EDIT: Added in missing session report.
Filling in a couple of blank sessions...
What Came Before
The PCs, members of the Rebel Alliance, need to discover the source of the shadow beasts plaguing Westcrown. An artefact known as the Cheliax Crux lies in a demiplane attached to the Mayor's manor, and the group has managed to gain invitations to a grand dinner there by performing a murder play. They're going to wait until everyone is sozzled and then make their move...
The Rebel Alliance
Before the group headed off to the mayor's dinner, they were congratulated by Janiven and Arael, and told everything the Rebel Alliance knew about the mayor's residence: absolutely nothing. Impressively, the adventure actually has the text, "What they have found out so far is detailed below" and then absolutely fails to give any information.
The Dinner
Richard Pett wrote a dinner with NPCs in one of my favourite adventures in the Age of Worms AP: The Prince of Redhand. He's the writer of this adventure, but the dinner conversation here isn't quite up to the level of that adventure. It's still fun, but the structure isn't as good. Mainly, it's a chance to interact with a couple of important NPCs, display the decadence of the upper classes in Westcrown, and make the PCs uneasy before they enter the Crux.
This group isn't the biggest group of role-players in the world (like I'm not the strongest RP-DM), but they had a few conversations with the guests and the Mayor. From one of the guests, they learnt at this point that they learnt there were likely devils in the Knot. Which meant they needed silver weapons... but they had no time to get them. (It was perfect information for the rebels to tell them, but - alas - the rebels knew nothing).
Eventually the guests fell asleep (mostly drunk or drugged) and the group started hunting for the entrance to the knot.
Exploring the Manor
The group crept into the main hall, went up the stairs, went through a door to a bathroom, opened the door from it into the attic, and went into the attic, and made their way pretty directly to the entrance to the Knot.
It was impressive to see - the group bypassed every non-essential room on the way there!
Welcome to the Asmodean Knot
The first encounter in the knot was with a dead elf and his handy haversack, which the party took. In the haversack were a lot of very useful items, and a runecurse: a device that could easily kill one or more of the party. However, the group recognised it for what it was, and made sure they didn't take it.
In fact, the runecurse is an example of a great idea that unfortunately needs the players to know background information in advance, rather than having the DM explain it to them when they find it. Native spellcasters in Cheliax would know exactly what a runecurse was, but having to explain at the time lowers its effectiveness. "Oh, that paper is bad" doesn't quite cover it. This is a time when foreshadowing would have worked much better. (Perhaps in the play).
The Howling Hall
The first monsters the group discovered were three howlers, which were actually fun to fight, mainly because they didn't have damage reduction. The group took some damage from them, but defeated them pretty easily.
Afterwards, the library they found themselves in yielded Drowned Jabe and his Miserable Brothers and Sisters, a book that was actually a key item in this adventure. Not that any of the players realised that... and I'm not sure if they ever could.
The Tower of Perpetuity
One of the better encounters in the adventure, we reached some fun tricks with dimensions: an infinite pit, where you keep falling past the same point. And a Escher-like stairwell. Good fun. The shadows that started coming from the secret room were rather less so for the party: after the first were killed, they found the room and discovered that the mirrors were basically unbreakable by the party. Hardness 10 is *difficult* for a group of flurriers.
So the group ran for it. The shadows did not pursue.
The Howling Fiend
The next stop for the characters (after fun times swinging from a rope trying to get to a corridor in a pit) was an insane bearded devil, wielding a minor artefact. DR 5/silver or good posed something of a problem for the group (especially as Lee the Cleric was ill and not present), but eventually the group prevailed and took his weapon. I think there were magic missiles involved in his destruction (though SR 16 would have made over half of them fail if Tim hadn't been rolling better).
Meeting Drowned Jabe
A group of lacedons that included Drowned Jabe (from the book before) was the next encounter on the way. The group didn't realise it was Jabe, not particularly surprisingly, and just slaughtered the lot. Dave did the defense work, and Tim and Greg peppered them with ranged fire until they were slain.
The Chains
The group then reached a great ball of chains which were attached to something far below. So they destroyed it with a lot of acid splash cantrips. Huh. I'd like to say this has ramifications later, but the events of Book Four happen anyway. I'll just bring it up during those sessions and describe it as the PCs fault. They'll probably enjoy it.
Insane by Decree
Rather than making their way through a lot of infinite staircases, the group made their way through the Rooms of Insanity. Or, rather, they went to the central Observation Room and ignored the invisible imp that spoke to them offering to 'cure' them. They hurried out the other way, avoiding five potential encounters (and the XP).
Lake of Filth
Finally, they came to the garbage dump of the Knot, in which lived a Large Water Elemental. Oh, look - DR 5/-. Just what my party doesn't want: Dave's monk, dealing d4 damage just couldn't hurt it. Sneak attack? Ok, d4+d6-5, still not much. Greg's arrows weren't much use either. Instead, it was up to Michael's rogue (3d6+2) and Tim's sorcerer. Again.
Oh, and a few characters got ill from the water. But it was easy enough to Heal them when they became sick, so it didn't matter that much. Not like it was immediate onset or anything.
The group, tired and lacking spells, decided to rest as we finished this encounter - and the session.