
DM_Darkmeer |

Onyx:
The journal is filled with scrawls and pictures, mostly life events of a subordinate priestess, who changes her faith from Lolth to another faith, the dark goddess. The last page, however, has an interesting tidbit of information:
“Rule of Three of Sigil intrigues me as few others have. As he would say: A riddle, an Enigma, a puzzle. Regardless of his ultimate loyalty, impossible to determine, he would make a wonderful ally against the Spider Queen.”
The letter is sealed with a stamp in Red, Yellow, and Green wax.
"Styx Oarsman
It is as you Expected. A source here confirms that the goddess is on the move. Attack and kill her enemies without pause or mercy.
I've learned the location of a portal for you. It leads from the marketplace of this great city into a set of caverns in an underpopulated area of the prime.
I shall continue to find out more information, and leave it for you at the oarsman. Have you rmessenger present this letter."
On a stained part of the right margin, next to the location of the portal information is this tidbit:
"A bent piece of iron works - A horseshoe or a Lizard's Bridle."
Outside of that, there is a holy symbol, an each of the blades being used (3 greatswords for the fighter-types, and 1 dagger for the female) are minor magical items. The shortbows the warriors are using look to have a powerful pull to them as well.
Share as necessary
More coming tomorrow.

Sunaj Fellhand |

Finrod Moruin wrote:Finrod asks the Company; "Come. Let us set up an ambush for the ones that will certainly return with reinforcements." He pointedly does not help to bury the bodies.What precautions are you looking to take?
Sunaj suggests to litter the probable attack vectors with broken crockery.

Finrod Moruin |

"Heh, except that our supply of broken crockery is extremely limited. Our best bet is to litter the approaches with natural noismakers. Dry twigs, leaves, hollow nutshells etc." Finrod looks up at the sky.
"With the sun setting, we have no time to prepare something more fitting for Drow."
Finrod proceeds to gather the material and place it where it is needed.

Onyx Ironhands |

Onyx retrieves the blades and bows of the vanquished drow, which he places into a heap.
"These have some magic to them, and could come in handy."
He also finds a talisman of some sort, which he keeps to himself.
From the drow woman he finds a small book. He takes it with him back to the cabin, conjures a light, and spends a while reading it.
Knowledge - Religion, who is the "dark goddess"? 1d20 + 10 ⇒ (5) + 10 = 15
Knowledge - Planes, who is the "Rule of Three of Sigil"? 1d20 + 10 ⇒ (17) + 10 = 27
Knowledge - Any, who is the Styx Oarsman? 1d20 + 5 ⇒ (14) + 5 = 19
Knowledge - Dungeon or Geography, can Onyx follow the directions to the portal?1d20 + 10 ⇒ (11) + 10 = 21
Knowledge - Religion, which god does the holy symbol represent? 1d20 + 10 ⇒ (3) + 10 = 13

DM_Darkmeer |

Onyx:
The dark goddess, as indicated by the holy symbol and the priestess' own words is Kiransallee. Goddess of revenge and undeath for the drow. A relatively unknown deity on the surface... it is very odd indeed that her forces are moving against the Spider Queen, especially on the surface.
Rule of Three and the Styx Oarsmen are both beyond your knowledge at this time, although you think you recall something about a man consorting with demons by that name, you aren't exactly sure.
Finrod:

DM_Darkmeer |

Onyx:
Sunaj:
While Huergar, Basil, Greene, and Kara dig the graves for the now dead drow, Finrod and Sunaj have a lively discussion about broken crockery and it's various uses to help prevent ambushes. The whole process takes everyone well into the night, and watches are set. The wonderful job done by Sunaj and Finrod prove quite handy in the night, and you all have venison for breakfast, as Finrod's bow took down a deer in the night.
The morning breaks, and now the party has a bit of a split. Kane and Greene both agree that it would be best to press on to warn the village ahead, at the same time, you all have tracks to follow. what does everyone want to do at this point, follow the tracks, or go with Kane & Greene?
Corvax, Davin:

DM_Darkmeer |

Kara looks over the weapons, wondering if the small blade would be worth having.. as a back-up weapon at least.
** spoiler omitted **
Kara:
Corvax:
DM as Davin "I believe I'll go with Kane and Greene, they may need my healing abilities. You all should be fine, and I may be of more use to the village at this point." He says, as he watches the skies above./DM as Davin
So far, it appears Kara, Finrod, Onyx, and Corvax are for following the tracks. Pending Basil and Huergar checking in, I'm ready to proceed with following the tracks.
All:

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Huergar doesn't like to deviate from the original plan, but he says nothing. Also he'd like to reach some kind of civilization again rather than trekking in the wilderness, as much as he respects Finrod's ability to lead them. The wilderness, he realizes, maximizes the weakness of his gimped leg and lack of stealth. His heart sinks at the thought of ranging so far out of his element.
"Hm, this could be useful."
Huergar selects one of the composite short bows, since he doesn't have a ranged weapon.
"Farewell, Kane and Greene. Hmf, something in my eye..."
He quickly turns away. With a sigh, he falls in with Finrod and the others.

DM_Darkmeer |

The party walks together for a ways, as the Drow and undead seemed to have followed the road, mostly. At the point where they veer off of the road, good-byes and other farewells are made by everyone by Kane, Davin, and Greene. It is at this point where everyone makes their mark on the untamed lands around the pass.
The drow party seems to have traveled off-road for some time, having a campsite within a copse of trees, and coming to an ogre's den, you realize that there is fresh blood on the ground, as well as the body of a dead drow. It's very likely that the Ogre Zombies you fought earlier came from here. There isn't much in the cave, short of a rotten hunk of meat, and some large stones, likely for other giant-like throwing. After about an hour of searching the back parts of the cave, you are all satisfied that there are no drow here, currently. The tracks, now much harder to follow, lead on for another hour, when you hear a terrifying mix between a bird's screech and a lion's roar.
Following the tracks (and the sound, actually), you find a hidden cave's entrance... The cave is hidden by a small ridge on the outside, and, for the most part, would be shielded from the elements. The tracks lead up to this point, as well, before disappearing into the cave.
The cave entrance is about 15 feet wide, with a 10-foot ceiling, there are stalagmites and stalagtites visible in the cave from where you stand, but there are no signs of drow right now. The worsd part of this is that the screech-roars have not stopped, and you hear yet another as you all stand outside.

DM_Darkmeer |

Knowledge(Nature) to see if the roar is natural. Take 10+8: 18
Preparing for the worst, Kara unwinds her whip and draws her new blade. She readies herself for anything.
Not two-weapon fighting, just having a melee and a ranged attack ready. Readied an action to attack with the whip.
No, it is definitely not of this world. Closest thing would be an owlbear's roar... and that is certainly not what this is.
note:
Time of day is about 3pm or so
Corvax:

Kara of the Silver Hair |

"Whatever is making that sound isn't from this Plane of existence.. Now what did those old books say?"
Lore Master lets me take 10 on Knowledge checks. Just thought I'd clarify.
Knowledge(the planes) and Knowledge(arcana) to see if I can narrow the list of possible creatures down. Result for both: 18

Finrod Moruin |

Finrod listens carefully to see if he can ID the roars...
Knowledge (Nature): (1d20+9+4=33)

Corvax Schultheiss |

Finrod Moruin |

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Kara of the Silver Hair |

Kara quickly ans quitely sings a short song...
Mirror Image: 3
... and 3 exact copies of her appear next to her, mimicking her movements perfectly.

DM_Darkmeer |

As you all traverse down the cave, it becomes more narrow, with a winding feel to it. You get further and further into the cave, and at this point, you hear yet another screech, and each of you cringe at the unholiness, the vile nature of the scream.
You are certain you hear voices, as if the whole cave is echoing with them, as well as some scraping sounds from not far away at all.
Here is the current map of where you are, to the "north" is the way out, while Finrod is peeking around the corner. Kara is notated with an "L." This map is a little bigger, 30 pixels equaling 5-feet (trying to keep a scale that is manageable and makes it easier to figure out tactis & whatnot). Let me know if any changes to marching order need to happen.

Onyx Ironhands |

"Halt here for a moment, please," asks the dwarf diviner. He his incantations conjures a small, floating eyeball with a sky-blue iris. He wills it away from him, down and around the twisting passage in search of the source of the unholy sounds.
I cast Arcane Eye, which takes ten minutes to cast. I'm fine if anyone does not want to wait that long to take an action.

Kara of the Silver Hair |

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Corvax moves slowly forward into the cave, muttering quietly to Huergar as he passes.
"C'mon man, we don't want to be parted from the group with demons about."
"Right, right," Huergar responds, eager not to appear hesitant or fearful. He follows the others into the tunnel.

DM_Darkmeer |

Slightly Shrank the image with the editor... 'twas a bit too big... anyhoo Also I repositioned everyone so that they are roughly where they wanted to be at the time of the casting. Here is the map, let me know if it's too small.
The arcane eye does its job of scouting the next room. As he goes about the room, onyx notes the locations of things. Standing on the top of a precarious hill of rubble, although its perch is protected is a vile vulture-humanoid crossbreed. It appears to have taken the worst traits of vultures and trolls, and rolled them into one nasty package, including what appear to be molding yellow pustules on its skin. There are two drow in the northern section near the ridge and then a chasm crosses the entire room, being 5 to 15 feet wide at points across the room, starting in a jagged edge at approximately H21, and going all the way down to T17, which is deep enough to look unpleasant, and possibly deadly, if you fall in. There are two mounted drow, riding a two-legged lizard, with spiked chains at the ready. There are two openings at the far eastern portion of the room (I-K 27 and V-W 27), but after searching the room to insure that there are no hidden threats, there isn't enough time to get there with the arcane eye.
(Vulture-creature marked T1 in purple and green, drow footment 1 and 2 as the last combat, with the mounted drow on the lizards marked 1 and two with green circles)
Knowledge: The Planes for the creature, as well as anyone else that he describes it to. And Onyx is absolutely certain that it is the source of the vile screeching.
Kara, due to the length of time involved the mirror image will dissipate as its duration ends.

DM_Darkmeer |

To his party, the dwarf-mage describes what he sees through magic eye in detail.
"Does anyone have a way to topple that mound? To knock that bird-beast off it's perch, so to speak."
Onyx chuckles at his own joke.
Knowledge Planes, what kind of creature is that? 1d20+10
Onyx:
You all hear a screech that almost sounds like a laugh, in its own vile way as Onyx's face becomes quite pale.