Archive for Out

D&D Encounters – Out of the Abyss – sessions 9-10

Posted in D & D 5e, D&D, Encounters with tags , , , , , , , , , , on December 7, 2015 by vobeskhan

out-of-the-abyss-coverNovember was a busy month for me so I fell behind with my Encounters updates, so here in brief are the session recaps.

Back on our normal schedule, and almost back to our regular cast. We pick up with the party heading into the Kuo-toa ceremony posing as prisoners.

  • Phil – Capt Astrid, human paladin
  • Stuart – Exom, human mage
  • Jason – Io, human monk
  • Lewis – half elf sorcerer (can’t remember its name)
  • Rose – Morwenna, half elf rogue


Accompanied by the priestess and a pair of guards the heroes (still with their equipment and arms) are led through the town to a shrine near the docks. There, before a circular depression, is the altar to the Deep Father. Many Kuo-toa are gathered, mostly general townsfolk/fishermen but as the priestess announces that she has brought further sacrifices several guards emerge and stand by the heroes while a pair of the fish-monks flank a priest at the altar. Moments later the rival priestess appears and the chanting begins as a bound duergar prisoner is dragged into the center of the depression.

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As the ritual reaches a crescendo, the priestess of the Sea Mother cries “Now!” and with surprise on their side the heroes manage to quickly gain the upper hand. The crowd however are still chanting away and the ritual continues unabated as battle is joined.

Exom uses his illusions as usual to confuse the enemy while Astrid and Io take the lead with melee. The sorcerer uses his invisibility to get clear of the combat before unleashing his magics. The heroes focus upon subduing the rival priestess, but in doing so they leave the remainder of the enemies mostly alone until it becomes clear that they need to be dealt with. Io drags the unconscious form of the priestess clear of the ceremony, threatening to snap her neck unless they surrender but the kuo-toa are too deep in their fervor and rush the monk, leaving him once again lying lifeless on the floor.

It’s at this point that the heroes notice that something is occurring out on the lake behind them, as the water bubbles and froths a massive two-headed figure emerges, its tentacle arms lashing as it reaches its full height and begins heading for the town.


Most of the kuo-toa are stricken in awe and fear at the creatures arrival but thankfully the remaining heroes (apart from Morwenna who passes out) are ok and quickly decide that escape is the best plan of action. Grabbing the stunned rogue and the fallen monk they head for the town gate in an effort to flee into the Underdark once more.

Twice their way is blocked by half-mad kuo-toa but they are swiftly overcome by the parties combined attacks and with a last look back to see the creature (which they later realise is the demon-lord Demogorgon!) thrashing away at the docks and nearby buildings they reach the relative safety of the tunnels.

They continue to hustle onwards until they find a suitable site to try and regroup, by this time Morwenna has recovered her senses and the duergar prisoner they also dragged along with them introduces himself as Hemeth, a trader from Gracklstugh (the Duergar city to the south-west). The heroes discuss their options and decide (against the complaints of Topsy and Turvy) to head to Blingdenstone, there to make further decisions as necessary.

We took a pause there as this was the official end of the Encounters portion of the adventure (as supplied by the Organised Play program) and this allowed the players to allocate their xp and in most cases level up. Jason called upon his faction Raise Dead once more but also chose to use the retraining facility to change his character to a dwarven cleric as he felt the party was lacking in healing ability. Most of the party then used their accrued “downtime” to use the catching up option and bring them each up to level 5.

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With time quickly running short on our session we crack on with the journey through the Underdark to the home of the Svirfneblin, Blingdenstone. Most of the journey proves uneventful and the few encounters they do have are swiftly dealt with thanks to the newly improved fire-power (quite literally, as the wizard and sorcerer both hurl fireballs) of the party and we end the session as they approach the gates of the deep gnome city.

D&D Encounters – Out of the Abyss – sessions 7-8

Posted in D & D 5e, D&D, Encounters with tags , , , , , , , , , , , on December 7, 2015 by vobeskhan

out-of-the-abyss-coverNovember was a busy month for me so I fell behind with my Encounters updates, so here in brief are the session recaps.

This session was ran out of our normal sequence due to my suffering an injury and having to postpone, this led to a slight hiccup in attendance but worked out fine still.

  • Phil – Capt Astrid, human paladin
  • Stuart – Exom, human mage
  • Jason – Io, human monk
  • Lewis – half elf sorcerer (can’t remember its name)
  • Vipin – sorcerer (can’t remember the name or race)

The party left the tomb of the Netherese wraith behind and continued onwards towards Sloopbludop. It wasnt long before they encountered another chamber of the glowing crystals and the spellcasters got the uneasy feeling of the faerzress, however the monk was still eager to break one of the crystals off (resulting in temporarily blinding himself) and out of curiosity touching the broken crystal to his tongue (feeling somewhat akin to licking a battery).

Once the monk could see again they continued their journey. In the remaining four days they encountered a carrion crawler, a group of orcs and a trio of fungal-hook horrors but each of these proved of little inconvenience. However, during this time they also found out who had been killing their companions in their sleep, Buppido the Derro, as he killed Shuushar the Kuo-toa before attempting to flee. Thankfully the fleet-footed monk was easily able to catch him and subdue him before bringing him back to the party to answer for his actions. During his questioning it became quite clear that he was mad as he said he was “freeing” them from their torment as sacrifices to “her”. When it became clear that they weren’t going to get anything more from him Vipin’s sorcerer killed him with magic.

As they finally got close to Sloopbludop they came across a group of Kuo-toa, however, unlike their former travelling companion these guys weren’t friendly and tried to take them captives. The fight was swift but brutal as the spellcasters used their magics to devastating effect. Unfortunately this was not a one-sided battle, as the monk was dropped unconscious by the fishman leader only to have his last two companions decide that killing the downed human was a better prospect than trying to attack the armoured paladin, resulting in Io being slain. Once the remainder of the party had dealt with the Kuo-toa they recovered their comrades body and took it back to another area of faerzress in the hopes that the magic could restore their friend (in-game mechanics, using their faction Raise Dead to bring him back) but in doing so both the monk and the paladin suffered a strange vision showing a massive two-headed creature emerging from a mirror-like surface that seemed to stare directly at them and then both failed their madness rolls, thankfully the effects were temporary.

Eventually they reached Sloopbludop and after showing the gate guards the amulet that Shuushar had worn they were shown into the high priestess of the Sea Mother’s presence. here she explained that her people were in the middle of a religious civil war as her daughter led a splinter group worshipping the Deep Father and harkening back to the Kuo-toa’s less enlightened and xenophobic ways. The priestess asked the heroes to pose as captured sacrifices so she could get close to her daughter and her followers and to then help her overthrow them once and for all, in return she would share her treasures with them (though she didn’t specify what those were). The only down side was that it had to be done straight away as the rivals were beginning a ceremony as they spoke. Being the heroes that they were, the party agreed.

That was where we left that session, we hadn’t used any full maps for the combats hence the lack of photos. We would be hitting the ground running in the following session as we head into the finale of the basic Enounters part of the season (though as we have the full hardback adventure we will carry on to see how far the heroes get).

D&D Encounters – Out of the Abyss – session 5-6

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , , , , , on November 8, 2015 by vobeskhan

out-of-the-abyss-coverWe had another great evening at Tabletop Tyrants. My table once again consisted of:-

  • Stuart, playing Exom, a level 4 Human Wizard (Zhentarim)
  • Jason, playing Io, a level 3 Human Monk (Zhentarim)
  • Sil, playing Raggia, a level 3 Elf Druid (Zhentarim)
  • Phil, playing Captain Astrid Alexis Astor, a level 3 Human Paladin (Order of the Gauntlet)

Our resident rogue, Rose, couldn’t make it due to other commitments but will hopefully be back with us next time.

The heroes continue their journey to Sloopbludop, but the paladin begins hearing a faint female voice calling for help. No-one else can hear it but they trust the paladin and send the wizards owl ahead to investigate.

CAM04082Some way ahead there is a narrow side passage  with leads into a dark, small chamber with a marble wall and large metallic door. The voice continues to plead to be rescued from the darkness but sounds closer. It takes a little effort (what a time to be missing the rogue he he) but they manage to open the door and it leads in to a marble chamber.

The walls are lined with frescoes depicting vistas with floating cities in the sky, and a couple of shelves show broken jars etc. One shelf holds a small diorama of a noble looking woman being attended by her servants. Our well-read wizard remembers reading in his studies of ancient Netheril and its magical floating cities, a civilisation of powerful magic users that almost destroyed the world centuries ago.


The wizard also begins to feel a prickling sensation on the back of his neck while in here. The heroes follow the marble stairs down to a small landing which is decorated with an inlaid stone, Exom the wizard again uses his knowledge of history to determine that it is a Netherese calendar stone, depicting the date this building was built. the stairs continue to lead down some hundred or so feet to end in another metallic door.


The door opened into another marble chamber with two more doors leading from it. In the room was a grey stone altar and more of the broken jars/containers. The friezes decorating the walls were defaced with several deep gouges as clawed by some beast.

The heroes chose a door, opening it to find a short corridor ending in another door. This then led into a chamber dominated by a large stone sarcophagus resting on a black stone plinth. The lid of the sarcophagus depicted more scenes of the floating cities, and two niches in the walls held unbroken jars.

Investigating the jars the heroes discover them to be some sort of canopic jars, holding the long deceased remains of some unknown humanoid.

Io opens the sarcophagus and is surprised when the lid lifts easily, though even more surprised when a voice booms out of nowhere “You have disturbed the tomb of Brysis of Khaem! Accursed are you, most miserable of creatures!”. Inside the now open sarcophagus lay a motionless woman who looked remarkably like the one depicted in the diorama above. After several minutes investigation they realised that it was actually a stone replica of the woman and that they was nothing else of note in the room.

Moving back to the other door, it led into another short corridor which opened up into a chamber with four smaller sarcophagi, each lid carved to show a well dressed servant. Io stepped forward once more but as he touched the lid of the first one four spectral figures rose through the lids and attacked!


Battling the spectres proved harder than anticipated as the party realised that they had been cursed when opening the previous tomb, and to make matters worse when Exom began casting spells strange side effects also occurred (not all of which were helpful). Eventually the heroes despatched the spectres but after the undead had taken a heavy toll on them. While they recovered they investigated the sarcophagi, finding some treasure but importantly finding that one of them was on small rollers and covering a trap door.

Rolling the sarcophagus back over the trap door (just in case) they decided to bring their companions in with them and take a rest and recover. Nothing disturbed their rest, but upon waking Exom conjured his magical armour and in doing so created a burst of necrotic energy which hit all of his associates and killed JimJar the deep gnome.

The trap door led down a tunnel to another marble chamber. Its wall decorated with coloured pigments un-dulled by age and a gilded sarcophagus on a dias. As the heroes approached a black shadowy figure (vaguely resembling the statue of the woman) rose up and attacked them.


Exom was loath to attack lest his magic cause more harm than help to his allies while Io and Raggia (in dire wolf form) found that their attacks weren’t as decisive against the incorporeal form. Captain Astrid however was able to bring the power of her god to bear. The voice she had been hearing called out more insistently now, telling her she was in the coffin and could help if they got her out. Raggia and Io switch tactics and between them heaved the lid, revealing a sword hilt (but no blade). Io tried to pick it up but felt a compunction to drop it straight away. Astrid grabbed it and the blade instantly sprung to life, glowing like a sun and causing the wraith to recoil momentarily.

The wraith seemed to realise that the paladin was her greatest threat and so concentrated her attacks on the holy warrior, both combatants taking a heavy toll on the other.

Astrid knew that one more strike from the undead would spell her end and begged Exom to risk his magic. With trepidation the mage cast  magic missile at the wraith instantly realising that additional magic was being generated but was streaking towards Raggia’s animal form – which then levitated to the rooms roof!

Everyone’s attention though was snapped back to the wraith as the magical darts of energy struck, the creatures form burst scattering shadow stuff which the light of Astrid’s blade instantly banished into nothingness.

As the dire wolf (Raggia) continues to float around the other heroes searched the room but it wasnt until they spotted Stool standing apparently on thin air that they realised there was an invisible chest in the room. Well aware that their rogue would have made short work of any traps they cautiously opened it to find a veritable hoard.

Not wanting to travel further until they had recovered from the beating the wraith had given them the heroes settled down to examine their newly acquired goodies and rest for the remainder of the day.

That was where we left it for the session, not any closer to Sloopbludop but certainly richer for the experience.

D&D Encounters – Out of the Abyss – session 3-4

Posted in D & D 5e, D&D, Encounters with tags , , , , , , , , , , , on October 11, 2015 by vobeskhan

out-of-the-abyss-coverWe had another great turnout this session at Tabletop Tyrants, with another new player each joining Jon and Patrick’s tables. My table once again consisted of:-

  • Stuart, playing Exom, a level 4 Human Wizard (Zhentarim)
  • Jason, playing Io, a level 3 Human Monk (Zhentarim)
  • Rose, playing Morwenna, a level 3 Half-Elf Rogue (Zhentarim)
  • Sil, playing Raggia, a level 2 Elf Druid (Zhentarim)
  • Phil, playing Captain Astrid Alexis Astor, a level 2 Human Paladin (Order of the Gauntlet)

Having escaped from Velkynvelve the heroes and their fellow former prisoners decide where they want to go. The myconid, Stool, wants to go home to the Neverlight Grove (but doesn’t know the way), Buppido the Derro wants to head to Gracklestugh, while Shuushar recommends heading to his home, Sloopbludop. JimJar the svirfneblin says his home, Blingdenstone, has tunnels returning to the surface, but Topsy and Turvy seem more eager to visit anywhere other than home.

After discussion the heroes agree to head to Sloopbludop and then make a further decision from there and begin heading to the Kuo-toa settlement at a moderate pace. The journey should take them about 8 days in total and the first day they make good pace until they come across a widening of the tunnel ahead which has a reddish glow. Investigating they discover a handful of giant fire beetles but the insects prove little more than a minor inconvenience and the party quickly resumes their journey.


With no further interruptions they finally decide to find somewhere to rest up “overnight” with the elf and half-elf splitting the watch between them. Unfortunately the night did not prove to be uneventful as a mustard coloured jelly mass was oozing along the tunnel towards their resting spot.


Exom and Raggia recognised the creature as an ochre jelly, realising that it had an immunity to lightning attacks. While Io and Astrid prepared attacks for when the monster came closer, Morwenna darted ahead and struck the first blow. To the rogues astonishment the creature did not simply die, instead it formed a fist shaped pseudopod and slammed the her almost off her feet. Her companions quickly rallied to her aid, and Captain Astrid swung her mighty greatsword straight down on the monster scoring a critical hit that surely would destroy it.

Unfortunately the jelly was merely split into two smaller jellies which continued to fight on. Thankfully with the combined attacks of Io, Morwenna, and magical strikes of Exom and Raggia it didn’t fight much longer. Returning to their camp the rest of the night passed uneventfully.

However upon awakening they find that one of their companions has passed away, Sarith the drow, is dead. Io and Raggia examine his body and discover a stab wound from either a dagger or shortword, as well as the fact that his rash seemed to have become open sores that give off a puff of spores when touched rather than ooze puss. When the heroes ask the rest of the prisoners who’d done this no-one admits to it (apart from Turvy who stands before Morwenna and says he’ll admit to it if she wants him to). Leaving the dead drow where he lay, the party continue their journey.

They hadn’t been moving for long when Exom’s owl familiar picked up the sounds of someone (or something) following them stealthily. Finding a suitable are the heroes prepare to ambush whatever it is, Exom using his illusions to make walls for them to hide behind while Io acted as bait.


It wasn’t long before a trio of drow scouts appeared and rather than confront them immediately the heroes use their concealment to begin making ghostly noises. The drow fired their hand-bows at Io who was then made invisible by Exom, furthering the ruse of a ghostly encounter, and Morwenna used her skills of deception to issue a ghostly warning. Two of the drow faltered and swiftly fled back down the tunnels but the third held his ground.

Raggia has morphed in the form of a dire wolf and bounded out of the illusory wall to pounce on the remaining drow, knocking him prone as her companions swiftly backed her up and took the drow prisoner. Interrogation revealed they were scouts for Ilvara’s hunting party, out looking to recapture the prisoners from Velkynvelve. Using intimidation and deception (Exom pretending to place a curse on the drow) they convince him to take recover Sarith’s corpse, take it back to Ilvara and tell her that the others are all dead. The weak-willed drow swiftly agrees and makes a rapid exit when released.

Eventually satisfied that they weren’t still being followed the heroes begin looking for their evenings resting spot, coming across a cave opening half filled with swirling steam and hissing sounds. Investigating they discover that there are natural steam vents in the chamber and that the steam is oddly refreshing. Still worried that one of the other prisoners could be a murderer they ask if they would volunteer to be tied up “for their own protection”, unsurprisingly Turvy is the first to volunteer. In addition to Raggia and Morwenna taking turns watching, Raggia puts her hunting traps around the cave entrance and Io decides to stay awake and help keep watch.

After a few hours Morwenna notices that Topsy is shrinking and within moments is replaced with a furry rat which scurries for the entrance only to be caught in one of Raggia’s traps. Io meanwhile is watching over JimJar and Shuushar and panics when he sees the svirfneblin begin to grow tentacles. When he calls his companion over and they look more closer however there is no sign of anything untoward.

In the morning Topsy is once again his annoying self and looks sheepishly at the party, haltingly admitting that he sometimes becomes a rat but assures them he’s not dangerous. Shuushar hasn’t awoken and fearing that he might be dead the heroes gather around but are happily surprised when he awakes with a snort. JimJar has begun to take bets on who the next one of them to die will be (Turvy excitedly bets 5 silver that he’s next).

The heroes gather the group together and continue the journey through the tunnels of the Underdark, eventually the path is blocked by an underground stream some fifteen foot across. Io and Morwenna gracefully launch themselves over with running starts, taking ropes with them to aid others in crossing. Shuushar happily gets in the water to aid from below and between them they manage to get everyone over safely.

When it comes time to rest once more Io decides he really needs to sleep and so only Raggia and Morwenna take turns again. However Raggia and Io suffer disturbing dreams of a large flat black reflective surface which begins to bulge upwards before giving way to a terrible visage breaking through. A pair of large heads looking a cross between an ape and a dog come first, massive yellow eyes glowing in the darkness. Broad muscular shoulders lead an equally massive torso but the creatures arms are what draw the eye, not arms at all but massive tentacles. The heads swivel back and forth as if looking for something, then they seem to focus upon the dreamer and the fanged mouths open in a roar – just as Io and Raggia awake in a cold sweat.

Thankfully nothing else disturbs their rest and in the morning they prepare to move out once again, but another of their companions was never going to do so again. Eldeth the dwarf shieldmaiden had had her throat slit in her sleep.

Fully aware that they had a killer in their midst but not wanting to spare the time to investigate further the heroes get the party moving once more. It’s shortly after midday when the come across a chamber littered with bones (humanoid and animal). Io and Morwenna, being lightest of foot go first and easily make it through to the exit on the far side without incident, Exom and Astrid do so also, but Raggia is in dire wolf form and decides to roll in the bones in the hopes of getting some interesting skulls stuck to her spines to make her look scarier.

She managed to get a meaty looking orc skull but then noticed a trio of large bull skulls, before she can grab one though they start to rise, the surrounding bones pulling together to form massive bodies below them.


Exom used his illusions to put up a wall in front of the majority of the party as Io and Astrid readied to attack anything coming within range of their weapons. One of the monsters (the heroes identified them as minotaur skeletons) came close the false wall and the monk, paladin and rogue quickly dispatched it. Meanwhile the other two charged the druid/wolf, trapping her between their horned heads with such force that as they stood back up she fell to the floor gasping for breath.


Exom conjured some magical missiles to strike at the enemies, but also struck Raggia with one, safe in the knowledge that all it would do is trigger her transformation back to her humanoid form. Getting back to her feet she called upon her own magic to create a thunderous wave of energy that threw the monsters away from her before again changing into wolf form as her companions move forward to assist in engaging the skeletons.  The battle was brutal and bloody but thankfully Astrid was able to call upon her goods divine blessings to assist her blows which proved highly effective against the undead.

Battered and bruised, and only half way to Sloopbludop, the heroes find a campsite and settle down for another (hopefully quiet) nights rest.

That’s where we left it for this session, with the party’s companions dwindling and one of them possibly being a murderer – how could this possibly end badly? The eagle-eyed among you may have recognised the maps used in this session, they’re from a previous season of Encounters (season 10 – Council of Spiders) which involved drow and the Underdark, it’s nice to be able to re-use these and they looked good too. Hopefully I’ll get the chance before the next session to dig out some of my 4e monster tokens for future use.

D&D Encounters – Out of the Abyss – session 1-2

Posted in D & D 5e, D&D, Encounters with tags , , , , , , , , , on September 27, 2015 by vobeskhan

out-of-the-abyss-coverWe kicked off the new season of D&D Encounters own at Tabletop Tyrants, with 3 tables of players seeking to get “Out of the Abyss”.

“Deep beneath the surface of the world lies the Underdark, a realm of endless labyrinthine tunnels and caverns where the sun never shines. The Underdark
is filled with races and creatures too numerous to count or list, and foremost among these are the dark elves—the drow. Hated and feared even by their fellow
dwellers in darkness, the drow raid other settlements in the Underdark as well as the surface world, taking prisoners back with them. Rendered unconscious
with drow poison, then collared and shackled, these prisoners are eventually sold as slaves or entertainment in the dark elves’ subterranean cities.

The adventurers have all had the misfortune of falling to such a fate. Captured by the drow, they are prisoners at one of the dark elves’ outposts, awaiting transportation to Menzoberranzan, the City of Spiders.”

My table has of a mixture of character levels:-

  • Stuart, playing Exom, a level 3 Human Wizard (Zhentarim)
  • Jason, playing Io, a level 2 Human Monk (Zhentarim)
  • Rose, playing Morwenna, a level 2 Half-Elf Rogue (Zhentarim)
  • Sil, playing Raggia, a level 1 Human Druid (Zhentarim)
  • Phil, playing Captain Astrid Alexis Astor, a level 1 Human Paladin (Order of the Gauntlet)

Each of the pc’s had been requested to make some pre-game rolls – these would determine how many days they had each been a “guest” of the drow, what (if anything) they had managed to scavenge during their incarceration, and any extra information they had learnt from their fellow prisoners, the outcomes of which were:-

  • Morwenna – 8 days, carnelian gemstone, supply patrol from Menzoberranzan is unusually late.
  • Exom and Io – 6 days, flint shards (usable as daggers), 3 drow guards watch the prisoners at all times from their post, once the patrol arrives they will be taken to the slave markets in Menzoberranzan.
  • Capt. Astrid – 3 days, 5-foot length of silk rope, Jorlan (one of the drow) suffered disfiguring injuries recently. Before that he seemed more in Priestess Ilvara’s favour, now Shoor seems to have displaced him.
  • Raggia – 2 days, small carnelian gemstone, there are 19 drow at the outpost including Ilvara, Shoor, and Jorlan, as well as another priestess named Asha. There are also a dozen quaggoths and a number of giant spiders.

Their fellow prisoners were a Derro, an Orc, a Quaggoth (who swore he was a cursed Elf prince), a Svirfneblin, a Kua-toa, a Drow, and pair of young Svirfneblin twins.


Following their regular meagre breakfast, Exom, Io, Astrid, the Derro and Kua-toa were designated as a work crew and escorted to a chamber further along the outpost and told to clean and tidy the cave used as barracks by the quaggoths. A large annoyed quaggoth was left to oversee them. The three pc’s quickly decided to overpower the beast and despite their restraints they were able to defeat it handily. At the Kua-toan’s suggestion they threw the body into the waterfall before sneaking back to their cell where Io and Morwenna were able to defeat the lock on their door.


Exom, free of the dampening effect of the cell, had regained mental contact with his familiar and discovered that their gear was being held in the armoury above the guard post. The heroes quickly assaulted the trio of guards, catching one by surprise and dropping him easily. Io did fall prey to a sleep-poisoned bolt and the stronger of the guards levitated up into the armoury and filled it with magical darkness. Thankfully this proved as much a hinderance to himself as the heroes and they were able to overcome him, though at the cost of Captain Astrid being slain by his poisoned blades. The heroes removed their restraints and recovered their gear (and that of their fellow prisoners).

Topsy & Turvy piped up that they knew how to revive Astrid and would share the secret for one of the “shinys” the heroes had. The party readily agreed and the twins revealed that there was something in the temple that could do it. Ront decided that he would take his chances against the guards at the other end of the outpost but to try and delay him Exom used an illusory wall, it worked for a moment but then the grumbling orc just barreled ahead and was last seen charging into a trio of Drow guards.

In the temple they found Asha and a large spider but Morwenna made quick work of the Drow priest while Io and Exom dealt with the spider. Discovering the way down to the room below they were all set to rush down when they realised it was Ilvara’s chamber – and she was there!

Thankfully it was at this time that an alarm was raised, not from the western guards Ront had headed for but the eastern side where a portal had opened and spewed forth a pair of demonic looking vultures. Ilvara and her troops were quickly engaged in fending off these newcomers, confident that they would be able to recapture the prisoners easily.

Still cautious the party agreed to send the twins down into Ilvara’s chamber. After a few minutes Topsy called them down as Turvy had fallen foul of a paralytic poison trap (and had somehow become dressed in a selection of silken drow lingerie). Thankfully they also found the potion they were looking for, and used it to revive Astrid.

As the sounds of the battle outside grew louder the heroes and their fellow escapees moved down into the next chamber and then used ropes to lower themselves down to the bottom of the chamber and make their escape into the wilds of the Underdark.

Once they were clear of the echoes of the battle they stopped to decide their next move (while the “grown ups” discussed this, Topsy ran around singing pervy Turvy as his brother still hadn’t removed the lingerie).

That was where we left it for this fortnight, read to begin the flight through the tunnels of the Underdark next time. Before any of my fellow DM’s start screaming at me regards the potion bringing Captain Astrid back to life I decided to use that mechanic to produce the effect of a Faction raise which would be extremely hard to explain story-wise within the outpost. Phil has now used downtime days to negate the 4-day penalty so should be “fighting-fit” for the next session.