields, and with a busy port full of ships from
all over the known world. The city has a whole bunch of impressive temples, but the most impressive ones are
dedicated to Zeus and Apollo (in his capacity as god of music). Skorr visits the latter one to inform the
high priest about the titans and their activities in the Underdark. The group is very convincing and the
priest asks them to talk to the ruler of the city: the basileus. To this end he will organise a meeting just
outside the gates, shortly after nightfall. The party accepts and uses the intervening period to arrange for
transport to their home on Rogos. (And steal an apple pie.) A very enthousistic Thorvild immediately accepts
the first offer of a fare of 500 gp. Fortunately the captain did come recommended by the harbor master, whom
Tee had tipped a silver piece. This likely means the price isn't too outrageous. Nonetheless, Skorr schools
Thorvild in negotiating.
When the party arrives at the meeting they see that the basileus brough along a large delegation of
notables. The party again are very persuasive and their exotic mounts, drow objects, yeti's who speak in elven,
etc. lend their story even more credence. The basileus is very concerned, but has no idea what to do about the
situation. The party unfortunately doesn't know either. The group does ask if there have been any signs of
weird behavior, such as they encountered in various places in the Underdark. There have been no signs of this.
There is a helot uprising in Sparta though, but this is not particularly uncommon.
In any case, the basileus is grateful for the warning. He makes sure the mounts get loaded onto the ship
without any problems. (In cages which the party has made from a bunch of trees using a Fabricate spell. The
owner of the copse is paid with a few minutes of magical flight and the curing of a disease. He is very happy
with the deal.)
After sailing for 3 days, the group spots Rogos on the horizon. It is the 96th day since the escape from
13 January 2018 (Session 48)
After their long wanderings the party finally returns to Rogos. It is a happy reunion, which is celebrated
with a big party in one of the inns. (Organized by Thorvild's father.) All notables of the island, including
the archon, attend.
Unfortunately the evening is bittersweet, for Skorr announces that he will leave the group. The half-orc
wants to go east and warn the people there about the danger posed by the titans. He has already booked passage
on the ship that delivered the party to Rogos. They set sail at dawn the next day.
The rest of the group tries to persuade Skorr to stay, but with no success. Although the party continues
until the wee hours, the entire group assembles on the pier at dawn to say their goodbyes.
In the days that follow Thorvild and his father research the elven realm of Nelrindenvane, which Derendil is
the rightful ruler of. They are unable to find a single reference to such a realm. They track down an elf who
knows the area in which the realm is supposedly located, but he has never heard of it. Thorvild is unsure what
to make of this.
Meanwhile the gnomes are mostly concerned with setting up a sustainable spider farm. They make and discard all
kinds of plans. Various islands in the vicinity are visited and evaluated for their suitability for keeping the
spiders. While doing so, they retrieve the Zookanian "fleet" and collapse the entrance to the Underdark.
They eventually decide to keep the spiders on a small rocky islet near Rogos where, on a previous adventure,
they took care of a warren of flying kobolds. The spiders will be able to shelter in the cave where the kobolds
made their warren, and they can be fed on the surface. The group hopes they can automate the situation by keeping
a herd of goats on the island that is large enough to replace their losses to the spiders. How large this herd
should be is as of yet unknown.
They find a level-headed farmer's son to supervise the endeavor. The young man calculates that in order for
the plan to work, the herd should consist of at least 400 goats. The half-orc is no longer present, but in their
mind each of the gnomes hears his words again: "That is an incredibly dumb idea!"
Reluctantly, they now consider selling the spiders to a rich collector. Perhaps they can find someone like
that in the city of Naxos.
It is the 103rd day since the escape from Velkynvelve. Autumn has arrived.
3 February 2018 (Session 49)
The group is visited by a warrior from the Underdark who has heard of their exploits. He calls himself
Pyrka and though he is/was a human, he has red scales on parts of his body. He can't remember exactly how
he got these. Some time ago he woke up with terrible wounds and memory loss on a battlefield in the Underdark.
His armor looks strange and almost organic. Pyrka's best hypothesis is that illithids modified his body to
turn him into a slave-warrior and that their control over him was broken when he got hurt in battle. He is not
very sure about it, but he does know that he wants to fight for what is good and just.
When Pyrka, after a perilous journey, arrived in Blingdenstone, he spend a while helping the gnomes fight the
slimes. The svirfneblin told them about the party and he liked how they fought for just causes. It also seemed
like they mind having unusual characters in their party. He therefore hopes that he'll be allowed to join the
group. The party has indeed never been too picky about who can join the group and they happily agree. With Skorr
having left the group, they could certainly use another warrior.
The group still hasn't solved their spider conundrum. They decide to just head to Naxos to try and find a
buyer. They arrange for a ship and take a male and female spider (in cages) along. The rest will for now stay on
the kobold islet. They consider perhaps taking a boat from Naxos to Athenai. Perhaps there they will be able to
find more information about Nelrindenvane. It should in any case be on the route to Derendil's realm.
After a short journey the group arrives in Naxos, on the island of the same name. They have much trouble
finding a buyer for the spiders who will give them a good and safe life. An old teacher of Thorvild is willing
to buy them for research purposes, but can't pay much and will dissict them, which the party doesn't like. There
are traders in exotic animals for in the arenas of the peoples in the west. The party doesn't like that either.
Eventually Thorvild comes up with the idea to sell the venom for (hopefully) a considerable amount of money.
His old teacher would be willing to harvest it for free, on the condition that he is allowed to dissict the
animals. The party decides to think on it, hoping they may find a well to do druid or something like that.
Fronto meanwhile decides to leave his acolyte behind at the local temple of Apollo. When he is asked if he
thinks the derro is suited for being trained to become a priest a rather uncomfortable situation arises. After
much pleading the local priest promises to "see if it works out".
The group also employs a sage to research Nelrindenvane. He was utterly unable to find any reference to it
at all. The area where it is supposed to be does harbor several elven realms and he can find all kinds of
information about those. But nothing about Nelrindenvane, Derendil, or Terrestor.
It is the 106th day since the escape from Velkynvelve.
10 February 2018 (Session 50)
When the party walk around town with their usual level of discretion, they draw the attention of a
flamboyant elf. This person introduces himself as Novery Bravé, but the party can call him Nob. He would like
to join a group of adventurers, as the group he previously adventured with has unfortunately perished in a
fight with a hydra. Nob was the only survivor. He did defeat the hydra (he produces a large claw that hangs
from a chain around his neck, and puts it back before anyone has a chance to really look at it), but everyone
knows it is better to adventure with a group. So...
The group has never been picky about who can join them, so after the usual short interview and the
orphanage test, Nob is added to the group. Apart from being a hydraslayer he is also a bard.
When the party explain what they're doing, Nob tells them that he knows the area where Nelrindenvane is
supposed to be well. The fight with the hydra was in that area and he spent some time travelling between
elven courts. He has never heard the name Nelrindenvane. It is certainly not a current elven realm and he is
fairly certain that is isn't a historical realm either.
The party had more or less intended to travel to the area and find out what's what. It now seems that would
be pointless. Eventually they decide to go the temple of Apollo and hope the high priest can help them.
Said high priest would of course be glad to help his colleage Fronto. He casts a Greater Restoration spell
on Derendil, but this doesn't seem to do anything. While the high priest explains that this is the most
powerful magic he has access too, Derendil starts getting increasingly confused. He starts slurring his
words, complains of headache, and gets agitated. The group decides to quickly get out of the city before there
are any accidents.
They make camp just outside the side in the grove of a local farmer. It quickly becomes obvious that prince
Derendil no longer occupies the body of the quaggoth. The creature call itself (after thinking on it for a
while) Trorr. It says it used to do chores in Velkynvelve until the drow locked it up for behaving strangely.
Trorr appears to be a fairly typical quaggoth. This is not a good thing, for quaggoths are well known as
Out of respect for what once was noble Derendil, the group decides to help Trorr get back to the Underdark.
He would be less dangerous there than on the surface world and he himself very much prefers it over staying on
the surface. While the gnomes stay with Trorr the rest of the party, seeing no other viable option, will sell
the spiders to an arena merchant. As the spiders are successfully sold and also a route to the Underdark is
found, the situation with the gnomes of course get terribly out of hand. The farmer whose grove had been
invaded without permission is treated quite rudely by the gnomes and returns with his neighbors and a pack of
dogs. The party decides discretion is the better part of valour and finds another place to stay.
The next day the group treks along the edge of the Kobold Forest into the hills. As soon as the cave
leading to the Underdark is located, Trorr enters it with little more respons than some grunts. The party
briefly reflects on the memory of Derendil and then heads back to town.
It is the 107th day since the escape from Velkynvelve.
10 March 2018 (Session 51)
The party would like to know if Derendil still exists in some way. It is quite weird that Trorr as Derendil
knew how to speak elven and knew a fair bit about the surface world.
At the suggestion of Thorvild they consult his alma mater, the university of Naxos. One of the professors,
one Kleio, is a very capable diviner. She explains that if Derendil still exists in some form, he will likely be
on another plane of existence. He may have been an "imprint" of an elven prince on the Faewild. Or if he was a
true soul, he will likely now be in Arvandor, the elven afterlife. In any case, she should be able to reach him
with a Contact Other Plane spell. Of course she will have to be compensated for casting this. The party grumbles
a lot about the hefty price, but she cannot be moved. She had to spend many years in study to be able to do this.
Apart from that, the spell is not without danger to the caster. Eventually they agree to pay for the spell in
return for a Scroll of Conjure Minor Elemental which the party isn't using anyway. Fronto will also support her
with divine spell, increasing the chance of a successful casting.
The spell is cast successfully, but Kleio can't find any entity matching Derendil. Her conclusion is that
Derendil cannot be a soul or imprint of such. He must have somehow been a delusion of Trorr. Perhaps the titans
made this delusion more "real" than it ought to have been. Zanna wonders why the titans would do such a thing.
How would it help them? Kleio has no definitive answer. Perhaps the titans don't consciously cause this sort of
thing and it is more a side effect of their presence. Migthy dragons are said to affect their surroundings in a
Unable to do anything for Derendil and having sold their animals (including Fronto's riding lizard) the party
returns to Rogos. Thorvild pays the bill for the inn they've stayed at with a Fly spell.
The next several months pass peacefully.
Zanna learn Greek (the common tongue of this part of the surface world) and starts keeping chickens.
Thorvild and Fronto use the Stone of Controlling Earth Elementals to build the first sewers on the island.
(Only on the acropolis; the ground water level is too high in the village beneath it.) They also construct a
fountain at the foot of the hill which is fed by a basin near the summit. Around the fountain they place
statues depicting Derendil, the archon and his beloved granddaughter, and the patron gods of the island:
Apollo and Artemis.
Underneath Fronto's house they dig a modest appartment for Zanna. The building Fronto had built as a stable
for his riding lizard is now used as the entrance.
Jimjar returns to his family in Blingdenstone, but stays in contact though Sending spells.
When winter arrives Fronto is visited by a messenger with a letter for the party. The letter bears the
seal of the king of Gauntlgrym (the dwarven city that was home to Eldeth Feldrun, one of the other captives in
Velkynvelve) and has been handed to the messenger by king Bruenor Battlehammer himself!
"Come at once to Gauntlgrym for an audience with King Bruenor Battlehammer, to discuss matters of grave
importance concerning your experiences in the Underdark."
Though they find the message a bit rude, and Fronto thinks it's odd that the messenger is a human rather than
a dwarf, the group intends to go to Gauntlgrym. Bruenor Battlehammer has a good reputation and the city is
not terribly far. (More or less on the route to Corinth.)
It has now been over half a year since the escape from Velkynvelve.
17 March 2018 (Session 52)
After several apple-pie-related incidents (Tee keeps stealing them; Thorvild sets a lure-pie containing
a vomitive; Tee is on to it and gives pieces of the pie away at the temple; the "epidemic" is fought by Fronto
and the priestess of Artemis; Thorvild takes a pie backing course and actually becomes quite good at it) the
party arranges for transportation to Gauntlgrym. The same fisherman who transported the party on previous
occasions is prepared to do this once again. The journey does make a big dent in the party finances.
After several days at sea the party arrives at a small harbor on a rocky island. (Gauntlgrym doesn't
appear to be a naval power.) The locals direct the party onto a path into the hills. At the end of this they
find an impressive gate in the side of a cliff. Dwarven warriors guard the passage.
When the party addresses the guards, one of them pulls out a parchment. He briefly studies it and declares
that Thorvild matches the description. The party immediately assumes that Doctor Inferno is already in trouble,
but it soon becomes apparent that the parchment has descriptions of the entire group. The guards declare that
the adventurers are honored guests and will be taken to lodgings to refresh themselves before their audience
with the king.
The guards lead the group through a series of impressive gates and galleries into the city proper. In an
enormous, partially artificial cave is an impressive complex of towers, bridges, stairs, and other kinds of
constructions. There are tunnels in all directions leading to many more spaces. Gauntlgrym is indeniably an
enormous complex, but the party spots only a few inhabitants. Nonetheless, the rooms that have been prepared
for the group are very comfortable. Each member of the group gets a private room full of nice furniture
including a comfortable bed, bathing facilities and an assortment of refreshments.
When everyone has had the chance to refresh themselves a servant arrives to inform them that the king
will receive them. The impressive throne room is not far from that accomodations. Here sits king Bruenor
Battlehammer, surrounded by guards and advisors, on the Great Throne of Moradin. He welcomes the group as
friends and honored guests and immediately asks all kinds of questions about everything the adventurers
went through in the Underdark. As they tell them all about it, the king listens intently. As expected, what
they have to tell about the titans causes him great concern. Gauntlgrym is mostly located in the Underdark,
so this poses them a grave threat. The king indicates that he must consult with his advisors. In the
evening there shall be a great feast in honor of the party and there they will speak again.
The servant who escorts the group back to their rooms offers to give them a short tour of the city. The
group loves the idea, even more so when they get wind of the fact that the dwarves use an old network of
magically powered mine carts as a transportation system. The tour takes the group to various places in the
Vault of Kings (the large space full of towers, bridges, etc.) en the Iron Tabernacle. The latter space is
the physical and spiritual center of the city. It is the size of a small city and is packed full of temples,
cathedrals, statues, altars, etc. of a multitude of gods. (Including all the common Greek gods.) Here too
it is painfully obvious that the city at some point has been vandalized and neglected. Many temples are
partially collapsed and in several places obscene graffiti can be seen.
The servant explains that many centuries ago Gauntlgrym was one of the most prosperous cities in the
world, but the empire of the Delzoun dwarves that built it was broken by an enormous army of orcs led by
powerful mages. After some years that horde fell apart and after this the city fell under the control of
all kinds of groups. Illithids, duergar, drow, aboleths, and many other creatures have controlled the city
at various points in time, while all memory of the city faded on the surface world. A few decades ago the
city was rediscovered by Bruenor. The warrior, who was already famous, gathered an army and after much
fierce fighting reclaimed the city for the dwarves.
These days the city doesn't have anything near the population size which it had in the distant past,
but the mines and smithies are once again in use. When Fronto asks some more questions about these smithies
the servant explains that the Great Forge is an enormous room, comparable to the Vault of Kings and Iron
Tabernacle. It is filled to the brim with furnaces, anvils, rails for mine carts, cable systems for moving
buckets of water, etc. When Fronto asks how the furnaces are heated, the servant answers that the dwarves
have a system of "heat tubes" to do so, but he is not allowed to go into further detail.
In the meantime it has become time to go to the feast. The group quickly changes into the nice outfits
they bought in the commercial district of the Vault of Kings during the tour, and heads to the celebration.
Here they are seated in a place of honor at the king's high table. There is a large and colorful assembly
of guests. Besides many dwarven dignitaries there are also guests from all kinds of other races and from
every direction (but mostly from the surface world). The food and drink are excellent and abundant and
there is cheerful music. The worries about the titans seem far away.
When after a few hours the party is starting to wind down, the king excuses himself. Not longer after
this a servant requests the party to accompany him. The adventurers are led to a private chamber where the
king is waiting for them. His expression is now serious again. He has consulted with his advisors and they
have arrived at a plan. A group called the Brotherhood has connections to a secret tradepost in the
Underdark called Mantol-Derith. One of their agents there, one Ghazrim DuLoc, knows the location of a
place called Gravenhollow. This is a legendary place which was built by stone giants in the distant past.
It is said to contain all the knowledge of the deep. If there is any place that might hold the answer to
how the titans could escape from Tartarus, this must be it. The king hopes the party will agree to gather
this knowledge. Of course he will support them in this. This support will include sufficient riding lizards
and a large supply of rations.
The party is not exactly excited to go back into the Underdark. Eventually the surface gnomes decide
that they really don't have a choide. Sooner or later the titans will become an untenable problem. When
Zanna asks the king what's in it for the party, he briefly looks a bit disappointed, but he mentions that
Gauntlgrym has a lot of available space and real estate, and that as king he can bestow titles of nobility.
When the adventurers reluctantly accept the mission, the king explains that he has brought
representatives of various potential allies to the city. The party has already seen them during the feast.
If they could persuade these potential allies to support them, then this would not only make the party's
mission more likely to succeed, but it will also hopefully lay the foundation for an alliance that can from
a united front against the titans. The king will do whatever he can to present the party in a good light
(the feast was one way in which he did so), but it would be best for him not to approach the representatives
directly. If they get the impression that he favors one group over another, then this could jeopardize the
alliance before it is even formed.
The most important factions are as follows:
- The Philosophers are a loose network of academics. They have access to all kinds of knowledge and
are fairly principled. There are quite a few mages in their ranks. Anaximander is their most important
representative in Gauntlgrym. He is a human wizard from a rich family.
- The Sacred Band is a small army of elite warriors that fights for justice and the will of the gods.
They are very worried about the titans, so as long as the party makes a decent impression on them, they
will likely be more than happy to help. Their leader is an older paladin of Athena called Epaminondas.
- The Cult of Pan has many adherents who are druids or rangers. The titans threaten the natural order,
which will concern them. Their local leader is a dwarven lady called Morista Malkin. She is a ranger
who joined Bruenor's army in the conquest of Gauntlgrym.
- The League is an informal cooperation between mid-level nobles from various Greek cities. They
theoretically represent an enormous amount of power and money, but they are very divided as long as
there is no obvious threat to their interests. Their most important representative in the city is
Xanthippos, a nobleman from the city of Argos.
- The Brotherhood is a sort of guild of mercenaries and traders. Their merchandise is good and they
tend to keep their promises, but they are greedy and otherwise have few scruples. Their help is essential,
because they alone know the route to Mantol-Derith and an agent of them in that place knows the route
to Gravenhollow. They have an extensive intelligence network, both in the Underdark and on the surface.
Their representative is an elegant lady called Davra Jassur.
31 March 2018 (Session 53)
The party notifies Damazo the fisherman that he need not wait for them and can return to Rogos. Thorvild
gives him a package to bring to his father. He is supposed to open it on his birthday. In it is the Potion of
Longevity which the gnome got from the dragon Themberchaud in Gracklstugh. Whoever drinks such a potion will
grew several years younger. Thorvild's father is rather old, so this is a very welcome gift for both father
After saying goodbye to the fisherman the group visits the various factions hoping to get gain their favor
At first they approach Davra Jassur of The Botherhood. The lady is not inclined to share the route to
Mantol-Derith, but has to admit that the party makes a good point when they remind her that the activities of
the titans pose a serious issue for the Brotherhood's trade network. They eventually reach an agreement. The
Brotherhood will supply muscle to the expedition and will make sure the party is lead to Mantol-Derith. In
exchange the party will have to share everything they learn with the Botherhood, the Brotherhood men will get
a share in the loot, and the location of Mantol-Derith will have to be kept secret. Davra will writes this
down in a contract. The party resolves not to sign anything until it has been approved by a lawyer.
While the Brotherhood works on the contract the party visits Anaximander of the Philosophers. This mage
has installed himself on a high bridge in the Vault of Kings. Seated on a comfortable sofa and surrounded by
books he enjoys the view, wine, and chocolates. It quickly becomes apparent that the Philosophers are very
loosely organized. The adventurers enjoy the chocolates (which the wizard occasionally replenishes from a
"pocket" in his toga) and admire his discretely positioned Shield Guardian golem, but that don't expect
much useful aid from this faction. Anaximander is happy to let Thorvild copy the Sending spell from his
spellbook so he can consult the Philosophers. For instance about the things they might learn in Gravenhollow.
Anaximander is certain that the Philosophers would be very interested to learn about Gravenhollow and the
knowledge it contains.
Copying the spell takes many hours, but in the meanwhile Anaximander entertains the party with games of
chess. Nobody manages to beat the philosopher, but Fronto plays in such an unorthodox fashion that
Anaximander almost gets confused to the point of losing the game. When Thorvild is finally done copying the
spell and the group says their goodbyes, the philosopher invites them to return to him for diner. He seems
to have enjoyed the interaction. The group happily accepts.
The next faction to be visited is the Sacred Band. The adventurers barely get the chance to tell about
their plans before the leader of the Sacred Band offers to help them. This is exactly what their order is
all about! They would be honored to fight against the titans! Five human veterans of the order will
accompany the group and they will lend a magical maul to Pyrka.
Strengthened by this enthousiasm the party immediately continues on to the Cult of Pan. Their leader is
a regular citizen of the city. She is not as excited as the Sacred Band, but nonetheless needs little
persuading to support the expedition. The Cult of Pan loves nature and the corrupting effect of the titans
worries them greatly. She will add three dwarven scouts with Underdark experience to the expedition and will
arrange sufficient riding lizards to carry both the scouts and the veterans of the Sacred Band.
Finally, the group heads to Xanthippos, the League representative. The party is quite disappointed when
their story makes less of an impression. Xanthippos claims he takes the situation seriously, but at the
same time he feels that the Underdark has always been full of nasty creatures. The addition of the titans
doesn't really change the situation materially, as far as he is concerned. The party argues that it is
only a matter of time before the titans will come to the surface and cause untold trouble, but
Xanthippos thinks that it is too early to worry about that.
7 April 2018 (Session 54)
When dinner time approaches the party heads to the tower of Anaximander wearing their best clothes.
When they knock on the door it addresses them with a magical voice and opens and shuts by itself. Apart
from the wizard himself no other beings can be seen in the comfortable interior, though pitchers of wine
and dishes full of treats fly through the air.
During the (excellent) meal they of course talk about their missions. The party again stresses how
important the mission is and that they really need more help. To the party's surprise the wizard lends
them his shield guardian. The golem will follow the instructions of whoever bears its controling amulet.
(Currently Zanna, who was the most persistent in pressing the wizard for aid.) The creature is a
formidable fighter and an excellent defender for the bearer of the amulet.
After dinner more games of chess are played. Anaximander proves beatable after all, for Pyrka
eventually wins a game. Not long after this the group says their goodbyes. It is now quite late.
The next day the group requests an audience with the king. The gnomes in the party is terribly
surpised that they can't just barge in whenever they like, and that even with an urgent request they
still have to wait until 4 in the afternoon. Fortunately the chamberlain is able to help them. (They
really only wanted to be sent to a good contract lawyer and take care of some logistics. Exactly the
kind of stuff you should bother a king with...)
Most of the next day is spent on contract negotiations with the Brotherhood. Eventually they arrive
at a document that both parties can live with. Important clauses include:
- The party (and their followers and such) need to keep the location of and route to Mantol-Derith
- Everything the party learns has to be shared with the Brotherhood.
- The only possible exception is when someone with essential information explicitly only
wants to share it with the party. In such a situation the party can contact a priestess of
Themis to act as a neutral arbiter.
- The Brotherhood will show the way to, and arrange entrace to Mantol-Derith.
- The Brotherhood will support the expedition with a group of "agents".
- The Brotherhood agents are entitled to a share of the loot.
- If the party fails to comply with the terms of the contract they will be fined 10.000 gp.
The party reports to the king at noon. He is pleased that the party has managed to get nearly all the
factions on board and will support the expedition with an additional 10 ridig lizards. (The last ones
available in the city.) He is saddened to hear that the League does not participate. Perhaps Xanthippos
will need to see the danger with his own eyes? Unfortunately the party doesn't know how that could b
accomplished. But they do resolve to make another attempt at convincing him.
Thorvild and Zanna once again inquire after a reward. Thorvild desires a tower and Zanna would like
a spacious dwelling in Blingdenstone as well as enough income to retire. King Bruenor accepts these
terms, but as he is not the king of Blingdenstone, he cannot promise that he'll be able to arrange for
a dwelling in that town. If he is unable to do so, he will instead arange for something similar in
After the audience the party once again visits Xanthippos. This time that make quite a show of having
all other factions on board. Everyone contributes knowledge, manpower, pack animals, and even a golem!
How odd that the League doesn't contribute anything at all...
This seems to wound Xanthippos' pride. Sputtering with indignation he arranges for five dwarven
warriors and three human "scouts" to reinforce the expedition on behalf of the League.
14 April 2018 (Session 55)
The party gets ready to leave, but at the last moment discover that they don't really know where to
go. One of their Botherhood men informs them that most of the journey will be done via the surface.
Going through the Underdark would only be unnecessarily dangerous. Besides, going by ship will be much
faster. But it does means that the party needs to arrange a ship that can fit the entire group and their
animals and supplies. After much back and forth it becomes clear that the king does't have a suitable
vessel, but Xanthippos, the League representative, does. Despite the fact that Doctor Inferno has
already upset the crew of the ship, Xanthippos is willing to take the party along when he heads back to
his home in Argos. Fronto concludes that Xanthippos isn't that bad after all.
After a few days the ship is ready to leave. The party uses the intervening time to update the king
on what's going on and to fabricate cages for the animals. Melanthios, one of the veterans of the Sacred
Band who has joined the expedition, is tasked with keeping Thorvild out of trouble, which his does very
diplomatically. The duo eats ice cream, goes fishing, visits the dwarven smithies, etc.
The journey to Argos is uneventful. After a few days the group disembarks a little east of Argos.
This way they don't draw unwanted attention. Before the group leaves the ship Xanthippos asks them to be
restrained in attacking drow. The League has a spy in the Underdark who is magically disguised as one.
She is actually an elf called Khelessa. She is likely in some sort of trouble, for the League has lost
contact several months ago. Though it could also be that they can't reach her because Sending is blocked,
for instance by faerzress. In any case, they would hate for her to get hurt by the party.
After a trek of several hours through difficult hilly terrain, the group arrives at a cave that leads
deep into the Underdark. From here it is an uneventful journey of a few days before Mantol-Derith is
reached. The group is so large that most monsters keep away from them, and the scouts spot any other
threats before they can become a problem.
Through a hidden and magically sealed entrance (comamnd word "belaern") the group arrives at the
bottom of a deep gorge that bisects the cave containing Mantol-Derith. Water drips down from the ceiling.
The Botherhood explains that the settlement sits on the edge of the Darklake and it is best not to drink
the water. In the middle of the gorge is a broken platform made of crystal which was once used to bring
caravans up. The magic of the platform is gone and there are four smaller, half-mechanical lifts to
replace it. (The mechanism is powered by magic.) Most of the people in the group get into these lift.
Because not everyone can fit at the same time, the animals and eight members of the expedition stay
below to wait until the lifts return.
When the lifts reach the top of the gorge it is immediately obvious that the situation in
Mantol-Derith is far from normal. On the east side of the cleft the market stalls have been overturned
and merchandise and the corpses of giant lizards and steeders are scattered on the ground. In the
distance sounds of battle can be heard, as well as the pounding of metal on stone. Between the stall
some svirfneblin flee from enlarged duergar who clearly mean them harm. The stalls on the west side of
the cleft are still standing, but they are empty and abandoned.
The duergar al halted by means of Sleep and Calm Emotions spells. The group discovers that the
duergar are attacking the gnomes because of them supposedly stole a gem from a duergar merchant. The
alleged thief is none other than Yantha Coaxrock, the leader of the Stoneheart Enclave. A svirfneblin
named Peebles, who was hiding underneath an stall, says the attack came out of nowhere. He doesn't
really know Yantha (he is a visitor to Mantol-Derith), but he thinks it very unlikely that she would
just steal a gem.
The sounds of battle come from the direction of the svirfneblin compound. Fronto and Zanna want to
come to the aid of the svirfneblin, but the Botherhood men say that the mission is jeopardized and
they have to immediately head to the Brotherhood compound to secure the route to Gravenhollow. Fronto
and Zanna believe that gnome lives come first and take most of the expedition forces to the north east.
Two Brotherhood men (the rest is with the animals), the three League scouts, Thorvild, and Melanthios
go to the Brotherhood compound in the south west.
The path to the deep gnome compound is littered with dead svirfneblin. Zanna is shocked to recognize
many faces from Blingdenstone.
At the compound the group sees four duergar using heavy pickaxes to break through the door. When the
party demands that they stop a first erupts. The four duergar are reinforced by 8 comrades who had been
invisibly, but that can't stand up to the adventurers. The Sacred Band veterans and the League guards
keep the grey dwarves at bay (and get in some good hits while doing so) , while Zanna and the scouts of
the Cult of Pan pepper them with arows. The last few duergar get pacified by Fronto by means of a Calm
Emotions spell. They claim to only seek justice after the scandalous theft by Yantha.
Meanwhile Thorvild and co have arrived at the Brotherhood compound. The tents where business is
normally done is completely abandoned except for a delegation of drow. These drow are clearly rather
cranky (which is not unusual for drow) and demand that the party gets out, which they do. The group
continues to the Brotherhood warehouse, which is in a fortified side-cave. On the way there someone
spots a gargoyle keeping tabs on the situation from a ledge. Why the gargoyle is sitting there is
unknown. Perhaps it is with the drow.
The Brotherhood has indeed taken shelter in their warehouse. When they learn that members of their
organization are among the group, they immediately let them in. Inside are a large number of sheds full
of goods. From one of these sheds Ghazrim DuLoc emerges. He is the local leader of the Brotherhood and
the one who is supposed to know the route to Gravenhollow. Ghazrim is a jovial man from an eastern
land. He brings refreshments for the party and takes an expensive ring from his fingers and hands it
to Thorvild. The ring is magical and shows its wearer the safest and most direct route to Gravenhollow.
Ghazrim acquired it in a trade deal not long ago. The Brotherhood had intended to investigate
Gravenhollow themselves, but the recent developments in the Underdark have gotten in the way.
When Thorvild inquires after the situation in Mantol-Derith, Ghazrim explains that the duergar claim
the gnomes have stolen something from them. He is unsure of the details, but because the situation was
quickly deteriorating, he had the Brotherhood take refuge. He doesn't know what the drow delegation
want, but he was about to talk to them. Thorvild asks him if he might want some backup and Ghazrim
gladly accepts the offer. Thorvild also spots a beholder floating between the sheds and Ghazrim explains
that it is called Lorthuun, a member of the Brotherhood, and was badly wounded in a battle with a behir
a long time ago.
28 April 2018 (Session 56)
Ghazrim feels he can't keep the drow waiting any longer and assembles a delegation including,
among others, Lorthuun the beholder and Thorvild, to spreak with the drow.
The drow, who are just as cranky as they were before, propose to ally with the Brotherhood and take
over Mantol-Derith. The gnomes and duergar are preoccupied with each other, so this would be an
excellent time for such a move. Ghazrim seems to like the idea, but before he can discuss the offer,
a drow suddenly attacks the beholder. Thorvild gets the impression that nobody - whether drow or
Brotherhood - saw this coming. He tries to stop an all out fight between the groups, but there are too
many anxious people with weapons gathered around...
The drow are no pushovers, but with the extra manpower which Thorvild brought along, fortunes favor
the Brotherhood. The gargoyle that was previously spotted does come to the aid of the drow. He attacks
Lorthuun and when the drow who started the attack is about to get seriously hurt, he grabs her and flies
off. Before he can get far though, he is stopped though a spell, and at this point Thorvild is finally
able to stop the fighting.
Fronto and Zanna meanwhile question the svirfneblin in their compound. The deep gnomes have
taken shelter in a large cubic hall with wall full of niches that serve both as residences and as
storage places. Magically floating platforms of crystal enable access to these niches. The leader of the
gnomes, one Gabble Dripskillet, is panicking, as are most of the other gnomes. The attack took them
completely by surprise and their warriors have all been killed. More than anything else Gabble would
love to abandon Mantol-Derith. He saw Yantha earlier on the day, but he has no idea where she is
currently. He can't imagine her actually stealing a gem. Let alone from the duergar. The gnomes are
major gem producers themselves!
The party met Yantha briefly in Blingdenstone, so Fronto can contact her with a Sending spell. He
asks her where she is and what is going on. She answers that she is fine and is drinking tea incapacitated
Blingdenstone. The gnomes are perplexed. Fronto and Zanna conclude that there must be an imposter in
Fronto and Zanna decide to got the the duergar to get to the bottom of the situation. (The svirfneblin
locked themselves back into their compound. They had hoped that the party would lead them out of
Mantol-Derith, but Fronto and Zanna think that is premature.) The compound of the grey dwarves is
surrounded by a heavy iron fence and is guarded by several heavily armed duergar. (And likely a bunch
more who are invisible.) Most of the group has to stay outside, but Zanna and Fronto are allowed inside
to talk with the leader of the duergar.
The main part of this compound too is carved out of the rock. There are several dozen merchants there
as well as a whole bunch of steeders. The merchants look like they aren't spoiling for a fight. They
direct the gnomes to a small building at the edge of the space.
When the gnomes head inside they are surprised to see Yantha Coaxrock hanging upside down from a
rope going through a pulley in the ceiling. She is wearing a dress that is richely decorated with gems
and directly below her is a drooling xorn. The elemental creature is obviously hungry for the gems and
has its enormous mouth wide open. The end of the rope is being held by two duergar who are angrily
addressing the svirfneblin.
The two duergar are Ghuldur Flagonfist, the leader of the duergar, and Krimgol Muzgardt, the merchant
whose gem has allegedly been stolen by Yantha. The dwarves state that they are only after justice. The
gnomes (who look with some admiration at both the dress and the contraption) try to unmask Yantha as an
imposter, but to their surprise she declares to be enjoying a nice cup of tea. Ze is not at all in
trouble, has never been to Mantol-Derith, loves duergar, etc. The gnomes conclude that she is mad as a
hatter. Perhaps this is due to the influence of Demogorgon? They promise the duergar to get to the
bottom of the situation.
After a Sending spell by Thorvild the entire group gets together at the Brotherhood compound. The
gargoyle and the aggressive drow have been sunk into the floor by a Stoneshape spell cast by Thorvild.
The drow leader, a mage called Sirak Mazelor, declares that the aggressor, one Kinyel Druu'gir, acted
on their own initiative. Of course everyone wants to know why Kinyel did so. Sirak starts to torture
Kinyel horribly. Kinyel cries in pain, but doesn't explain herself. The gargoyle (who has not yet been
tortured) cries out in agony. He begs for Kinyel's torture to stop. He has no idea why she did what she
did, but he will do anything for her, because he loves her. This surprises everyone, because this is
extremely atypical for a gargoyle. The creatures are known as sadists and procreate in some unknown
way on the elemental plane of earth.
Daphne, the informal leader of the Brotherhood crew in the party, thinks it is high time to get out
of Mantol-Derith. The mission should be prioritized. Fronto and Zanna, however, feel that they need to
first find out what is going on in the settlement.
12 May 2018 (Session 57)
Thorvild and Ulfgar decide that the party doesn't want to leave Mantol-Derith until they have normalized
the situation. They start by talking to Ghazrim again. Now that it seems that Kinyel was action on her own
initiative, he seriously considers the offer of the drow to take over the outpost. (Including all the stuff
of the svirfneblin and duergar.) The party argues that without the deep gnomes and duergar trade will be
less lucrative. Besides, sooner or later the duergar will find out what happened, and their vengeance will
be terrible. Wouldn't it be better to at least let the gnomes go in return for an exclusive trade agreement
with Blingdenstone? Ghazrim counters that Gracklstugh lately seems more focused on internal matter. The
Underdark has also grown much more dangerous, so he expects that the duergar's vengeance will take a long
time to materialize. And the drow are hardly pushovers. Nonetheless, if the svirfneblin can make the deal
attractive enough, he will would be able to let them leave unmolested. The party now has a plan for the
svirfneblin and Brotherhood, but still doesn't know what to do with the drow and duergar. They decide to pay
the latter another visit.
The duergar make it clear that they will not rest until the stolen gem has been returned. It is of
immense value and therefore effectively irreplaceable. And even if it was they would still demand justice
be done. Thorvild uses a Detect Magic spell on Yantha, but there seems to be no magic active on her. When
the party questions her, she indicates that her mind is blurry, but that she remembers being visited by a
drow when she was still appraising the gem. This drow also wanted her to appraise an item, but at some
point during that interaction her memory goes blank. She thinks the drow put a spell on her or poisoned her,
and then took the gem. The party takes this lead to the svirfneblin.
The deep gnomes once again ask the party to help them out of the outpost. The party tells them that this
is not the right moment to do so and proposes the plan for an exclusive trade relationship between the
Brotherhood and Blingdenstone. When they ask if the gnomes have any goods they could leave behind to
sweeten the deal, Gabble offers one of his personal possessions: a gem on a necklace worth some 5000 gp. If
the party can get the deep gnomes to safety, they can do whatever they want with the gem.
The group investigates Yantha's dwelling. They find some scrolls, a closed safe, and a vague imprint of
a receipt for the gem. There are several witnesses who saw the duergar Krimgol bring the gem to Yantha, but
nobody saw the drow who allegedly visited her afterward.
Thorvild and Ulfgar now head back to the Brotherhood compound. They ask the gargoyle if he knows anything
about drow visiting Yantha. The gargoyle doesn't, but he does know where the gem is. He will tell the party
its exact location, but only after his beloved is safe. This is a problem, because Sirak, the leader of the
drow, wants to torture Kinyel to death. The party tries to persuade her not to, but can't give her a
convincing reason. Sirek then asks an exorbinant price for Kinyel's life: 10,000 gp. Now matter how hard the
party pleads, she will not budge.
When Peebles states that he thinks it high time to leave Mantol-Derith, Thorvild and Ulfgar are convinced
that he stole the gem. It has never become clear what exactly he's doing in Mantol-Derith, where he normally
lives, how he makes a living, etc. Peebles is outraged, but he is forced to have himself investigated and to
empty his rather conspicuous white fur bag. Despite extensive searching, the gem is not found. The party
assumes that Peebles has hidden it somewhere and tells the strongly protesting svirfneblin that he will be
held in custody for a while.
The party makes another round of all the factions. The gargoyle tells (and the drow confirm) that Kinyel
has only been in Mantol-Derith for a few days and belongs to another house than most of the other drow in the
outpost. This is not terribly uncommon though. The group negotiates another agreement between the deep gnomes
and the Brotherhood. The gnomes will remain in Mantol-Derith and the Brotherhood will provide security in
return for a fee and additional trade concessions. The party otherwise makes little progress, so they
eventually decide to resume negotiations for Kinyel's freedom.
Sirak is adamant about her demand of 10,000 gp. With pain in their hearts, Ulfgar and Thorvild offer the
varnished eye they found among the possessions of teh Pudding King. Sirak considers it for a moment and
The party frees Kinyel and the gargoyle and Ulfgar heals the tortured drow. To everyone's surprise she
then produces the gem which everyone seems to be after and hands it to Ulfgar. She explains that her house
ordered her to kill the beholder and the gem was her payment. (The gargoyle had a different story and said
that he gave the gem to her as a token of his love.) Thorvild investigates the gem. It is black, expertly
cut, and the size of a dwarf's fist. The stone is clearly worth a fortune. It is not magical.
19 May 2018 (Session 58)
The party finally got hold of the gem! They immediately take it to the duergar. The grey dwarves
are pleased to have their stole property back, but state that Yantha still needs to be punished. After
all, she assumed responsibility for the gem. According to duergar law an appropriate punishment would
be chopping off her hand. The party (and Yantha) think this is far too extreme and plead for the
duergar to desist. The duergar are known for their strict adherence to the law, but fortunately,
their law allows for the injured party to accept alternative compensation. Krimgol (the gem's owner)
accepts hefty fine instead, and the party arranges for Gabble to give her an emergency loan.
With the situation in Mantol-Derith being somewhat normalized, the group decides it has become
time to head to Gravenhollow. Peebles is released, as there is no evidence that he has done anything
wrong. The gnome is outraged at his treatment and immediately leaves the outpost. Thorvild follows
him for a while to see what he's up to, but discovers nothing of interest. Kinyel and the gargoyle
also get out while they still can.
The ring indicates that Gravenhollow is hundreds of miles away. Because it is closer to Gauntlgrym
than Mantol-Derith the group decides to travel most of the journey over the surface. This is almost
certainly faster and less dangerous. Xanthippos is contacted via a Sending spell, and he once again
makes his ship available. The group makes the journey without incidents.
After reporting to king Bruenor Battlehammer the group continues underground to Gravenhollow. The
journey takes over two weeks and is interrupted by several demon attacks. (Multple vrocks and shadow
demons.) When they are almost at their destination, Zanna discovers a basilisk lying on the ground in
a cave with his gaze to the ground. The creature has noticed Zanna and addresses her in Greek. The
basilisk is uncommonly intelligent (at least for a basilisk, who are normally unable to speak) and
calls itself Veldyskar. It claims to work for the library and complains that it has takes the party
quite long enough to get here. He will bring them to the entrance. He wants to take them in the same
direction as the ring indicates, so the group decides to go along.
Not long after this the group arrives at an enormous gate of basalt. The enormous construction is
ornately decorated and flanked by life-sized statues of stone giants whose heads turns to follow the
party. Veldyskar leads the group inside, into the mysterious Gravenhollow.
When the group passes the gate it is as though they enter a different world. Inside it is warmly
illuminated; almost like natural daylight. It is also very spacious, with a ceiling that is
reminiscent of the largest halls in Gauntlgrym, except this ceiling is a rainbow of luminiscent and
translucent crystals. In the middle of the room is an enormous central well (not the kind with water)
with stairs going up and down and walkways going to the other side. There are corridors full of doors
going in every direction. There are so many that it seems unlikely you could explore them all in a
The group has only looked around for a few moments when an enormous stone figure detaches from the
wall. It is a galeb duhr (like the ones the party encountered previously in Blingdenstone) who
introduces themself as Hourm. It welcomes the group. Their masters are presently occupied, but rooms
are available for the party to stay in and they are welcome to use the resources of Gravenhollow. The
rooms it takes the group to seem initially spartan, but when the party members return to them after a
while, they are suddenly comfortably decorated. They have even been customized to the occupant's
individual tastes and needs. For instance, Fronto's room is full of decorations related to Apollo,
Thorvild's room has a gnome-sized hamster wheel and colorful concoctions, and Zanna's room has a
9 June 2018 (Session 59)
When the group explores the library, they quickly notice that in Gravenhollow the normal laws
of time and space don't entirely apply. It is very easy to get lost in endless mazes of corridors
that somehow keep ending at the central well. But if one focuses on a specific destination, then
this destination often proves to be just around the corner. Fortunately there are always helpful
galeb duhr who show up when you call for aid. They don't mind taking you to a destination, answering
questions, or bringing you food and drink. That is, as long as you don't do anything that endangers
the library, like starting a fire.
Another way in which the party notices that time and space work differently in Gravenhollow is
that they occasionally run into shade-like "echoes" of other visitors to the library. Pyrka run into
one of a broad-shouldered guy called Herakles and the group runs into the echo of a wizard called
Zarnandar who claims to live in the future. (He calls the situation with the titans "rather
unpleasant", but doesn't want to discuss it further.)
The group doesn't just run into shadows; they also meet Pet, a half-drow ranger who grew up as a
slave to the drow in Menzoberranzan. He escaped just recently when he accompanied his masters on a
journey through the Underdark. He had only been fleeing for a short while when he found the entrance
to Gravenhollow. The party finds it rather convenient that he just happened to find the entrance.
Gravenhollow is known to be exceptionally hard to find. Pet thinks it odd too. Perhaps the library
wanted him to find it? In any case, whenever he explores the library on his own, he invariably ends
up running into the party.
When they ask the galeb duhr about these things, they learn that Gravenhollow has three librarians:
Ulthar, the Keeper of the Past; Urmas, the Keeper of the Present; and Ustova, the Keeper of the
Future. All three are majestic stone giants. While Tee explorers the library on his own (and finds
some information about the primordial war between the gods and the titans) the rest visits Urmas. The
Keeper of the Present is rather busy, but politely receives the party. When he hears that they have
recent information about the titans he becomes very interested. He tells the party that the
Stonespeaker Crystal they were given by Stonespeaker Hgraam in Gracklstugh has a special connection
to Gravenhollow. Crystals like it can be used in the library to get visions of the present, past, or
future. These visions can even answer specific questions. Thorvild, who is attuned to the crystal,
gives it a shot and receives a vision of the titan Zuggtmoy, who travels south-east from Neverlight
Grove. (As far as the party knows, there is little of importance in that direction, except
While the rest of the party sticks together, and visits the Keeper of the Past (who is happy to
chat to them), Thorvild starts his own investigation. When some other party members ask them if they
can borrow the crystal, he tells them that he already gave it to someone else. It takes a while for
them to figure out that this isn't true. When they confront Thorvild, he irritatedly refuses to
explain himself. And the investigation he is conducting seems to mainly concern macaroni. The group
thinks it very peculiar and wonders if the somewhat instable gnome has finally gone mad.
More to Come...
More to come...