Plot Summary

Session 1

Velkenwhatevah
Velkynvelve

You characters found themselves under the enslavement of the drow in their fort Velkynvelve an outpost located high in a cavern build 100 ft above the floor. While meeting your fellow prisoners and being forced to do degrading menial tasks for the adjustment of your drow captors you planned your escape. Some of the characters tried to smuggle weapons though the prisoner Bippido was caught and fed to the spider under the fort while the drow laughed and took bets on how long he would last. While getting all the prisoners to work together you were approached by the former captain of the fort Jorlan Duskryn a limping acid scared drow. He offered to help you escape.

While waiting for his signal to escape four chasme demons and a pair of vrock demons swooped into the cavern fighting. In the chaos that ensued Jorlan unlocked your cell letting you free. The party fought their way through drow guards making their way to the high priestesses room to recover their gear. After getting your gear you made the hard choice of jumping down into the webbing to try and get to the pond under the fort to jump into. After fighting off the giant spider that ate Buppido the group jumped into the water to make their escape only to have one of vrocks badly wounded from its fight fail directly in front of the group. Though weakened and bleeding it was a near death fight for some of the prisoners. With the vrock now slain and the exits now unblocked the party must choose where to go. There are 3 choices a north, west, and south passage.

Session 2

underdark-01

In this session our adventures made a run for it from Velkynvelve with the drow right on their heels lead by the high priestess in command of Velkynvelve. After getting a moment to breath the group decides to make their way to the Kuo Toa town of Sloobludop.

The group has slowly learned to forge for food and water while on the run. Mostly surviving on mushrooms and underground streams. The first day there was a cave in which almost killed Jimjar and attracted a carrion crawler that attacked the group. The second day the group encountered an area of Faerzress weird dim light tainted area that wore on the characters minds causing Ront to have a breakdown where he saw a stalagmite as an avatar of Gruumsh. The third day was spent squeezing through a series of tight tunnels which caused Ront to have a fit in which he needed to be put in his place.

The forth day the group came across an area called the silken paths. Here they met a pair goblin webrunners called Yuk Yuk and Spiderbait. They were hired as guides to help the group through the area. While in the paths the group walked past a helpless humoniod being taken away by some spiders, fought a spectator and a mimic.

We left our characters after leaving the paths exhausted and battered from their fights still a couple days away from their goal.

Session 3

Session 4

Session 5

Session 6

Session 7

Session 8

blingdenstone_sm_by_bryansyme-d98uuo9

After reuniting with your Myconid allies and introducing them to your new friend Glabbagool the party continues to make its way to Blingdenstone. Though Jim Jar knows where Blingdenstone lies he is not familar with the area of the under dark that you troup is tranveling through. Glabbagool takes some initiative and starts leading the group through faster routes to Blingdenstone. Though it has never been there it seems to be drawn there having an innate insight into how to get there.

Upon arriving on the out skirts of Blindenstone the group comes across the Pickshine Mines. Quenrelle asks if he is a relation of Kazook Pickshine, the gnome he owes his life to. He is in fact his cousin. Because of this the connection you are allowed to follow his group back to town and past the guards. The guards take you past their outer defences which include a maze and gauntlet of sorts they use to keep invaders out. After entering inner Blindenstone the group is greeted by a subterranean land of warm colors and welcoming smells. The deep gnomes seem suspicion of you, but you instinctively understand you face no threat here.

Making your way by the gaurds suggestion to the Diggermattock Hall and meet with Dorbo and Senni Diggermattock the de facto rulers of Blingdenstone. They tell the adventures that they can take them to the surfece but their forces are spread to thin to be able to help. They suggest some tasks in which the characters can help the town to allow them to help the player in return. The players learn of 2 main threats. The rumors that some monster or magic in the northwestern part of the settlement might be responsible for the growing number of oozes in blingdenstone. Also the wererates of the Goldwhisker Clan are a point of contention. Dorbo wants them out of the warrens to free up living space for hard working deep gnomes. Also wants to recover the House Center that he believes is in the control of the wererats. Senni argues that the wererats are descendants of Bligdenstone citizens and deserve to stay and rejoin their community.

After their meeting the players travel to the market on their way passing the Speaking Stones. Here they meet Gurnik Tapfinger head priest of the town. He asks the players to travel to the rockblight (SE Blingdenstone) and recover his temple that has been desecrated. He gives the players a ruby spell gem containing the hallow spell and asks them to place the gem in the Steadfast Stone’s menhir. He warns that Orgremoch’s Bane will send its servants to stop them.

In the traders grotto which is inside a petrified  fungi grotto. The traders are attacked by a pair of gelatinous cubes. The players go to their add saving the traders. Quenrelle then meets with his friend Kazzok before everyone heading to the inn, The Foaming Mug. The owner, Tappy Foamstap, is excited to have something interesting happening for a change and peppers the players with questions about their lives and adventures pushing free drinks and food on them.

In the morning the players head to the Ruby in the Rough (a church), and explore the catacombs based on some rumors of ghosts their heard. They meet a ghost by the name Jadger the towns previous Burrow Warden and explains he is retraining a new group of wardens, which is a group of elite ranger deep gnomes. He also asks the player with helping in putting a couple ghosts to rest that are too far gone. One by the name Vazuk that has taken up a house near by and to recover the remains of Udhask in the Rockblight so he may be put to rest.

The players first check on the house Vazuk is haunting, where Quenrelle is thrown around like a rag doll after farting on Vazuks stuff to taunt him out of hiding. This goes on until Vazuk has fairy fire cast on him and the party ends his torment.

Before leaving to venture to the Rockblight the players stop to talk to head of the guard Sark Axebarrel. He offers to pay a small reward for any information of the enemy movements past their barriers and offers a large bounty if the players kill the Medusa that has been seen wandering the Rockblight.