The Spider and The Fly

“Will you walk into my parlour?” said a spider to a fly;

” ‘Tis the prettiest little parlour that ever you did spy.

The way into my parlour is up a winding stair,

And I have many pretty things to shew when you are there.”

“Oh no, no!” said the little fly, “to ask me is in vain,

For who goes up your winding stair can ne’er come down again.”

~Mary Howitt

The Ways

When last we left our intrepid adventurers…

Craelor’s Raven Sinder

Our party had been led by Kaylay to a pass-through in the Underdark called The Ways. Here, she had pointed out a massive stalactite that was the most recent hideout of the nefarious Krenka. Po’s mother and a young girl resembling Caedus were seen moving about the area as well. Some reconnaissance was done and it was discovered that the stalactite had been hollowed out to create a lair or sorts which was accessible by an invisible hemp ladder.

Hall of Webs

Regrouped, our heroes worked together to utilize their various arcane and physical abilities to navigate the entry hallway filled with spider webs. They did well but were left to wonder what the small brushes with the web would result in.

In the foyer, three body sized cocoons were discovered along with some smaller webbed orbs. Vermin began cutting open the cocoons. To the party’s surprise, a ghostly figure apparated, outlined in the blue light of Ebron’s sword.

Karethian -consort of Lady Daele of the 4th Spiral in the Noble House of DeVir

With a sweeping bow, the figure introduced itself to Eliza and her retinue, thanking her profusely. Though clearly a ghost of a drow male, it was obvious that the spirit did not know it was dead. It became agitated when this idea was introduced.

Meanwhile, Gardel found some interesting items in the opened cocoons and a derro was freed and revived. Yalanue was able to persuade the terrified derro to stay put. The ghost continued to explain to the party that it was on a quest to find his lost brother and tracked him to the Arachnomancer’s Lair. He begged the party’s assistance and asked if he might join them as they ventured further. After some time spent in dialogue, Gwyn reminded everyone that time was of the essence.

Our adventurers decided they needed to press on, an idea to which the apparition did not take kindly…

When last we left our intrepid adventurers…

The Underdark, a lightless jumble of chasms and caverns to Toplanders, but to those those who call it home, it is a connected network of highly structured and long enduring city-states. Pursuing Krenka here has led our party down through a series of lifts, across an underground lake, down its connecting underground rivers to the subterranean city of Gracklestugh. The city is renown for its ever burning forges and its grim Duergar aesthetic. In the docks, an area for foreigners outside the gates of Gracklestaugh, they connect with Zaril at the Inn on the Shattered Spire. Zaril promises the location of Krenka in exchange for the procurement of his child from a Warehouse owner named Adalia on the outskirts of Traders Gate. Zaril provides them with papers to travel through Gracklestaugh and use the minecart tunnels to travel there quickly. In the warehouse district, the party finds much more than the child, they find evidence of Craelor’s father, and clues to some other important dealings, dealings that may reach into Keepers Port and even beyond the mortal realm. It seems that they chased Krenka down a true rabbit hole. It seems that defeating Krenka may not be the end to their business in this buried world. What will become of the prophecy and what part will they play. Are they puppets following some predetermined pattern written by the Loom of Fate long ago? Or are our adventurer’s weaving their own destinies?

When last we left out intrepid adventurers…

The wise ones say it is easier to tell our darkest troubles to a perfect stranger than to our closest ally.  Perhaps that stranger is the key to solving those troubles for you.   Perhaps that stranger needs something you have as well.  Perhaps, this is what Zarill thought when he unloaded his sordid tale of sexual escapades, angry exes, and bastard children to our adventurers.  

Sitting in the Shattered Spire, a tavern built on a broken stalagmite on the outskirts of the Dark Lake district of Gracklstugh, our heroes considered Zarill’s story, his motivations, and his proposal.   They had come to the cavern city through its subterranean port.  The journey had been dangerous, and the docks were a welcome sight, despite the constant clanging and acrid smoke produced by its numerous and nonstop Dwarven forges.  They had barely taken two steps off the docks when Zarill found them.  A few hours later, they had a mission, a treasure, travel passes, and most importantly, the promise of Krenka’s location when they solved Zarill’s little problem. 

Despite Ebron’s assurance that Zarill’s words were truthful, the party set out with a sense of unease.  The mission itself was fraught with unknowns.  They were to rescue a ten-year-old teifling child from a human mother who didn’t want it.  They were to exchange the child for an item Zarill assured them she would desire.  They were to bring the child back to Zarill to become a wanted and loved member of Zarill’s impressive brood.  But “what ifs” abound.  As they entered the impressive granite gates of Gracklstugh our party discussed various hypotheticals.  What if the mother doesn’t want to trade the child?  What if the child doesn’t want to go?  What if the child is not actually ill-used? What if the child is, but still doesn’t want to go?  Gwen suggested heavy reconnaissance was needed and the party agreed.  It was time to return to Trader’s Gate, Mei’q Videnn in the local tongue.

The return trip turned out to be a bit of a contest.  First Po, Eliza, and Ebron had to prove their strength against the Duergar’s test before they were allowed to pilot the cars.  Vermin and Craelor used their dark vision to assist, and the journey turned into a race. Ebron’s cart was victorious, but the celebration was short-lived as the parties disembarked and faced the task at hand.

Unable to contain their curiosity, Gwen and Ebron peered into the treasure bag that Zarill had entrusted to them.  What they found turned out to be no mere treasure.  Gwen passed the object around for inspection.  Yulanue knew this to be a powerful artifact called a Cubic Gate.  Po identified some of the runes as being elemental in nature and began testing it. They opened a hole to what appeared to be The plane of Fire, Water, and the Asterion’s dining hall, where Ebron’s father and mother sat having their soup.  

Now, the party has even more questions.  Should this merchant, Amalia Durnholde, have this artifact?  Should Zerill?  Should anyone?  

The Party must now decide how best to navigate the investigation ahead, the choices that await, and the dangerous byways of Trader’s Gate.

When last we left our Intrepid Adventurers…

Our party defeated the guardians of the Temple of the Winds and secured the arcane object which they sought, the Conch of Binding. By removing the object from the power of the summoning chamber and blowing into it, Craelor was able to call forth and free the Marid they had encountered upon their arrival to Ajagara.

The grateful Marid granted the party one wish. An intense discussion ensued. Eventually, our heroes decided that they would restore the Revenant of Sevna to the world of the living. As we return to our tale, our adventurers find themselves bathed in a pool of light and witnesses to the resurrection of the god-queen of Breith.

When last we left out intrepid adventurers…

The party had left the humidity and heat of Yuan-Ti Basin to explore the City of Black Stone. Here , they hoped to find the Vessel that bound the Marid who held their boat. As they scouted the uncanny remains of a once thriving culture, they discovered many oddities. It seemed the heart of the city radiated an impenetrable darkness. A darkness that was slowing and steadily sucking the energy out of its surroundings, leaving even the high outer walls of the city cold to the touch.

As they navigated the quadrants of the city, they came upon several clues of its origins and demise. This lead them the grand home of an Animist named Teoatlay. The lord of the house was not at home, but a revenant lay in wait. After a frustrating discussion with the single-minded Sevna, the party had new leads to follow.

Eventually, they found the Temple of the Air. Using their combined abilities they were able to penetrate its passages and puzzles to find the object they sought-the Shell of Compulsion. Taking it, however, triggered the appearance of its guardians. We pick up our tale, as the party makes a mad dash to escape the ziggurat and its elemental forces…