Session 15 - Take the B-tray to Justice

19th of Marpenoth, 1371 DR
It was good to sleep in my own bed again. This mornin’, before we’d even finished our breakfast, Sergeant Voss and a contingent of men from the garrison were waitin’ to escort us to a meetin’ of the town council called by the Captain to address the matter of the cults in the Dourstone mine. We were given sparkling’, blue sashes to wear on our arms when we arrived at the keep. These sashes identify us as “friends of the garrison” and allow us to bypass the normal line into the keep and all but guarantee us a speedy audience with an officer should we require it.

I grow more pleased with our decision to cultivate a relationship with the garrison everyday.

On our way to talk to the Captain, we also happened to witness Goat’s (that brigand we captured) execution. Pity that. Inevitable, I suppose, but still it’s a bit unsettlin’ to see the finality of the judgment those at the garrison are authorized to carry out.

Met Vulkus Dun for the first time face-to-face today. Guy gives me the willies! He’s got the manic gleam in his eyes of an obsessive zealot. Although we still need to be friends of the garrison, I think it’s best if we steer clear of that man.

After getting’ a quick lesson on protocol, we were escorted into the meetin’. As the leader of the guild, it fell on me to answer the questions of the council. Primarily, this involved dodgin’ clumsy attempts by Sheriff Cubin to get me to incriminate myself or the guild. Everythin’ would have been fine. In fact, I think I could have trapped Cubin in one of his own lies if it hadn’t been for Valcrist and Sparrow nearly derailin’ the whole meetin’ by openin’ their big mouths!

Captain Trask seems to be the only person on the council that takes this subterranean threat to the town seriously. I don’t know why that surprises me, but there it is. Trask dispatched Sergeant Voss and some other men to investigate the remains of the shrines and figure out how to seal off the passages leadin’ into the Underdark. At the end of the meetin’, Dourstone was judged guilty in absentia, Smenk was awarded custodianship of the Dourstone mine (even after his involvement in the presence of the cultists was revealed), and we were awarded an official guild charter! Allustan was appointed as our “advisor.”

Durin’ the meetin’, I basically outed Kullen and Smenk in public. In hindsight, that might not have been my best move, but at the time I believed that full disclosure was the best way to meet Cubin’s obtuseness. It worked well in the meetin’, but I’m sure it’s gonna spell trouble of the streets. The Lieutenant, Dolbrun Trent went so far as to suggest we leave town for awhile and when we come back to consider making peace with Smenk!

The very idea of makin’ nice with that villain makes my blood run cold. I can only hope it doesn’t come to that.

At some point durin’ the after meetin’ activities, Justice arrested Sparrow for some past infraction. Even though she had a writ of pardon, Justice chose the oppressive dogma of his church over those he would call friends. It was as if Tyr himself (or some other mysterious higher power) manifested and forced Justice to decide between losing his Cleric powers or losing his position in the guild. He chose Tyr and we had no choice but to vote him out of the guild for fear he’d turn on any one of us later for some perceived infraction.

We spent the better part of the rest of the day meetin’ with Allustan and tryin’ to figure out how to get Sparrow out of jail. Allustan convinced us that our next course of action should be to investigate goings on near Blackwall Keep. To that end, we will be escortin’ him to the Keep in a few days to meet with an associate of his workin’ out of the Keep. I’m not sure I’m comfortable leavin’ Diamond Lake before securin’ Sparrow’s release.

That night we had a celebratory dinner at the Spinnin’ Giant with the men from the garrison. I asked Allustan to talk to the magistrate about releasin’ Sparrow before returnin’ to Waterdeep, but all Allustan could find out was that the Magistrate had other evidence that had to be considered. It looks like Sparrow will have to be in a cell for at least the next month – pardon or not.

I did manage to woo the gorgeous Lieutenant Machella Venderin. At least, I think it was me doin’ the wooin’. She was lonely workin’ with all those men – men she couldn’t get involved with because of protocol. I’m not sure if what happened between us this night was two people blowin’ off steam in a…sweaty and surprisingly creative fashion or the beginnin’ of somethin’ more between us.

The fact that she left an hour ago (said she had to be back at the garrison by sun-up) with a warm embrace and a passionate kiss, but without a word of what would come next makes me wonder. She is lovely, strong, and smart. I think I could even come to love her despite her seemin’ rigidity – although that rigidity was completely gone as soon as I suggested going back to my room!

Even though I need to leave shortly to go to the monastery, I think I will write her a letter before I leave to let her know I was not thinkin’ of her as a fleetin’ fancy. Even if that’s all I was to her, if I want more of her company in the future, it’s probably best to let her know what I’m about up front.

Oh! Got to remember to stop by town in the mornin’ and see if my gloves are in yet!

What a great start to the day.

Session 14 - End of the Ebon Triad

18th of Marpenoth, 1371 DR
No sooner had we entered the large cavern than eight more Grimlocks charged in at us. I’m getting’ to the point where I can recognize these Grimlocks and I could tell that these were just the run-‘o-the-mill savages. We killed ‘em all pretty quick. I even got a chance to use my new spell, which I will call Chain Missile! Even though we killed the Grimlocks, many of us suffered injuries. Carenthal, Justice, and Trogdor were runnin’ out of healin’ spells fast!

Suddenly, Valcrist collapsed and was writhin’ on the ground clutchin’ his head and moanin’. Before anyone could heal him, whatever was happenin’ passed and he stumbled to his feet mutterin’, “Horrible. Horrible! They killed the monster and took its eyes!”

I don’t know what that was all about and Valcrist couldn’t explain. He just said he had a vision. Either Valcrist is developin’ supernatural powers (maybe good news) or somethin’ is invadin’ his mind (probably bad news).

Alabron destroyed the throne made from bones as well as the flags made of human skin and then we found Grallak, the leader of the Grimlock followers of Bhaal. Unlike the other Grimlocks, Grallak had eyes; gigantic, blugin, starin’, unblinkin’ eyes that were way too big for his head! He cackled and Valrcrist doubled over and grabbed his head again. At first we thought Grallack was tryin’ to parley with us, but it was quickly apparent that he was quite insane and only was after our blood.

The final showdown with the Ebon Triad was with Grallack, four of his Grimlock minions, and a hulkin’ Grimlock Barbarian. The worst part was, we had to climb up steep slopes of crumblin’ rock just to get to them!

Hine ran up the first slope and fired an arrow at the Barbarian, but the supernatural senses these Grimlocks had came into play as the thing dodge the hissing missile. Valrcist also made it up the slope, despite bein’ a little disoriented form his vision, and shot at Grallack, but Grallack must have had some sort of magical defenses up because the bolt just bounced off him! Grallack responded by chanting and then one of the millipedes on the wall blasted Valcrist with a beam of boiling blood that seared his flesh. I was able to identify the effect as a variant of a Searing Light spell (peggin’ Grallak as a Cleric). That’s when Carenthal surpised everyone (especially Grallak) by whippin’ out a scroll and coatin’ the part of the cave filled with Grimlocks in strands of sticky webs!

And that pretty much spelled out the doom of the Ebon Triad. With the Web spell in place, we were able to fight the Grimlocks one or two at a time and, unable to see anyone, Grallack’s spells couldn’t come into play. Grimlock after Grimlock fell to our swords and arrows. Even the Barbarian was dispatched before he could hurt anyone. When the Grimlocks were dead, I readied a spell and Carenthal dismissed his Web. As soon as the webs vanished, I stripped all the protective spells off Grallack with my Arcane Turmoil spell. He tried to kill Justice with his Death Touch, but once again, Tyr protected his priest as Storn struck the killin’ blow, endin’ Grallack’s evil forever.

After lootin’ and healin’, we headed back into the elevator room, wonderin’ what foul evil would come crawlin’ out of the black pool. When we got there, however, the pool was still.

We waited.

We started throwin’ stuff into the pool.

Nuthin’.

Finally, we partially surrounded the pool and Carenthal, Justice, and Trogdor all channeled their various god’s powers (a trio of good gods to thwart the Ebon Triad) into the pool.

That pissed it off.

A gigantic, black-skinned, oily humanoid with six clawed arms sprang out of the black pool, dark water cascading down over everyone around the pool. Hine, Sparrow, and Valcrist all had arrows ready, but only Hine’s shot was able to find purchase in the beast’s oily hide. I tried to summon up the evil in this place again to power up a Magic Missile, but the creature seemed to have some immunity to magic as my mage bolts simply absorbed into the monster with no effect. The monster, some kind of lesser Aspect of the overgod the Ebon Triad was tryin’ to create, flew into a rage and started lashin’ out at those near`the pool. It seems we were successful in interruptin’ its development, however, because only three of its six arms were of any use. The other three hung limb and useless at its side. Not that it needed them! The monster bit and clawed Justice and another claw slashed across Alabron’s chest. Alabron responded with a terrific blow, but the beast seemed to shrug off most of the damage. Storn hit it, too – his stornium blade slicin’ through the creature’s skin easily. Carenthal moved intop position and pulled out another scroll while Justice cast Light of Venya preparing to blast the monster with holy light.

Sparrow moved up to stab the Aspect with her rapier, but the thin sword nearly bent in half against the beast. Valcrist tried to force the creature off balance with a Distract Assailant spell, but its spell resistance simply absorbed the spell again. Hine shot it twice, each shot barely penetrating the creature’s thick, oil-slicked skin. I managed to hit the Aspect with a Lesser Orb of Electricity, the conjured lightnin’ ignorin’ the creature’s spell resistance as Trogdor summoned up his own Light of Venya. The Aspect mauled Storn and Justice just before Alabron reached back with all his might and struck a tellin’ blow against the monster’s hip. Justice fired twin beams of holy radiance at the creature. The Aspect managed to absorb one without harm, but the second beam burned it horribly. Carenthal got out a different scroll.

Another of Sparrow’s blows glanced harmlessly off the Aspect as did Valcrist’s crossbow bolt. Hine, whose accuracy was impressive today, hit the creature with two more arrows, although they barely scratched it and I blasted it with another Lesser Orb of Electricity. Trogdor’s beams from his Light of Venya spell had the same effect as Justice’s (the Aspect absorbed one beam but was seared by the second). The Aspect, sensing its time in this world was short, tore into Alabron and Storn, causing horrible wounds in both of them! Alabron slashed it once more before retreatin’, only to be nearly killed by the lashin’ claw of the Aspect. This, however, was exactly the openin’ Storn had been lookin’ for. With a mighty battle shout, Storn slashed his magical great falchion through the Aspect’s hip, severin’ its entire left leg! But the sword didn’t stop there. After cuttin’ through the monster’s hip, Storn still had enough strength to carry the blow through the beast’s right knee, severin’ that leg too!

The Aspect liquefied and oozed back into the pool, defeated. But is it dead?

Moments later, one of the Tiefling warriors came shambling out of the Bane side of the complex. One of those evil, green worms must have found a host because the Tiefling was now a shambling, worm-infested, Zombie!

Trogdor blew it to dust with Lathandar’s holy light.

Havin’ slain every last evil creature in this complex of evil (except for the couple of Kenku’s who got away), we collected as much treasure as we could carry and started to talk about our exit strategy. That decision was made for us, however, when a group of miners came down the elevator to investigate all the noise coming from this new part of the mine. Through a combination of reasonable talk, subtle intimidation, and the display of a “dead” Undead abomination, we were able to convince the mine foreman that he wanted nothin’ at all to do with us and we were allowed to leave unmolested.

As we left the mine, we could just see the backs of Dourstone and his lackeys fleeing at full gallop out of Diamond Lake.

Heh.

They probably should have stayed and taken their chances with Cubin. They’re in the Garrison’s jurisdiction now. Once we show Sergeant Voss and the rest what was going on down that mine, I have no doubt they will try to bring Dourstone to justice. I only hope we have enough to convince them that Smenk was also involved – maybe even more so that Dourstone.

Session 13 - Cunning Grimlocks

18th of Marpenoth, 1371 DR
I don’t quite know how to explain what’s happened.

Right after the fight with the Krensher and the Grimlocks, Dolgun found a hidden cache of “the finest brew to be had in this horrid settlement.” He then proceeded to drink himself senseless in a staggeringly short period of time. While we were tryin’ to cajole Dolgun back to the fight he said (at least this is what I believe he said), “Nope. I’m done withsh alllllll that. I’m takin’ thish booozzze back to the guild houshe and sleepin’ wit it. Then, maybe I’ll stay on and help Eldron watch over the place. All this pukin’ has wrecked me throat and I think I’m lossin’ me teeth!”

As that was goin’ on, Valcrist returned to inform us that Mojdeh was cleaned, fed, and restin’. He also showed up with a new recruit! A hulkin’ Half-Orc with arms like trees and a surprisingly un-sloped forehead. He carried a smaller version of Storn’s falchion that looked like a child’s toy in his massive hands. Valcrist had informed him of what was goin’ on and the beast (named Alabron) seemed ready to dispense justice. Valcrist then escorted/carried Dolgun up the elevator and (hopefully) back home. Dolgun also found 'Demon Boy' lurking about in the caves and was bragging how he was going to claim the reward from Zalamandra.

Alabron got his first taste of what we were up against when he charged a lone Grimlock at the end of a hall. Alabron plunged straight into a hidden pit just in front of the Grimlock and the Grimlock then leaped in after him swingin’ a stone mornin’ star! Whe heard a kind of splortchin; sound and a grunt. The Alabron came climbin’ out of the pit covered in Grimlock blood.

Yuck!

At a “t” intersection, we were ambushed by seven more Grimlocks. Hine killed three. Alabron killed two (despite trying to push past one, getting knocked down, and nearly taking Sparrow with him). Justice and I each killed one (mine with a Magic Missile of course). While Sparrow didn’t land any killin’ blows, she kept tumblin’ in behind them setting up flanking positions for Alabron. At one point, Hine nearly killed me with an arrow in the back of the head. Scared the hell outtta me, but my Mage Armor deflected most of the damage.

The passage ended in a large kennel with a ledge that dropped off to another level maybe 50’ below us. There was a ladder of sorts built into the left side of the wall going down, but it didn’t seem trustworthy, so Alabron and Justice set up a rope around a stalagmite to assist climbers. As Sparrow was headin’ down, archer Grimlocks from across the chamber (on a slightly lower ledge) began shootin’ at her! Hine’s archery skills really came in handy here. He killed two of the archers unassisted and he and I teamed up on the last one (Magic Missiles) to kill it.

The Sparrow coordinated this really amazing move. She used the rope to run back and forth across the cave wall (while Alabron kept the rope slack or taut as needed) until she could leap across onto the other ledge! Justice was takin’ bets that she couldn’t pull it off. To be honest, I thought the coordination was too complicated and had my own doubts, but I thought it was in poor taste to bet against a fellow party member. So I took his bet at 3:1. I made 30 gold!

Unfortunately, just because you can do a thing, doesn’t mean you should do a thing. Sparrow found herself alone on the opposite ledge with a pair of dagger-wielding Grimlock barbarians!

The Grimlock’s flew into a frothin’ rage as they came at Sparrow, slashing her repeatedly with their knives. Hine managed to graze one from our perch on the highest ledge. Sparrow started tappin’ the floor and wall next to her to distract the blind Grimlock. The ploy didn’t work as planned. Oh, it distracted the Grimlock, but the thing had cat-like reflexes that allowed it to recover from the distraction instantly. Alabron started climin’ down the ladder intent on helpin’ Sparrow (although how he planned to clime up to the other ledge I have no idea). I could see that Sparrow was in trouble, but I also could tell she needed more help than a simple Magic Missile was gonna provide. So, I grabbed hold of some of that dark energy that these caves had filled me with and blasted the pair of Barbarians with some jet black Magic Missiles that hurt them, but also seemed to leech a little of the life force away! Next to me, Carenthal hit one of the Grmlocks with a light ray.

Hine continued firin’ arrows, but cuoldn’t get a clean shot. Sparrow, realisin’ she was out of her league, did this amazin’ back flip off the ledge and somehow managed to not impale herself on any of the stalagmites on the ground. The Grimlocks leapt off the ledge after her. One of them was nearly impaled on a stalagmite and the other sliced another wound into Sparrow’s flesh. Alabron made it to the floor and I reached for more dark energy and blasted the Grimlocks with more Fel Magic Missiles. They seemed to slump after that barrage. Carenthal hit again with the last bit of his Light of Lunia, but Trogdor’s crossbow bolt flew wide right.

Hine managed to drop the one we had all be concentratin’ on with an arrow right in the forehead. Sparrow shifted into full defense, using her combat expertise to make herself a difficult target. And between her active defense and his weakened condition, the Grimlock could not manage to land another hit with his daggers. A quick exchange later, Alabron managed to close with the Barbarian and kill him.

So, this evil I feel is usable. While we rested (and exhausted the last charge in our wand of healin’) I checked myself to see if I was sufferin’ any ill effects. I didn’t have any abnormal desires all of a sudden. I didn’t feel compelled to channel that dark energy again. All things being equal, I felt exactly the same.

I can’t imagine I can channel that power too often without it bitin’ me in the ass, but for now it seems to be just another extension of my amazin’ Magic Missiles.

Down a rubble-choked passage, we were ambushed by chokers (2 from the front and 2 from behind). They injured us a bit, but we dispatched them easily enough. Of course, now we were goin’ through out healin’ potions.

Another large room with a ramp made of rocks and skulls leadin’ up to a ledge. A Grimlock was positioned to throw boulders down on us. I knocked him down with a Blast of Force and Alabron was able to climb up and finish him off.

After narrowly avoidin’ death beneath a round boulder rolled down crude stairs by a Grimlock, Sparrow had to hold off another one all by herself while we rolled the boulder out of the hall and off the ledge so that Hine could shoot the thing in the eye and kill it.

We are now approachin’ a larger cavern. I sure hope we’re getting’ close to this Grallak character. I’d like to kill the last of these cultists, deal with whatever is in the black pool, and get a hot meal and a bath. Besides, the Monks are expectin’ me soon.

Session 12 - Evil Plots Revealed

17th of Marpenoth, 1371 DR
Against a feeble argument from Trogdor, we used our one scroll of Remove Curse to wake Storn from his enchanted slumber. I didn’t yell at him. I figure there’ll be time to get him to see what he did wrong when we’re a little safer. Not five minutes later, we found a new anagram. This one was apparently a warnin’ about the double Lightnin’ Bolt trap that Sparrow and Storn had just stumbled into! By the gods, Storn is a tough one! Caught between criss-crossin’ bolts of lightnin’, he just stood there and took it. Right about then, five Kenku and one of their leaders poured out of a secret door and attacked Carenthal and me.

They were on me before I could react, stabbin’ me with their swords in my most vulnerable spots. I killed one with a Blast of Force (took his head clean off). Sparrow was next to react, moving up and coverin’ me and Carenthal. The Kenku swarmed around some side passages to get at Hine and stated stabbin’ his soft spots while one ‘em stabbed Carenthal who was still just standin’ there in a state of shock. Another Kenku tried to kill Sparrow, but slipped on some blood from a previous fight. Sparrow took advantage of his slip and ran him through, addin’ to the blood on the floor. I didn’t want to leave Carenthal in the hall by himself, so I fired a crossbow bolt into the fray (and into a wall). When Carenthal finally reacted, he did a great job, openin’ up with a Burnin’ Hands spell and roastin’ one of the Kenku where it stood (I swear it smelled just like chicken). Trogdor and Dolgun killed the last two Kenku, but the leader escaped down the hall beyond the secret door.

It must have taken most of a healin’ wand to get Storn fully functional again – although I doubt he’ll ever get that scorch marks off his armor.

We decided to explore the rest of the labyrinth to make sure we had cleared out all the Kenku. We eventually found a torture chamber where we rescued Mojdeh, the sister of the two boys we had rescued from the Lizardfolk almost two ten-day ago. (Her family seems to attract trouble and hardship.)

We sent the girl up with Valcrist, figurin’ he’d have the best chance to sneak her back to the guild hall. There, he could get her new clothes and get her cleaned up. We all agreed to keep secret the fact that Mojdeh had been violated by the cultists. Thanks to the Message spell I put on Valcrist, he was able to warn us that Kullen was on his way down the mine to deliver more supplies.

We debated whether or not to ambush the albino Half-Orc (agreein’ that it looked like he’d have to be dealt with at some point in the near future anyway). In the end, we decided to leave a terse note tellin’ him to leave the supplies by the elevator and went back to deal with the Faceless One.

After triggerin’ another Fireball trap (that Sparrow was somehow able to dodge), we were attacked by an Allip. Trogdor ended up castin’ a Consecrate spell to negate the evil influence of this maze and was then able to turn the creature. As it fled, Carenthal and I managed to “slay” it with Magic Missiles.

Explorin’ some other rooms we found lots of evidence of Smenk’s involvement (mostly in the form of crates and whatnot with his mark on them). Of course, if we try to present this as evidence against him, he’ll probably just claim that all those supplies were stolen from him, but we know better.

The final showdown with the Faceless One was a terrible battle. Carenthal placed a Silence spell on Storn’s sword to try to prevent the Faceless One and his minions from castin’ spells. (I need to have a tactical talk with Carenthal later. It would have been much better to put the Silence spell on one of Sparrow’s arrows. Sparrow’s quicker and more mobile than Storn, and by puttin’ the spell on a secondary weapon, it’d allow her to get rid of it if the situation required it.)

The Faceless One was not alone. With him were four, beautiful but crazed-lookin’ women wearin’ nearly nothin’, another Allip, and the Kenku leader. Hine started us off by shootin’ one of the women. Then all four of ‘em conjured up Flamin’ Spheres and blocked the door with them (very clever that). The Faceless One followed up with a Fireball that scorched most of us (I was out of range, luckily). The Kenku advanced and the Allip flew straight through a wall to attack Trogdor! I blasted the Allip with four Magic Missiles while Storn ran straight through the Flamin’ Spheres, oblivious to the pain, only to be grappled by the strange black hands of one of the room’s pillars! Dolgun also ran through the fires, not as oblivious to the pain, and vomited his acid all over several of the women. Trogdor cast a Cure Moderate Wounds spell, managed to touch the Allip, and killed it while Justice braved the Flamin’ Spheres as well.

Hine finished off the injured acolyte with another arrow. Justice, Storn, and Trogdor were all burned by Flamin’ Spheres as the acolytes started guidin’ ‘em around the room. Sparrow moved into the room (barely avoidin’ a shot from the Kenku’s bow), but got grabbed by the other strange pillar in the room. The Faceless One blasted Dolgun with a volley of Magic Missiles as Carenthal and I moved into the adjoinin’ room, ready to disrupt the Faceless One’s next spell. Storn struggled against the pillar, Dolgun moved up into melee with the acolytes (and within breath weapon range of the Faceless One), and Trogdor came into the fray. Justice, now in melee with the Kenku leader, tried to slash the crow-man, but missed.

Hine shot another acolyte and was in turn burned by two of the Flamin’ Spheres while the other burned Justice (both their natural resistances to fire kept them from being hurt very badly). The Kenku stepped away from Justice and shot him with a poisoned arrow, weakenin’ the Cleric of Tyr. Sparrow managed to slither away from the grasping hands of the pillar that had captured her. The Faceless One started to cast a spell. Before he could finish, Dolgun breathed fire on him and I slammed into him with a devastatingly accurate Blast of Force. Not only did the Faceless One live through that fearsome barrage of energy, but he was able to maintain his focus and complete the Lightin’ Bolt spell! The spell blasted Justice and killed two of his own acolytes in the process. Since Justice was still standin’, that seemed like a good trade. Carenthal put the last acolyte to sleep with a spell just as Storn broke free from his pillar and closed with the Faceless One, envelopin’ him in silence. Trogdor healed Hine and Justice rushed up past the Kenku and stabbed the Faceless One. Somehow, however, Justice’s sword just glanced off the Wizard!

The fight was basically over, however. Storn killed the Faceless One – his powerful blow with his great falchion cut through the Faceless One’s wards and his chest. Hine killed the Kenku leader, embeddin’ a pair of arrows so deeply, you couldn’t see the fletching amidst the Kenku’s own feathers.

What happened after that was mostly clean-up, lootin’, and information gatherin’. We killed another one of those worm-ridden Zombies and questioned our prisoner (a deluded woman named Versasnath). We discovered quite a bit about where all these cultists had come from (The Sunset Hills fleeing the Zhentarium mostly) and why they wanted to raise up an Overgod (power for themselves in the “new world order”). We also found a scary-looking book that we have not yet moved let alone opened and this note:

The Age of Worms
The secrets of this page are most holy. Know ye heretics who invade them that the forces of Myrkul are upon thee. If you read this, Theldrick, you have either slain me and doomed our cause, or the time is nigh for our final victory. At last the riddle of this place is solved. In ages past, a great being known as Kyuss rose above the petty warlords who fought and struggled for material gain. Mighty Kyuss is the herald of the Overgod. Soon, he will sound the clarion call to the faithful. The three sundered faiths shall be made whole.

The Undead our agents spotted must be located and captured. If they bear the worms of Kyuss then they perhaps hold the final answer to our research. The Ebon Aspect stirs within the pool, but it is still not ready to emerge. Perhaps a traumatic event – an invasion by heretics, a great battle fought within these halls – could awaken it. But even then it will attain only a minor form.

The Way of the Ebon Triad
The Way speaks of the danger of awakening the Aspect too soon. Our work will be for naught. We must find the worms and the Undead hosts that carry them. If not here, then we must send agents to the Skull Gorge. If Kyuss himself, or his agents cannot shepherd in the Age of Worms, then we shall do it ourselves so that the Overgod may live.

Our course is clear, my dear Theldrick. Smenk is no longer useful to us and must die. Kill him, then send agents to the Stump Bog, to the southwest. I believe that we will find what we are looking for there, among the Lizardfolk. Summon more of your warriors. If the calculations and portents are correct, the time for covert action is at an end. As the age of worms begins, we must strike hard and fast to prepare the coming of the Overgod.

Of course, dear Theldrick, if you were so rash as to slay my followers and me, then you soon shall join me in the afterlife. Doubtless your treachery has already stirred the Overgod. Our mission has failed, and you will die at his hands.

Not very light readin’.

We decided to rest here in the back rooms to heal and recover spells.

18th of Marpenoth, 1371 DR
The front door to the labyrinth was open when we work up. Obviously some Kenku escaped our purge. I wonder where they’ve gone.

I’ve awoken with a new energy and sense of purpose! Smitin’ all these cultists with force energy has given me a new insight into the nature of Magic Missiles. Not only do I feel like I can now channel enough arcane energy to Empower the Magic Missiles (or even the Persistent Blade), but I think I’ve discovered a way to make the missiles explode out from a central target. I hate to say it, but I can’t wait to try that out!

I also feel a sense of trepidation, however, as well. The evil of these people has saturated the very walls of this place. I get the feelin’ that some of these chambers have been here for ages and these cultists simply dug to ‘em and around ‘em. Worse yet, I think some of it has seeped into me! It’s not so much that I feel like doin’ somethin’ evil myself or that I even condone what these people are doin’. It’s more like I understand it. I understand the power they gained from their evil and how they used it.

It’s enough to make me shudder.

We weren’t ambushed by Kenku. Kullen was not waitin’ for us. And whatever evil was stirrin’ in the black pool was strangely quite as we crossed the elevator room to the last door – the door to the Baahlites.

A windin’, natural, 5’-wide passage emptied out into a small, stomach-shaped chamber where we were attacked by Grimlocks (like the ones that ambushed us on the road home a ten-day ago) and their Krensher pets. One of the Grimlocks was a leader of some sort – a Master of the Hounds if you will.

Everyone got a piece of the action, although it was tough juggling people up and back the narrow hallway to maximize our efforts. Carenthal even killed one of the Krenshers with his crossbow. Dol killed two Krenshers and a Grimlock. Hine killed three Grimlocks. Justice killed a Krensher and the Hound Master. Storn killed a Krensher and a Grimlock. Trogdor kept us all healed and I used the new Rod of Extend Spell we acquired to send a Persistent Blade into the fray. The tiny knife only killed one Grimlock, but it continuously set up flankin’ positions for all my allies, makin’ it easier to kill these evil savages.

Session 11 - Guardian Stamps

17th of Marpenoth, 1371 DR
So, I came up with a rather brilliant plan for spendin’ the night down in the mine. We set up camp in the entry room to the Bane area, out of view of the door to the elevator room. We rebuilt a couple of the skeletal guards, so if anyone saw their way inside it’d look still “normal.” Then I had people on each watch wearin’ the cultist’s robes. The plan must’ve worked because Sparrow received a note on her watch and no alarm was sounded.

Here’s what the note said:

Theldrick (must be the name of that Cleric that tried to take us on all yesterday),

We need to schedule a meeting tomorrow with Grallak (must be the name of the one who leads the Bhaal cult) and discuss with him his latest vision. Also, Smenk is becoming a problem. The food supplies were rotten again. So, send your warriors out at night again to raid and pillage for more food.

Myrkul’s Chosen One , Your Leader

After some discussion, we decided to assault the Myrkulites first, mostly because, if their messenger reported anythin’ suspicious, we wanted to hit ‘em before they had a chance to warn the cult of Bhaal. So, we crossed the pillared room (briefly startled by a sound from the black pool to the south) and gathered at the east door. On the door was an anagram that Carenthal deciphered to read as “Knock Three Times to Enter.” Sparrow then proceeded to knock six times.

Unbelievable! I’ve got no idea why Sparrow believed the cult of Mykrul would have the same secret knock (three pairs of knocks) as the Baneites. I’ve got even less of an idea why Sparrow would think a total of six knocks would be considered three knocks. At any rate, Sparrow’s bafflin’ decision set off some sort of magic trap and we were all caught in a huge explosion!

Sparrow is our “intelligence” officer. Go figure.

We finally got the trap figured out and headed into a labyrinth of narrow passages, narrow side passages, and numerous secret doors. We stopped at an 18”-long black feather standin’ on end with another anagram under it (there was anagram graffiti on the walls, too). Dolgun said it was radiatin’ magic, so we figured it was a trap. Before we could figure out the anagram, however, all hell broke loose.

A black, feathered, bird-man (Carenthal called them Kenku) stepped out of a passage to the east and blasted us all with a Wand of Lightning Bolt! The Kenku got off another blast from the wand before any of us could react and most of us were quite toasty by then. Amazingly enough, our trainin’ paid off. We all had several discussions about how to react if we came under massive magical assault and for the most part, we all reacted exactly as planned!

What followed was a long, tough, runnin’ battle with groups of Kenku (and a couple of Dire Weasels) that came from around corners or slipped behind us through unseen secret doors. The narrow passages worked for the Kenku, enablin’ ‘em to spread us out through several passages so we couldn’t focus our full attention on any one group of ‘em. Aside from one tactical mistake (Justice nearly got himself killed on the feather trap), we all did well, but the fight really belonged to Dolgun, Sparrow, and Storn who each chalked up four kills. We all helped, of course. Justice, who I’m now convinced actually walks with Tyr at his side, stood his ground against numerous foes despite his injuries and became a focus for their attention so Sparrow could get into flankin’ positions. Carenthal and Trogdor provided much needed healin’ at vital times. Hine and Valcrist added to the chaos of battle with buzzin’ arrows and bolts and I assisted with Magic Missiles when the target seemed important, like when I killed the wand wielder.

When the last Kenku died, we were overcome by a wave of dread. Not sure what that was all about. It didn’t seem magical in nature nor did it have any effect on us other than to be damned unsettling’. We regrouped and healed and started seachin’ the corridors. Eventually, we discovered a normal wooden door with another anagram and a magical trap.

Despite our efforts, the trap went off bathin’ us all in flames and then a pair of armored Undead (Dread Guards) came out of the room beyond the door!

Sparrow managed to hit one with her rapier and then tumble away from its sword. Dolgun moved into her spot and puked sticky acid all over the lead Dread Guard. The Undead attacked Dolgun, but he hid behind his tower shield so they could barely even see him let alone hit him. Storn attacked from around the corner at the lead Dread Guard, tryin’ to destroy the thing in one hit, but his blow glanced off the wall. Justice tried to turn the Undead, but just like in the bane area, the unhallowed ground made turnin’ all but impossible. That didn’t stop Trogdor from tryin’ (and failin’) as well. I blasted the thing with an extra hot volley of Magic Missiles.

The worst part about all these narrow passages for me was it made most of my other spells ineffective. Luckily, I like Magic Missile. A lot.

Dolgun belched forth a line of fire on the two Dread Guards, but they seemed to be immune to fire! Then the lead Undead cut a chunk outta Dolgun’s shield and a slightly smaller chunk outta Dolgun himself. That’s when Justice switched places with Dolgun. Storn missed again and almost threw out his back he was swingin’ so hard. I switched places with Hine to give him a better shot at the Undead, but he still missed and Trogdor’s turning attempt failed again.

Dolgun next tried a line of acid, which succeeded in burnin’ and pittin’ the Dread Guard’s armor. The Dread Guards and Justice traded blows, but only the Undead’s swords drew blood. Storn missed again. Seriously, does he have to swing like a mad-man on every attack? Hine and Valcrist both managed to fire through the melee and hit the Dread Guard and I helped with some Magic Missiles. Then Trogdor conjured up some kind of rainstorm of holy water! The Dread Guard didn’t like that at all!

Justice finally managed to hit one of the Dread Guards and then Carenthal cast a Bless spell. The two Dread Guards slashed into Justice and he would’ve died right there if not for a timely Close Wounds from Carenthal. Then the Dread Guard tried to switch positions (apparently they are quite clever), but Justice cut the damaged one down as it tried to escape then managed to parry the other Guard’s attack. Finally, all Storn’s gruntin’ paid off and be brought his falchion down in a crashin’ blow that literally shattered the remainin’ Dread Guard! Trogdor’s Holy Storm melted away the remains of the Undead until only their helmets were left.

Their magical but eviiil helmets.

So even after I told him not to, Storn put on one of the helmets and promptly collapsed on the floor! We all thought he was dead, but as it turned out, he was just comatose thanks to some lingerin’ curse residin’ within the helm.

We really didn’t have time for this.