Seravin's Tales of the Night Below (Two Updates this Week - 07/24/07)

Bits and Pieces.

Of general interest to some sages learned in history, it is now the year 19972 as measured from the time of Founding, the time when the gods crafted the laws of the world into her bones. The dwarves measure it as the year 14972 as measured from the building of Kerwin-Lor, their first city; and the elves interpret the time as around 13000 as remembered (and interpreted) by the first treant whose name is too long to record here.

The Shtaran Empire generally uses the Founding Calendar, however most events that transpire within the Empire are matched against the then current Emperor’s year of reign. For example, the assault on the thief halls underneath the Blue Diamond in Corlean happened in the thirty-second year of the Emporer Jaz’aldrin. Each year is divided into twelve months of thirty days each; and every three months there is a festival day named after the season (Winter Festival, Spring Festival, etc). Festival days occur ten days after the equinox or solstice and are heralded with both moons being full at the same time for a period of three days.

It is not unheard of for the the three months between each Festival Day to be referred to as a Greath Month (but this is not universal), and generally each month is divided into three weeks, each being ten days long.

Thus in her weekly report, Watch-Herald Ladea had the following entry:
-
The 32nd year of Emporer Jaz’aldrin
10th Month, 3rd Week, 5th day – Herald Kestral and her allies planned and orchestrated a raid on the Blue Diamond with the help of the City Watch. During the raid, Herald Kestral recovered a number of valuable items, including a complete set of Imperial coin dies. See the attached list for a complete set of details.
-


...

On the first day of the eleventh month in the current year, four adventurers left the city of Corlean, journeying back to Broken Spire keep. Trailing them were over thirty men and women wearing the garb of Sarathian soldiers. An observer educated in heraldry would have noted that their pennent indicated they were members of the Order of the Victorious Dragon. This would have been no surprise as that Order’s home city was Corlean.

It just so happens that on this cold and cloudy day there was just such an educated observer. The watcher stared after the retreating backs for some few moments, pulled her furred lined cloak tighter about herself and hurried to a coach parked not far away. The coachman jumped down at her approach and opened the door for her. No words were exchanged and the driver quietly clambered into his seat and directed his horse homeward.

---

Some hours later after the quiet leaving of the soldiers, a meeting was held in a warm, well-lit, and expensively appointed manor located in a neighborhood filled with influential people. The heroes of the day would have recognized one of the men as Grandal Deverex, manager of Gaming House and the person they suspected of being Father Dark. Kestral would have recognized the other gentleman from the description she had gathered earlier, Quereth Holtson. On this day, Ker Holtson’s knowledge and involvement in the Father Dark affair is unknown and not really thought about, with the focus of all investigations implicating only Ker Deverex. In the months to come this would cause some heartache.

Quereth Holtson is an older gentleman in his fourth decade, though his trim good looks allow him to pass for a distinquished thirty-year old. His short, black hair has gone to gray at the temples but his black eyes are still sharp and alert. His power and striking manner allow him his choice of lovers; which rumor has that he is quick to avail himself of. All told Quereth has the reputation of a rich-fop looking to buy or marry himself into some sort of title, whose success should really be attributed to his manager, Grandal Deverex. Needless to say, the rumors are deliberately fostered and completely miss the mark.

In truth, Quereth Holtson and Grandal Deverx share the title of Father Dark, a fact known to perhaps four other people at the time of this meeting. The dual identity of Father Dark and the disguising magic of the hoods (for Grandal had created at least three of them) allowed the men to create alibi’s for each other as needed. In the past week Grandal Deverex was seen by many people in many public locations while Father Dark was rumored to be angrily rebuking the survivors of the Blue Diamond raid.

The men were meeting in Quereth’s home located in the south-west ward of the city, not too far from The Duke’s Road. The room was Quereth’s private office and the meeting room bore heavy wards against divinations. Quereth sat behind his desk as he usually did at these meetings while Grandal lounged comfortably in an overstuffed leather char. Unlike most of their meetings, their was an almost imperceptible air of tension between the two men.

After the pleasantries and the discussion of the more legitimate business, Quereth finally got to the matters weighing most heavily on mind. “What of the…”

Grandal cocked his head and let out a small huff; it was about to begin. “Interlopers?” He offered?

”I was thinking of a stronger word, but that will do.”

“They left this morning. My watcher saw them leave with 30 soldiers bearing the livery of the church of Sarath.”

Quereth paused in thought. “That might be the best thing about this entire debacle.”

“How so?”

“I plan on taking up the offer I told you about earlier. The fewer soldiers in the city the better.”

Grandal frowned, not hiding his emotions at all. “Are you sure that’s wise? I don’t think…”

Quereth almost sneered as he cut Grandal off. “You also thought you could handle these interlopers.” Grandal sat up straighter at the accusation and started to defend himself, but Quereth forged on, not allowing any interruption. “I just finished the accountings today. We lost a third of the business. A third!”

Quereth made an inarticulate noise, almost a growl. “The entire vault looted, including the sword, the gems, jewelry, and coins; as well as the property loss and the suspicion of the authorities. “

Quereth stood up and started to pace behind his desk. Grandal merely sat up, looking somewhat stricken at the tone of his childhood friend and ally. “And for what? Revenge against a minstrel that bedded your daughter? A botched bandit attempt? How about hiring one of these interlopers? Is that a good enough reason to lose a third of the business? Was it worth the attention?”

Quereth stopped pacing and focused his glare on Grandal. “You’re not normally this incompetent; we both know I would have killed you if you were. I know you have contacts outside of this city? Was this for one of them? Is this a setup?”

The room was very quiet and Grandal counted to ten as he unclenched his jaw. Quereth was a proud man and easy-going when things were going good. When things were bad, then the wealthy man was like this. This was perhaps the first time two decades that Quereth’s anger was directed at him. “No.” Answered Grandal. “This isn’t a setup and it has nothing to do with my interests outside the city. This was a mistake. A series of mistakes I admit and it hurt us. It won’t happen again from me. It doesn’t change that I think this new offer is also a mistake.”

Quereth took a deep breath and visibly made an effort to loosen his shoulder. He then sat down. “That’s your opinion and even if it’s right, this opportunity offers everything for low risk. It turns attention away from us, gives us an ally in the nobility, and helps recoup the loss we…you just incurred. If we’re lucky they may be willing to take care of these Sarathian mercenaries the next time they’re in town.” Quereth caught Grandal’s eye. “This isn’t up for discussion anymore. I’ve made my decision. I’d rather here about these Sarathians now and what we’re going to do about them.”

Grandal paused and then nodded curtly. The offer was way too good and the danger was far worse than what he had just courted, but Quereth obviously wasn’t willing to listen just yet; maybe later. “Very well. Let me know what you want me to do then. As for the Sarathians, I don’t think they are. Not really. He opened up a leather folder that was in his lap and took out several pieces of paper, each containing a very good charcoal likeness of the new heroes of Corlean. He spread them out and pointed to each in turn as he spoke.

“This first one is Panther. Like myself, he’s half-elven and according to the people on the street, one of the best harpist and singers in the city. We don’t know much about him other than that he showed up a few months ago, left for awhile and came back with this group. He’s competent, but he appears to be a non-threat right now. I’m told he accepted tuition to Bardic College on Keria. I have sent inquries to the island to confirm. We should know in a few weeks.”

“This woman is Jallarzi. Like Panther she’s half-elven. The likeness doesn’t show it but her hair is white and eyes are violet. She crafted her journey-project earlier this week for The Library and is now officially a journey-mage. She’s opinionated and strong-willed. I’m told she was forced into turning in her journey-project after she created her second fireball wand this month.” Grandal’s mouth quirked with amusement. “She crafted a simple detect magic wand for the Library, the bare minimum accepted.”

“She’s young and hotheaded, fairly easy to manipulate; but give her a target and she’ll blast it away until it’s destroyed. The local apprentices are in awe of her progress. She joined as an apprentice only a few months ago and now she has her badge.”

Here is “Squire Ashimar, assigned to Field-Captain Kellron. The folks who have talked to him say he can talk the local talk indicating he has a bit of a past. He apparently got a bad case of religion while with this group and is now committed to the Church of Sarath, though there is some sort of bad blood between him and Colonel Megara. I think it has to do with their actions against us, but no one knows the reason why he was called to task a week ago. He’s a skilled fencer and he apparently has the eyes of a hawk; but he’s morally flexible which could be useful. I’m also pursuing some magical inquries against him as the Blasingdale stories indicate that he had an interesting brush with darkness.

“This last person is Field-Captain Kellron. He was just assigned a platoon of men. Their orders are to help secure the Field-Captain’s inn in Thurmaster; and should he gain ownership of Broken Spire Keep they will base themselves there. He is every inch the soldier of Sarath and apparently over two-hundred years old. The stories around the barracks is that he was held in some sort of stasis caused by a magical disaster about the time Deverat was lost. Further, the new leader of his men is a Latinan-trained witch. The Field-Captain is competent, disciplined, and committed with well-trained people following him. Fortunately he’s on a quest to investigate the disappearance of wizards in the Thurmaster area.

Quereth looked at the fifth piece of paper, which Grandal had obviously decided to put in a category of its own. Unlike the others, there were numerous pictures of both men and women, including a child. “This is Kestral, then?

“Yes. No. Maybe. These people were around the others at various times. This girl in the corner is Beth. This man is Marik Lorland, who was still in the city today I might add. This is Lieutenant Brand. This is reportedly a woman caught pick-pocketing in the temple of Sarath a month ago but who was never charged. Take your pick. Kestral could be any or all of them. I can’t scry any of them except Marik and Brand though. This woman is obviously the most dangerous. She makes an effort to not appear with the others very often. She just might very well be the brains of the group. I’m going to continue scrying and I’ll try and ask in the various Courts. Maybe something will come up.”

Quereth frowned. “Do it, I want to know everything we can about all of them. I also want this Brand and Marik fellows put away for good. This Beth has a sister?”

“So she claimed. I followed up and the young girl was just adopted by a couple. Her name is Erica and she not-so very convincingly claims that she has an older sister named Beth. Notably, her father is Panther, this gentleman over here, and her new mother is a Herald.

“I’m afraid Erica will be a two-time orphan. We’ll find a more suitable set of parents for this young Erica; but keep an eye on her in case she turns out to be this Kestral.”

Grandal nodded. He had already anticipated the orders and had people in place. He just needed confirmation. “I’ve also placed watchers in Milbourne and Thurmaster. They’ll send word if and when Kellron and his crew show up again.”

“Good. I’ll leave the other details to you. Now, as for other business, we’re going to need a listing of all spellcasters that we know of in Corlean…”

And so business continued in Corlean.
 

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I Have Met The Enemy and It Is Ugly

Imagine if you will, a translucent crystal as thick as a small woman’s pinky and almost as wide. It is cut so that there are six long faces which come to a point on either end. The cloudy looking crystal might be quartz or might not, only a knowledgeable expert could tell. The pale crystal is wrapped with a thin silver wire and hangs next to similar looking crystals from a leather thong.

Such a necklace of crystals could be a memory necklace, crafted by a witch to contain selected memories, thoughts, and emotions. Such items are often used by witches and they are identified by their slight glow when a witch makes the effort to contact the crystals. The contact makes the various crystals glow with an inner light; the color and brightness of the glow show the type and strength of emotions recorded therein.

The church inquisitor, Tore Daergan, brought just such a necklace with her as a personal journal and diary. Dedicated to her job, Tore knew that her impressions had to survive her journey, even if she didn’t. Tore’s memory necklace eventually made its way back to her homeland, and the following are selected thoughts recorded therein.

Holding the necklace and mind touching Tore’s necklace immediately summons forth Tore’s idealized self image; that of a trim young woman with honey-blonde hair and dark blue eyes. The features are narrow and set in a hard, grim look. She is dressed in soldier-brown tunic and leggings with a bright-silver chain shirt. In one hand she holds a plain looking bastard sword. The person who looks upon the warrior-woman gains the sense that the image is evaluating him or her. Tore’s image eventually fades away and is replaced by another.

The next image is from the perspective of a person glancing backwards, perhaps from a horse, looking at the imposing gray walls of Corlean, framed by the high cliff walls that protect the city. The sky is mostly clear with only a handful of fluffy clouds, letting the sun splash bright rays across the gleaming snow. The sound of a long sigh and the image of a puff of cold breath fill the mind, and then the viewer turns southward into the bright sun. Tore’s voice, a strong soprano with carefully spoken words fills the mind as the feeling of the horse’s motion begins to overtake the senses.

“It has been less than a week since we left Corlean. I am not one for normally keeping journals, but given the encounter this evening I feel I must; for it has become apparent that the nightmares are real and death is all to close.”

An image of a keep with strong, snow-covered walls appears. Two men in brown and green livery stand outside the gates on guard duty, standing close to a smoking barrel. A touch of pity mixed with relief is quickly apparent.

“The weather was fair and we made good time on the first leg of our journey. We reached Parlfray Keep on the first evening of the month (November). The good Count was expecting us from a previous letter that Field Captain Kellron had sent and met us with curtesy and grace. The Field Captain was quite pleased with his discussions with the Count and negotiated a perpetual lease of Broken Spire Keep for as long as he holds and protects the keep and the surrounding lands.”

There’s a brief image of a vast hall with vaulted ceilings, strong wooden furniture and lazy dogs. The image is gone before more details register and is replaced by a view of the gates of a dilapidated wooden stockade. The gates are opened by a pinch-faced old man wearing a heavy cloak and thick, black mittens. The gateman looks fearfully at the men and women as he lets them pass through. Beyond the gates lies a small village. The snow lying in the street is well trod and covered with soot, ashes, and other detritus. A faint feeling of disgust fills the mind.

“We stayed the night at Parlfray Keep and journied onward to Thurmaster the next morning. Thurmaster is a…not an especially nice place. Kestral explained that the village was victimized not so many years ago and has never really recovered. Most surprisingly the Field Captain has apparently purchased the local inn, the Fox and Hound. The inn still bears the scars of a recent attack but is under repair. The Field Captain was obviously not pleased at the pace of the repairs, but understood that some things took time during the winter months. I will be happy to forget the village.”

The living area of a farmhouse is seen next. The walls and ceiling are of some dark wood; but the room itself doesn't seem dark. Cheerful flames dance in the fireplace and someone has created many brightly colored wallhangings and throw rugs. There’s a feeling of comfort and home.

“We stayed the evening at the ranch of Kupier, a retired Imperial Scout. He and his wife are good people and graciously took us in and allowed the Field Captain’s followers to stay on their land. I found out later that evening that Kupier was the one to lead the Field Captain and his allies to Broken Spire the first time.”

The next scene is gray and flickering, consisting of snow covered houses against a gray sky. Tore obviously didn’t see much and didn’t think much of the little town.

“The next day of travel brought us to Milbourne and the village of Harlaton, a sleepy little farming village. The locals were curious at our arrival and the men and women that the Field Captain had brought with him. They seemed generally pleased however, no doubt thinking of the extra income that the renovation of Broken Spire Keep will require. The soldiers will need to eat and will require extra help in getting things in order. “

Instead of a scene, there is immediate feeling of dread. The feeling is quickly mastered, but as the tall stone walls of Broken Spire Keep begin to take shape, the feeling lies like an undercurrent. Standing amidst untouched snow lies the dilapidated keep of the Parlfray family. Only as the shattered tower comes into focus does the viewer realize that the keep didn’t die quietly. The image shifts quickly and the interior of the keep is seen from the viewpoint of the gate. The fresh snow lends an air of innocence at odds with the associated feelings.

“I saw Broken Spire Keep for the first time late on the fourth day of travel from Corlean. As warned, an aura of menance seemed to hang over the building and journey-mage Jallarzi shared a dream that she had dreamt while sleeping here the first ime. Something awful has occurred within the walls of the keep, and I hope whatever it was stays sleeping.”

“The Field Captain and Squire Ashimar spend the night touring the keep with the soldiers and making plans for renovations. Basic repairs will have to happen, but substantial renovations will not occur until spring. There is much work to be done.”

Again, instead of an image there is a feeling, this time of a crushing weight and the need to hyper-ventilate. The sense of rapid breathing slows to long even breaths though and eyes open to view cavernous walls of some light brown stone lit by a flickering orange radiance. The source of the lights is not seen as they are behind the viewer’s eyes; what becomes apparent however is that this is a tunnel deep below the earth. The walls, ceiling, and floor look like some ragged tube carved out by years of flowing liquid, or more disturbingly some monstrous worm.

“It was yesterday that I descended for the first time into the depths of the earth. While I have some time in basements and cellars, I have never so much as entered a cave or a mine before. It is a disturbing feeling, having the weight of the earth crushing above you.

Our goal is the city of the svirfneblin to ask their priestess, Carmeneren, the way to those who have been kidnapped. She has mentioned the illithid to the Field Captain and his allies; or in truth, his friends. I prayed she was wrong and prepared as if she was right. She was right, but my preparations were for naught.”

The image changes then, showing many different portions of the tunnels and giving the impression of movement. The flickering images cease, showing the five of them standing in front of two giant bronze doors. The doors are open, revealing the beginnings of a grand cavern shadowed in darkness beyond.

Kellron and Ashimar are leading in front; Kellron’s enchanted amulet providing a flickering light matching the flames of his enchanted sword. White-haired Jallarzi, crystal topped staff in hand is next. Tore’s viewpoint shows that she’s in the rear with Kestral to her left. All of them have their weapons out, but they are held casually for the moment. The four of them are standing before the great bronze portals of the orc lair. The doors are wide open.


“The journey to this point went well, mostly uneventful really; but Jallarzi was forced to slay several crawling oozes. Kestral said that they had left the great doors open to invite the oozes in to dispose of the evidence in case anything came back. Kellron and Ashimar had already told me of the ooze’s metal eating properties.”

Another image forms, that of the travelers crossing the threshold of the doors and moving cautiously into the cavern, scanning the ceiling for anything hiding. Then there’s a sound from up ahead and all of them look towards it. A cloaked and hunched figure moves closer into the shadowy area just beyond Kellron’s light. Light shines faintly on armor and a drawn sword. In the shadows it is brutish and ugly looking.

The creature grunts an unintelligible string of syllables. Kestral answers. “It wants to know who we are.” She answers with an equally unintelligible string and they go back and forth for a minute or two and then Kestral begins speaking the imperial tongue again.

“He wanted to know what happened to the orcs that were here and said there were many oozes when they arrived. He, one other guard, and his leader are all that survived. He wants us to talk with them.”

Kellron speaks, and a perceptive person would notice how much sharper the image and sound becomes. “Okay, but warn him no tricks.”

Kestral nodds and barks out more of the harsh-sounding language. The creature nods and waves for the five people to follow him.

The image shifts as the five of them follow the orc through the massive cavern. The ceiling cannot be made out, though occasionally the tip of a stalactite can be seen piercing the shadows. It is apparent that everyone is wary, expecting a trap.

At the back of the cavern is a wide opeing in the rock leading to another cavern. The orc calls out just before he reaches the cave mouth. Kestral translate. “He says it’s okay, he brings talkers.”

Then in the shadows at the edge of their lights, three figures appear, walking up to the leading orc that had stayed at the edge of the illumination. One is immediately apparent as another orc, hulking and brutish, carrying a large sword and wearing battered, much-used armor. The other two are different, standing a little taller and having a narrow frame. They are wearing hooded, tattered, brown robes, showing nothing in the way of their features, even their hands are buried deep in the sleeves of their robes.

The image of the cavern and shadow figures disappears and is replaced by despair as nausea fills the mind.


While the emotions crash over the mind, Tore’s voice becomes hard. “Get use to that feeling. The two creatures in cloaks and shadow were illithid and that is doubtless how they will appear in the future, hidden until it is too late.”

“My defenses were only casually ready, and completely useless; I was immediately stunned into helplessness as was Kestral. Fortunately the Field Captain and Ashimar had spread out a bit before the attack and managed to avoid the worst of the blast and I can only assume that Jallarzi’s magics allowed her to weather the blast likewise.

The battle seemed to take forever as I fought to regain control of my senses and myself. Jallarzi used her staff to rain down hail and ice, killing the two orc guards immediately, but only harming one of the illithid.”

The nausea is suddenly gone and several images appear.
A beautiful half-elven woman with violet eyes lifting up a white staff tipped with crystal. It flares for a moment, and a blizzard covers the four standing creatures, only the two robed figures walk out.
Kellron and Ashimar break to either side, each trying to engage one of the robed creaturs. The two warriors look worried but press forward. Both of the men reach their choosen target and begin to swing, each hitting their target.

The melee causes the creatures to throw back their hoods, revealing a gut-churning, horrific sight; purple, hairless flesh framing two large yellow-ish eyes devoid of pupils. Instead of a mouth there are four, thick, writhing tentacles, each two feet long.

The air roils with palpable force as the creatures step back and raise long, thin, purplish fingers to ward the attacks. Jallarzi invokes a hastening spell and lashes out with a flight of four silvery missiles. The missiles dissipate harmlessly against the one Ashimar is fighting, fortunately neither Kellron nor Ashimar are affected by the stunning wave and advance.

By chance, Kellron has choosen the wounded illithid and his next pair of swings hit the creature as he calls out for Sarath. The creature goes down. Ashimar has less luck, and his swing misses.

There’s another roil of force and nausea and Kellron stops in his tracks, dropping his weapon (accompanied by a flash of despair). Ashimar and Jallarzi are still fighting however, but again Jallarzi’s magic missiles are completely useless; Ashimar manages a telling blow though and it is obvious that the creature is badly wounded.

The thing steps back though and the air shimmers again, and this time Ashimar staggers to a stop and drops his weapon (the despair worsens). Only Jallarzi is left and she is looking scared as her third set of missiles wash over the creature and her acid arrow completely misses.

The thing, the illithid, approaches and the air is heavy with its satisfaction. It concentrates again, focusing all of its attention on Jallarzi, and tries to stun her. Miraulously she staves off the mental burst and sets herself for an attack.

The illithid finally reaches her, its four purple tentacles writhing obscenely in the air. Again it tries to stun her and again it fails.

Desperately, Jallarzi swings with her crystal topped staff, and misses.

Frustrated, the thing again fills the air with a mental attack and Jallarzi once again works past it. Her wild swing connects this time, right upside the thing’s head. There is a wet, fleshy thud and the thing is forced to take a step back. It touches a hand to its head and looks at the greenish ichor covering its fingers.

Neither Jallarzi nor the illithid apepar to wish to flee.


“It is here that I realized that the creature wanted to capture young Jallarzi, undoubtedly to add to its collection of kidnapped spellcasters. In the end it is only this that saved us.”

There is a skip in the imagery and Jallarzi and the illthid have shifted slightly from where they were. The tinge of the after-effects of a mental blast fill the air and Jallarzi swings her staff with two hands and a yell of desperation.

It is a good, solid blow that catches the creature in nearly the same spot as the wizard's last hit. It is not just a fleshy thud that fills the cavern, but the sound of shattering bone. The illithid is knocked to the ground and does not get back up.


Jallarzi saved us all that day. No doubt the creature would have killed Kellron, Ashimar, and Kestral; taking Jallarzi and myself captive for whatever fell purpose drove it. Hopefully we’ll find out, but not this evening.”
 
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Well. That post had a greater than usual number of spelling and grammatical errors. :o

Fortunately AsEver let me know about them. Apologies to everyone who read the post immediately. I think I fixed the most egregious ones.
 

Knowledge (Underdark)

In an ancient elven dialect mostly since fallen out of use, the ways beneath the earth are sometimes called the Night Below. It should be said that the title is only used by those with a poetic frame of mind; and most people who think of or talk of the places beneath use the term ‘the Underdark’.

Most of the knowledge of the Underdark comes from the dwarves, a notably taciturn and single-minded race. Thus it is no surprise that the knowledge most widely known about the Underdark deals with the areas around the dwarf mines and the caverns relatively close by. The dwarves call the area within about one-half mile of the surface the Upperdark. Only rarely do the dwarves speak of the regions called the Middledark, and only as a warning to those foolish enough to go exploring beyond the known caverns. The Lowerdark is never spoken of to strangers so as to avoid ill-luck.

--

Until recently knowledge of the Upperdark beneath Haranshire was but little known to any citizen of the Empire. A dwarf called Old Grizzler by his neighbors in Milbourne was perhaps the most knowledge person of the local tunnels, but even then his knowledge was limited mostly to the mines. Others who knew more, such as bandits, were less inclined to share their knowledge with others.

It wasn’t until an expedition by agents of the Library and the Temple of Sarath returned that any useful knowledge of the tunnels beyond the mines was gathered. Little geological knowledge was garnered, but that wasn’t the focus of the expedition. The explorers were looking for a near mythical race of creatures. What they found were many mythical creatures.

Of the non-intelligent beasts roaming near the surface, most are innocuous and non-threatening; however the dangerous ones include gelatinous cubes, gray oozes, and a variety of giant beetles. Generally these creatures are content looking for food and are not deemed a substantial threat to the surface communities of Haranshire. It should be said that the Library does note that the sheer number of oozes and slimes is unusual and suggest there may be some unknown source to them; troubling if true.

The race calling themselves the svirfneblin are as reclusive as they are intelligent; and they are the least likely of all creatures to be encountered. They are not deemed a threat; indeed any contact with them should be considered a trading opportunity – presuming they are treated with respect of course.

The races of the beast-men are another story. These creatures are intelligent, aggressive, and capable of raiding the surface lands if they were to find an easy access point. These beast-men include:

Orcs in unknown numbers, apparently servitors to darker races below. The markings of the Blookskull tribe have been distributed to all soldiers in the Duchy of Larence. Any orc bearing these markings is immediately considered hostile.

Of a lesser threat are the goblin-kin known to be roaming the lands north and under Milbourne. A small tribe is currently living peacefully not too far from Milbourne, under the watchful eye of an Imperial Scout. Still, they are not fully trusted as of yet.

The bear-men, called Quaggoths by the dwarves, appear only in small numbers in the Upperdark, apparently hunters for tribes that live deeper below. They are aggressive and cunning, but not overly bright. Their lack of numbers in the Upperdark and the scarcity and remoteness of exiting caverns explains why they've never been seen before.

Of all the creatures in the Upperdark though, the giant-kin concerns the Empire most of all. A large tribe of trolls living perhaps fifteen miles from the mines of Milbourne was wiped out during the first expedition. Worse, cave-giants* and their lesser kin, ogres are also known to wander the passageways of the Upperdark underneath Haranshire. Physically powerfull, all encounters with the giant-kin have shown that they are both intelligent and aggressive. If they were to come under the sway of the illithids, a real threat would emerge. The social organization and encampments of the giant-kin, if any, are currently unknown.

The expedition that brought back this information encountered other creatures, but the ones listed above were the creatures most often encountered. Even the relatively benign Upperdark is dangerous


--
*Cave giants became my catch-all term for any giant found under the earth, as giants are virtually unknown to the Empire at large anyway.
 
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Out of curiousity, what level were the PCs at this stage of the campaign?

And more importantly (adopts sing song voice) "Kellron's got a girlfriend." :)
 

Well, Kellron doesn't have a girlfriend yet, but give him a little bit of time.

As for level, they were right around 8th level or so. They had hit 6th with the trolls, and they leveled again in Corlean. I remember that Jallarzi was getting close to 9th level when they hit the next big encounter.
 

It’s The Choices That We Make

When the surface adventurers met again with Carmeneren and her people they brought many gifts, including strange textured cloths, fungus-like foods called fruits as well as ground fungus-like seasonings. The unexpected gifts were received with surprise and pleasure by the svirfneblin. Though troubling, the adventurer’s stories of meeting and killing two illithid (surreptitiously confirmed by spells) were also well received and confirmed the svirfneblin’s burgeoning good opinion of these strange surface-folk.

In return the adventurers were given a save haven, a fine meal, and the choice of three different routes to continue their journies through the Upperdark.


After the next sleep Carmeneren and a small retinue of svirfneblin scouts escorted the surface-folk a day’s journey to the crossroads of a pair of tunnels; each wide enough to serve as the main thouroughfare leading up to the Emperorer’s home itself. In the safety of a nook located near the meeting of these two tunnels, the priestess gestured down the one path leading away into the darkness.

“That path leads on for several walks, until at last you meet the great lizards.” She paused for a moment, letting the ominous sounding description sink in. She then swung her hand to her left, towards the tunnel mouth they were closest to. "This path leads on towards another choice and eventually the diregund.”

With but a few moments of debate a decision was reached to explore towards the diregund for now. Carmeneren nodded and the small party of svirfneblin, human, and half-elven made their way to a hidden cave to spend the night.

--

After waking, and a small, dry breakfast, Carmeneren and her group came upon the second choice only a few hours travel from the great crossroads.

Facing a section of tunnel wall indistinguishable from any other section, Carmeneren spoke to the adventurers. “Here lies the route the tentalced-ones use, hidden under this seeming of stone.” The priestess gestured for Kellron to step forward. “Touch the wall and feel the difference.”

The champion of Sarath did so and was surprised when his touch felt not stone but something akin to a warm but firm gelatinous cube. He wrinkled his nose with disgust.

Carmeneren continued. “The seeming is thin and you may push through it, but none of my people have been able to go but a few paces beyond. The tentacled-ones laid magics that are anathema to those of our clan; perhaps you will have better luck.”

The adventurers conferred amongst themselves only briefly and chose to bypass this tunnel and try another route, leaving this one untouched.

Carmeneren nodded at their wisdom and the group moved on to a safer location to talk of the only other route, leading onward into the darkness.
 

Knowledge (Dungeoneering and Planes)

Four vague descriptions were marked along the choosen route, upon the map that Carmeneren gave to her hoped-for diregund-killers. Grells!; Dangerous Passages – Wormholes, Razorrock; Many Caverns – Beware Ropers, Quaggoths and Others; and Many Bad Things – Perhaps Temple of Juiblex – Many Oozes, Slimes.

Talk with Carmeneren granted the adventurers a small amount of knowledge on what to expect when they came upon the caverns indicated by the markings.


--

Carmeneren spoke, "Grell are monstrous beasts. In shape they are ovoid about as round as I am tall. They have a sharp beak and many tentacles that can sap the strength of a person, rendering them unable to move. We do not think there are many in the caverns marked, but we know them to be intelligent and very dangerous."

“Razorrock is where glass-like stone has been shattered, creating a veritable floor of slashing blades. Passage through these areas is possible, but you must go slowly or risk the destruction of footwear and the feet within. These areas are not natural but we do not know how the stone became so polished.”

“Wormholes are areas where great worms have burrowed through the stone itself. You can identify them by the numerous tunnels that criss-cross along your path; from wall to wall and ceiling to floor. The worms are dangerous and sense all movement around them.” Carmeneren paused. “They are not pervasive though and the wormholes are old. Perhaps they are not around.”

“So, they’re like a thoquaa?” Asked Jallarzi?

“Many times greater in size, perhaps twenty-five of my paces. One of these worms would fill this cavern completely and spill into the tunnel beyond. The legends say that these tunnels were created by worms even bigger than that.”

“Beware of ropers. They are creatures the shape and size of stalagmites. They shoot strands from their bodies and drag their victims into their mouths. They will eat anything, but are known for keeping gems in their gullets.” She saw the look in the adventurer’s eyes. “Stay away from the creatures; even I say that no gem is worth the trouble these creatures are.”

“Quaggoth are beasts, bigger than an orc but smaller than an ogre; perhaps as bright as either. They are quarrelsome and are in a quarrael with something else. My scouts could tell me nothing reliable but said their was a clacking sound from beyond the quaggoth caves.

“As for the temple…”

“It belongs to a demon.” Interrupted Ashimar. Kellron shot Ashimar a surprised look“I recognize the name.” Explained the former-rogue. “It’s associated with slimes and oozes.”

Carmeneren nodded. “You will have to pass through the tunnels, but not have to enter the temple itself I am told. Be careful there. Beyond those caves the tunnel should be safe with caution until you reach the diregund caves.”
 
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To Grell or Not to Grell

After Carmeneren and her retinue left the party for their home caves, the five adventurers traveled for perhaps a half a day when the tunnel split. According to their map, down the left hand path were the grell while the razorrock and tunnelworms were to the right.

Perhaps they would have continued on, but an earlier encounter with a pitch black ooze had depleted some of their spells and healing for the day. Deciding that discretion was wiser they backtracked a bit and found a suitable side tunnel to set up their portable cottage in. A dinner of cold trail rations later found the five discussing what to do next.

“Grell or razorrock?” Asked Kellron.

“I’d rather make a known safe path.” Remarked Kestral. “We can’t talk to worms.”

“I agree.” Said Ashimar. “If we manage to rescue the kidnap victims we’ll need a safe path to lead them out on.”

Jallarzi nodded her agreement.

Tore kept her silence. At the moment she had no intelligent opinion to give; so she would go where the Field Captain ordered.

Then, as one, Jallarzi, Kestral, and Tore looked up over Ashimar’s head. He saw their gaze and swore softly. “They’re watching again, aren't they?”

Jallarzi swore too. “Yes they are.” She affirmed. “Whoever they are.”

Starting the day they had left Corlean, and almost everyday thereafter, Ashimar had been the subject of someone’s scrying spell. It was impossible for them to tell who was scrying, but first Jallarzi and then Tore began to notice the tell-tale signs. Once the signs were pointed out Kestral was also sometimes able to pinpoint the invisible scrying sphere.

Patiently the five of them waited in silence, except Ashimar who impatiently tapped his feet. Soon, perhaps ten minutes later, Tore spoke. “It’s gone.”

The five then waited a few more minutes, making sure another scrying sphere didn’t appear and then they continued.

“It has to be Father Dark.” Opined Ashimar.

“Probably.” Agreed Kellron. “But there’s nothing we can do about it now. If this keeps up, maybe we can go visit him the next time we’re in Corlean.”

Ashimar grinned at the thought. “That would be nice. So the grell cave in the morning?”

A vote was held and they unaminously decided to approach the grell cave. If the creatures were hostile, so be it; they would secure the path. Hopefully Kestral would be able to talk with them though.

The night didn’t pass easily. While on watch, Ashimar was alerted to a burning smell coming from the cottage’s door. Upon opening it, he was greeted by two ochre-colored oozes trying to their way into the hut. He slammed the door shut quickly and woke his friends. By this time they had met enough of the creatures to know how to defeat them. A few spells from Jallarzi and the front porch was covered with the rapidly decomposing remains of the oozes.

They slept in later because of the fight, allowing their wizardess time to gather her spells again.
 


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