Down the Rabbit Hole

In which our heroes attempt to get to the bottom of things …

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Dramatis Personae: Berrian, Gil, Karth (plus Galindan and Dorn)
Source: “The Hall of Harsh Reflections” (Dungeon 127)

Not knowing how to proceed, the PCs dragged Tasklar back to the Crooked House, where they found a seriously inebriated Karth being looked after by a city watchman – the same watchman that Tasklar had given a bit of lip to after the fracas with the doppelgangers the night before! His name was Dorn Greywood, and he informed the PCs that he’d drunken half-orc rambling about his friends being in town. Did they know him? Why, yes, they did!

Meanwhile, Tarquin the innkeeper let the PCs know that, in gratitude for having saved his life, he would be giving them free drinks and rooms for the next month!

Once Tasklar and Karth were installed in their room, the others thanked Dorn. The watchman wasn’t about to leave just yet, though. He wanted to know more about the doppelgangers. He listened intently as the PCs related what they’d found in the Sodden Hold warehouse. Dorn told them he’d send some guards to check it out on the morrow.

Dorn stayed in the inn’s common room, chatting with Tarquin, long after the others had retired for the night. Well after midnight, he heard a commotion from above and raced upstairs to see what was the matter. As it turned out, the PCs were under attack from drow assassins! Two drow had snuck into their room, while a third drow was firing poisoned bolts at them through a window. Berrian was looking quite hurt, having taken a shot to the back of his neck! The two assailants in the room went down quickly, one of them only unconscious, and then Karth and Berrian smashed through the window and leapt across the alley to land on the roof where the third assassin had been.

They chased the drow across the rooftops and through washing-laden alleyways before Karth, with his superior speed, finally caught up to her and grabbed her firmly. Berrian came up from behind and ran her through. Searching her body, Karth discovered that she was wearing a nice pair of magic stealth-enhancing boots with a spider motif on them. They were also covered in sewer muck and residue from a fungus he recognized as Beggar’s Gold, which was quite common in areas where there was run-off from forges and smithies.

In one of the drow’s pockets, the PCs found a crumpled up note from someone telling his “thrall” to meet him beneath the cold forge. There were some “troublesome small minds” that needed dealing with. Small minds?! Berrian and Karth tried not to feel insulted as they dragged the drow’s body all the way back to the inn.

Dorn questioned Karth about having stolen the drow’s boots but ended up deciding it wasn’t worth fussing about. Instead, he turned his attention to the still-living drow, whom he’d made sure to truss up securely. As the drow came round, they attempted to question him, but a strange tentacle-like sigil materialized on his forehead and he grimaced in pain, then keeled over dead.

When Karth showed Dorn the note, the watchman was able to help them puzzle out the clues. He knew of a smithy named the Cold Forge. They decided they’d check it out in the morning. Dorn opted to deputize the PCs, which enabled them to enter the sewers beneath the city legally.

As they slogged through the sewers, following what signs they could of the drows’ passage and the presence of Beggar’s Gold, they came across a spillway where a strange telepathic voice warned them that some “spawn of the Faceless Lord” lurked ahead. Sure enough, a large black pudding and several gray oozes with psychic powers were blocking their way. After dealing with the monsters, another strange creature emerged from the darkness ahead: it looked a lot like a floating jellyfish. Dorn freaked and fired a crossbow bolt at it, causing it to flee, but Karth ran after it and convinced it to return.

It turned out to be a flumph – a good-aligned parasitic being that fed on psychic energy. It informed them that they were close to the lair of an illithid. The flumph was quite keen to show them the way to the lair’s entrance in hopes that the PCs would get rid of it. Wondering if the illithid was behind the attacks, the PCs were reminded of the illithid that had been behind all the strange goings-on in the town of Brindinford. But why was this one targeting them? What had they done?

The PCs agreed to let the flumph guide them the rest of the way. It led them deeper underground to a point where a hole in the wall of the sewer opened into a natural cave tunnel. Just beyond, around a slight bend, was a large fungus garden carpeted with yellow mold! Stepping forward, the PCs also discovered the presence of several shriekers in the garden. So much for the element of surprise!

After hacking apart the shriekers, the PCs then set about burning their way through the yellow mold, only to come under attack from some drow guards positioned on a ledge further along the tunnel. Dorn was knocked out (by drow poison) and woken up again several times before the drow guards were dealt with.

Pushing on, the PCs came to a cave with a little stream ending in a pool. Gil sent his bat familiar into the cave to scout ahead. Through the bat’s eyes, he caught a glimpse of some treasure at the bottom of the pool, visible thanks to some phosphorescent fungus illuminating the cave. He then also caught a glimpse of a large snake with a humanoid face just before it killed his familiar.

This snake-like creature turned out to be a naga. It was incensed that the PCs had disturbed its rest and demanded tribute. Karth decided to attack it instead, but it turned invisible and slithered away, so they decided to press on deeper into the caves.

Next up was a larger cave with a bunch of drow in it, who were now poised in a defensive stance, having been alerted by the shriekers. One of the drow looked to be a mage, and he had a strange winged shadowy creature lurking next to him. Karth used his dragonmark to turn invisible and slink up behind the mage.

The ensuing battle was fierce! In the end, all the drow were dead except for their leader, the mage, who had turned invisible and then retreated further into the caves. The naga, which had reappeared in the middle of the fight, had also been slain at Karth’s hand, although the half-orc knew, thanks to Galindan’s long-winded ecology lesson, that it would return to life in a day or so.

Still, everyone was hurting badly, and Dorn had nearly died, so the party decided to withdraw and rest up before returning. Gil made sure to steal the naga’s loot from the pool on their way out, though. And that is where things stand.

 

 

DM Note: Bhára’s player had not yet finished up her replacement PC by the time this session came around, so she ended up playing Galindan instead. He is a high elf evoker. Dorn was a last-minute NPC I whipped up for a friend of Bhára’s player who joined us on the night. Gil’s player was not present, but he was happy to have the group manage him anyway. Tasklar sat out this session, but he’ll be back next time. We’ll be missing both Karth’s and Gil’s players, though.