12/28 Session Recap
You know an
adventure that begins with a vague request by an unknown drow is NOT going to
end well for someone. It ended rather well for our adventuring party which was
of course quite smashing, and it ended in a bad way for the Red Wizards of
Thay. This is good for us in the short term, but could potentially see us even
more hated (and hunted) by the Red Wizards in the long run. But I skip ahead,
so let me begin the recap where it started.
Nikola (our
ranger) was heading home one evening, once again alone and once again at least
partially in his cups. The appearance of an unknown drow at his side provided
some instant sobriety. Drow seem to have that effect on non-drow races,
especially on the surface of Faerun. He introduced himself as S’ilthantiz of
Clan Maknatz, and implied that he was related to Nik. Oh, and yes, that the services
of our intrepid little group was required. In the Underdark. Right away.
OK, so it
turns out S’ilthantiz is kind of related to Nikola. He is apparently a second
cousin to D'nayin, Garrity’s mother and Nikola’s adoptive mother. We don’t
have much to go on, although the Red Sword is mentioned. Well, that’s the only
enticement Nikola needs to head out on some damned fool quest to god knows
where doing god knows what.
We are told
to seek out a gnome by the name of Arte at the Dragon’s Ladle in Mulsantir.
Traveling overland in Thesk and shadowing The Golden Way from Tammar to Two
Stars, we manage to avoid patrols and prying eyes. One night a wagon is heard
passing nearby, prompting us to investigate. Callum detects evil, but it is
unknown who on the wagon is evil. With Garrity flying air cover above, the
party charges into action. The wagon quickly springs ahead, but is forced to
slow thanks to a blade barrier placed by Posht. One horse perishes in the
whirling blades, while the other veers off in time along with the wagon.
The wagon
guards fight back, but are forced to abandon their vehicle to us when the tide
of battle turns in our favor. A search of the wagon shows us that we have
intercepted a Thayan wagon, laden with treasure and ancient artifacts. Well, we
do find a modest stash of loot, but no artifacts. The mere thought of sticking
it to the Thayans, even in such a minor way, gives us reason to smile.
On the
western shore of Lake Mulsantir we manage to draw the ire of the locals when
one of the ferry guards challenges Nikola, probably just for looking at him or
some minor offense. Instead of backing down or playing it cool, Nikola acts all
tough and Palau wades in, blades flashing. The half-orc guard is cut to ribbons
by the ill-tempered Halfling and panic and mayhem of the ferry landing ensues.
The party scatters and melts away, using spells to bypass the ferry and head
across the water to Mulsantir.
We
rendezvous with Arte the gnome, but end up staying at the Dead Dwarf. Innkeeper
Milo Hintar runs a decent joint and we manage to lay low until we venture into
the Underdark, thanks to Arte.
As we head
deeper into the Underdark, we of course encounter several natives who think we
are their next meals. A greater basilisk and a pair of beholder/illithid
hybrids give us some trouble, but we overcome the foul fiends. A manual of bodily health is recovered
from the floating horrors, providing Nikola with a boost to his constitution.
The party
finally reaches the drow city, and are ushered in to meet with S’ilthantiz and
his people. There, it is learned that the drow are still mightily pissed at the
Thayans for their earlier meddling that led to the destruction of Sith Morcane,
along with the usual plots and machinations common to naughty types like drow,
Thayans, Zhents, etc. Our part is to help the drow locate the mind flayer who
is linked to Nikola. If they can triangulate on him, that should lead them to
the high-value targets they wish to take out, or so the theory goes.
We agree to
help, but mostly out of self-preservation. If we can rid Nikola of the constant
beacon in his head, we suddenly make it that much harder for the Red Wizards to
keep tabs on us. That, and no one in the party feels bad about sending a bunch
of Thayans to their doom. Karma is a bitch and whatnot. So if we find ourselves
temporarily allied with the drow, so be it. We know how to play their game, so
we’ll be watching our backs the whole time for good measure.
For Callum,
the dilemma was gut-wrenching. Here he was, in the Underdark, helping the drow
to strike a major blow against his fellow surface-dwellers. True, the target is
the Thayan brain trust, which somewhat deflects the sense of complicity and
betrayal the paladin is feeling, but still…there was so much evil present, it
was hard not to feel bad for the servant of Kelemvor.
Maybe it is
just the taunting, the mere presence of cruel demons, loathsome driders, and
the cruel servitors driven before the drow overlords that gnaws at the
paladin’s soul. Callum steadies himself, and tries to focus on his comrades
rather than allowing himself to be distracted by the overwhelming stench of
evil that assails his every nerve. Kelemvor will be busy today, of that much
the paladin is sure.
The party is
able to pass some down time in the wonderful drow bazaar. A few minor weapon
upgrades were completed, and Palau traded his Horned Ring for a ring of
invisibility. I don’t think I would have traded a minor artifact for a
lesser item, but we’ll only really miss it if we ever find ourselves back in
Undermountain.
A series of
spider-web portals are activated, and the drow assault force begins to take
shape. If it weren’t for the evil nature of most of the players involved, it
would have been a truly marvelous sight for any eyes to behold. From the
seething masses of cannon fodder to drow regulars to elites such as powerful
demons and drow high priestesses, we can tell this is a force to be reckoned
with in any corner of Faerun. And if they can do this against the Thayans, they
can do it against anyone. Food for thought.
Finally, the
attack is launched. Target: Thaymount, the seat of Red Wizard power. There are
multiple citadels and fortresses upon the plateau, and each one is attacked by
a dedicated assault team. Stealthy drow appear, raining down poisoned bolts and
spells and flashing blades. Massive demons shrug off spells and tear through
defenders in sprays of blood and gore. Supporting drow spellcasters augment
their allies with various spells, and send Thayans to their doom or scrambling
for cover.
Dragons and
other mounts/pets are visible as well. Flying creatures engage in dogfights,
and stricken victims fall from the sky, plummeting down to land among (and
sometimes on) the swarm of combatants below.
Our heroes attack the small keep where the illithid we are connected to should be found. The defenders are fighting as expected – no quarter given, none asked for. Our frontal assault gives way to attacking from above, and we soon breach the keep’s defenses. Inside, chaos and confusion reign. We encounter a pocket of defenders who put up a good fight, but we are able to come out on top. Even when we finally meet the mind flayer we are hunting, it is more relief than dread. We kill him, and the link with Nikola is finally severed!
The final
scenes of the battle played out rather dramatically: the party was worn down,
spells nearly exhausted, and still the Thayans fought on. Escape via teleport and similar means was
impossible, so the party would have to slink away and hope they could make a
break for it. Trapped in the heart of Thay, fighting Red Wizards, and keeping
watch on our drow “allies” is not the best of situations to be in. And then
came the dragon…
The ancient
red dragon was dead, felled in combat somewhere above the outposts. It plowed
into the keep, more or less shearing it in twain, burying the living and dead
under tons of rubble. Our stalwart adventurers were tossed around like dolls,
stunned and even trapped in the debris. Nikola found himself on the ground
outside the keep, thrown clear by fate or luck. As he rose, he sensed he was
not alone.
Also rising
from the carnage was none other than T’See Larak! The drow was gravely wounded,
missing one arm and suffering numerous cuts and gashes from head to foot. Even
in such a state, the drow still glowered at Nikola with sneering contempt.
“Come, weakling, let me send you to the lower planes. You have been seeking the
Red Sword, and now you have found it. Allow me to show you how it works.”
With that,
the two wounded combatants leapt at one another, eyes aglow with hate and fury.
Nikola’s two-handed attacks were turned aside by the drow, which only made the
ranger dig deeper into his resolve. “Your time is over, assassin.” said Nikola,
as he slowly wore down the wounded drow’s defenses. “You have been hunted down
and betrayed by your own kind. The Red Sword is mine!”
Nikola’s
thrusting feint with his short sword worked, and he sent the keen edge of his
longsword into the drow’s torso, skewering him just below the ribcage. The Red
Sword fell from T’See’s grasp, and thudded onto the charred earth as the dead
drow toppled over.
The party,
battered and exhausted, gathers itself up and seeks refuge inside the ruined
keep. Inside a wizard’s chamber, a portal is discovered. Garrity casts analyze portal and is able to activate
it. Escape is at hand! The adventurers make the leap, leaving behind both the
Thayans and the drow to finish what they started. I’m sure the Thayans will be
looking for some payback down the road, and I wouldn’t put it past the drow to
consider us loose ends that need to be tied up at some point. But for now, we
are safe and the Red Sword is ours! Or Nikola’s, as he is quick to point out.
All in all, a good time was had by everyone. For my son Frodo (aka the painting prodigy), it was his first time to hang out with us during a gaming session. I didn't know how he would do, honestly. I figured he would hang out for a few hours, eat some food, drink some pop, and eventually get bored. But he stayed the entire night! He ate some chili and cornbread, drank many root beers, and had a selection of chips and snacks to choose from. When he wasn't rolling dice for our DM or me, he read The Two Towers, watched TV, and eventually passed out in a comfy chair. When it was time to head home at oh-dark-hundred, he was good to go. Next time, I think he wants to play! We'll see what we can do about that.